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Messages - helenchris0704

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Turok Dinosaur Hunter / Re: Turok Dinosaur Hunter Models
« on: May 30, 2017, 04:41:32 PM »
That creature I think is a large Iguana but I think it got cut out of the original game. I wonder if its still inside the game somehow though, that would be interesting!

It's possible, but very unlikely. I'll tell you what though, I will extensively look through the models and see if it is buried somewhere in there. If it's not I can try to pick apart some files in the PC version and see if the leftovers may be there. Other than that, N64 games were so compressed that devs couldn't afford to keep content in there like that. I mean to get a game like Turok down to 64 megabytes or lower is seriously impressive. A PS1 game disc has the capacity to hole 700 megs (over 10 times that of a 64 cartridge) and those games were pretty bad sometimes.

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Turok Dinosaur Hunter / Re: Turok Dinosaur Hunter Models
« on: May 30, 2017, 04:37:33 PM »
Hey people! How a long time! I was asking the other day playing the original Turok and in the model gallery, I didnt saw the fish and I think there are fishes.
Any way to open the models of Turok DH?

The short answer is no. There is no way to open these models in the editor, but you can go to model view in the actor edit mode of the editor and look at all the models.
The not so short answer, is you can export the models through the command console in game as .obj files. These files can then be opened, viewed, and edited. Once saved, you then import them using the command console once more and they are in. However, there are files in the defs you may need to edit to position first person models correctly on screen and in my experience they may end up sideways or backwards in game and you can fix it by just rotating them in your image editing software (I use blender). As far as pickup models go, these are very easy to adjust size and proportion in the editor, so you will never need to import or export pickups multiple times. One last bit though: we do not have the proper tools to have full control over the game's animations yet. This means it will be impossible to import custom enemies unless they are completely motionless (they could still move, but will slide across the ground with no animation). This is because we cannot assign nodes to custom models due to a lack of proper tools and or knowledge (if you don't know what nodes are google it, it's simple to understand).


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Turok Dinosaur Hunter Modding/Mapping / Free Mod Tutorials
« on: May 30, 2017, 12:32:52 PM »
I am offering anyone who is interested the chance to learn the basics of modding Turok 100% free private tutorials. Anyone who is interested may PM me, comment here, or find me and contact me on steam under this same username. Thank you!

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That's a good point, I figured everyone who sees this will just check it out on steam, but I will add a changelog to let everyone know what the mod actually does.

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Thank you!

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Turok Dinosaur Hunter / Turok 2 weapons in Turok 1
« on: April 17, 2017, 02:53:25 PM »
The results will be looked over when considering future updates for the ultimate overhaul mod.

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This is the official forum page for the Tuork 1 ultimate overhaul mod. All discussions, bug reports, reviews, suggestions, and submissions regarding this mod on Turok Forums should be posted here. Below will be a link to the steam group and a mod kpf of the latest available version of the mod. Thank you for your support and enjoy!

http://steamcommunity.com/groups/turokultimateoverhaul

FEATURES:

Flamethrower- A new weapon that was made just for this mod. It, well throws flames. Uses fuel as ammo.

Flechette Gun- A new weapon added for the mod that plays off of one of the weapons in Turok Evolution. This was made to be our only projectile weapon that works underwater. It uses flechettes as it's primary ammo and harpoons as it's alternate.

Ammo Toggle- A slightly modified version of the ammo toggle feature from smoke39's Turok+ mod. It lets you cycle between primary and alternate ammo, which was originally a huge flaw of the game not being able to do so.

Special Attack- A new function to be bound to a key/button that let's players execute a special action unique to the weapon they are holding. Currently the only weapons that have this implemented are the knife and shotgun.

Boomerang Knife- The knife's special attack. Contrary to the name, this actually just fires a projectile from the knife. The weapon actually never leaves your hand.

Multi Pump Shotgun- The shotgun's special attack. This lets the player pump up to 4 shells into the barrel and fire every shell pumped this way simultaneously. The shotgun keeps track of what shells are pumped (i.e. if you pump 3 reg shells and 1 explosive, it will actually fire 3 shells and 1 explosive shell) and ammo is now used when pumping instead of firing. The pump animation is a little jerky and as of right now I have not yet figured out how to fix the bug where when you pump the last shell it switches weapons, but for now it is a one of a kind feature. I am also working on a setting that lets the player turn off the autopump, meaning you would have the option to control every pump.

Incendiary Rounds- Alternate ammo for the pistol. I think you can guess what these do.

Pulse Rounds- The pulse rifle now uses it's own ammo to make it a bit better of a weapon.

AR Bullets- The assault rifle now uses pistol bullets as it's primary, and AR bullets as it's alt ammo. This makes the AR much more useful and it definitely makes more sense. My future plan is to completely remove the use of pistol bullets form this gun and give it another new ammo type. The AR weapon pickup will give AR bullets.

Ammo Readjustments- The max ammo and max backpack ammo for a few weapons has been changed. For a complete list of this, visit the link above. Some of the pickup amounts have also been adjusted.

Sounds- A few of the weapon sounds were reworked to be a bit more immersive. The biggest changes were made to the alien gun sounds.

New Projectiles- New projectiles have been added for the new weapons, ammo types, and other features.

New Tuxtures- A variety of HD textures have been added to modify levels and weapons. These, however will be a separate add on for the mod.

Contributors:

HelenChris0704
Doommarine23
Smoke39
(shadow)
Badger
sidearms
vinicious
BehemothProgrammer
iddqd13
dakuwan

If you are interested in contributing, PM me.

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We have tried so many different things and nothing has worked. Any help would be greatly appreciated.

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Turok Dinosaur Hunter Modding/Mapping / Better Ammo Mod
« on: January 04, 2017, 04:16:03 AM »


This mod adds a few useful tweaks to the ammunition in the game like increasing max ammo values and separating the pistol and rifle ammo. That's right, there are now AR bullets. Clips give pistol bullets and ammo boxes give AR bullets. In the future there will be an ammo toggle and the AR bullet icon's position will be fixed. Enjoy!

Here is the link to the steam worshop mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=834202562

The standalone mod will be in the description.

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