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Messages - Victorious_Games

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21
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.4
« on: October 28, 2018, 10:19:37 PM »
You’re doing good work here man. Keep it up.

22
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 28, 2018, 10:18:19 PM »
You could have told me this from the beginning. LOL Thanks for the help man. I’ll just leave the almost invisible lightmaps alone. It’s not worth messing up the rest of the map. Plus it’s not a huge deal. The maps look 100% better with my changes anyways. Even with the lightmap bugs.

I’m very close to releasing a beta for testing. If anybody is interested in getting involved hit me up at ModDB. It’ll be demanding and will require u to play a lot of the game in hopes of finding bugs and any imbalances in the gameplay.

23
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 28, 2018, 02:39:00 PM »
Ok so I did what you said and it definitely fixed the issue I was having. But now u can see dark lines in between the floor sectors. Like every single one of them. It looks terrible. Is there any way to get around this or not?

24
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 28, 2018, 10:07:40 AM »
Oh ok. I knew I was missing something. This should be added to the duke64 tutorial. Thanks Behemoth. U saved the day once again.

25
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 27, 2018, 11:20:37 PM »
I already read through that. It was very helpful. But clicking on the redraw lights button brings up the load map window and the other buttons don’t seem to help. What exactly do I need to do to edit these transparent objects?

26
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 27, 2018, 02:30:06 PM »
For this version I’ve only made changes to the Death Marshes. For the next release I’m gonna make more changes to the other worlds too.

Anybody got an answer for my question?

27
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 26, 2018, 08:07:28 AM »
As u guys may remember I was making some changes to the death marsh maps’ fog by getting rid of the black fog and replacing it with grey fog. I’ve got all that done and realized that the tops/cutoff points of the trees and the vines that hang from above are now very visible. I guess the black fog was used to hide this. So anyways I’m going through the maps again and adding tree tops and moving the hanging vines further up into the sky. It looks awesome and really makes the death marshes look like actual marshes. Here’s my problem.

After moving the vines I noticed that a transparent slightly visible version of them was left behind right where they use to be. I guess it was something that has to do with their lighting or hit detection? I’m really not sure. How do I remove this and add it to their new position?

28
Thanks man. I’ll try reselecting all in different sectors to see if that works. If not then I’ll go through the maps manually and find each sector that isn’t using the new fog color. I’ve already done it for 1 map. It won’t kill me to have to do it to the others. Thanks again.

29
Ok so I did the fog changing trick u told me to all the maps but there are still sections of the maps that are not registering the new fog colors. Is there any way to make sure that all of the sectors are actually selected and use the new fog settings? Or do I have to go through each map and check for spots that aren’t using the new fog color? The znear values are transferring to all the regions as they should but the colors are not.

30
That did the trick. Thanks man. Now I can bring back some of that foggy jungle goodness from Turok 1. It’s not necessarily a jungle, but it’s the closest thing Turok 2 has to one. Ill probably do the same for the non underground sections of the Lair of the Blind Ones maps too. Thanks again.

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