Turok: Dinosaur Hunter Forums!

Turok Games => Turok Dinosaur Hunter => Turok Dinosaur Hunter Modding/Mapping => Topic started by: Duke64 on December 21, 2015, 09:02:33 PM

Title: Turok Dinosaur Hunter modding (Get started) Basics Guides
Post by: Duke64 on December 21, 2015, 09:02:33 PM
Basics: How to

1. Launch game
2. Open console by pressing ~
3. Type "developer 1" and hit enter then exit the game
*Step 1-3 can also be done by opening config.cfg in the Turok game directory and find the line that says seta developer "0" and change it to seta developer "1"
4. Open game files and locate game.kpf (kpf is short for Kex Program file)
(https://duke64nukem.files.wordpress.com/2015/12/game.jpg)

5. Rename it to game.zip and open it up (extract these into your own folder somewhere for quick reach of it later.)
*You can mod your game by changing the components directly inside the game.kpf
6. After your done remember to rename game.zip back into game.kpf or the game will crash.

Making your own mods folder


1. Make your own folder inside the Turok game directory and call it "mods"
(It should look like this i'm using my gog folder here)
(https://duke64nukem.files.wordpress.com/2015/12/mods-folder.jpg)

*Inside this mod folder you can include specific components from the game.kpf and individually replace them using the mods folder. The engine will recognize it.

*The files inside the mods folder need to be zipped files and then renamed using the .kpf extension

It should look like this
(https://duke64nukem.files.wordpress.com/2015/12/insidemodsfolder.jpg)

Zipping your modifications.


The .kpf files inside the mods folder need to be zipped folders/files.
The files have to be named the same as they are in the game.kpf for the engine to recognize this.
They also need to be in the same directory/file as the game.kpf

Example my crosshair mod.

The crosshair image is originally located in game.kpf/gfx/crosshair.png

Mine is located in mods/crosshair.zip/gfx/crosshair.png


(https://duke64nukem.files.wordpress.com/2015/12/basicmods.jpg)
(https://duke64nukem.files.wordpress.com/2015/12/croshairfile.jpg)
(https://duke64nukem.files.wordpress.com/2015/12/kpfzip.jpg)

Now rename it to .kpf and your good to go, you can name your own .kpf files whatever you want to, just as long as the components inside are named the same as the originals it will work :)

Playing your mods

Once there set up correctly as explained above you can just launch Turok or drag your .kpf file onto the launcher.

See  Kaiser's Guide (http://steamcommunity.com/app/405820/discussions/1/494632768623700719/) for more.

More Guides:

Editing Textures: https://www.turokforums.com/index.php?topic=153.0

Exporting Models as Whole Objects: https://www.turokforums.com/index.php?topic=161.msg3748#msg3748

Exporting Models as individual Nodes: https://www.turokforums.com/index.php?topic=157.0

Mapping Editor Guides: https://www.turokforums.com/index.php?topic=262.0

Even More Guides: https://duke64nukem.com/category/turok-dinosaur-hunter-guides/
Title: Re: T1 modding (Get started)
Post by: Rok on December 22, 2015, 08:29:33 AM
But its most likely a good thing to have down the road if people start posting individual mods the section could get way to crowded. Sixty four can we have a questions thread for modding in here to because I got a few. After looking into the files I can only understand some of it. I have to learn this stuff! Somebody switched the soldiers heads on the models to scorpion and sub zero lol!
Title: Re: T1 modding (Get started)
Post by: The_EyeofTurok on December 22, 2015, 08:45:38 AM
Rok just make a questions thread :) I have some to actually. But yeah I saw scorpion in Turok lol I think im traumatized from it xD. Did anybody see the high res textures stuff being worked on?  I'm not interested in high res textures myself but it sure looks pretty cool.
Title: Re: T1 modding (Get started)
Post by: Duke64 on December 22, 2015, 07:34:49 PM
A section for this was asked for and I agree because I am currently messing around in it myself also. Nobody ever asked for any other mod section before but imo it makes it easier to read. If some members want to discuss regular talks or post videos its the Turok 1 section. The user content sections needs to be separated. With the level editor coming, there is high purpose for this and the suggestion made me act. I also thought this would be good for any of the games that are moddable T2 and T4. 

Also, I think everyone is entitled to there own thread if they want to share something the forum is not messy it has more members and posters now. For example having one general thread for mods and maps would be messy and could also lead to confusion on who members are responding to. Here members can release in easy format as there own thread.

Example mod thread name- Release: Shotgunfix.kpf or New: Shotgunfix.kpf

Example map thread- Release: lostland.map or New: lostland.map

Could be however you want it but try to go towards it being some sort of release if anyone wants to. Don't make me be first :P
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on December 23, 2015, 11:42:54 AM
Thanks for explaining this 64, also has anyone noticed how similar this modding is to Doom? It is very similar to classic games like Duke Nukem 3d modding also. Love it, thanks Kaiser couldn't of asked for it any other way :)

It still has its differences as every engine would but this is very similar. Going to be taking sometime out to learn much over xmas break :)
Title: Re: T1 modding (Get started)
Post by: The_EyeofTurok on December 23, 2015, 12:08:28 PM
has anyone noticed how similar this modding is to Doom?

I really see the similarity here Kaiser did use to mod for Doom I think so that's probably one reason :D Love it to btw
Title: Re: T1 modding (Get started)
Post by: MaxMan on December 23, 2015, 03:31:43 PM
I really hope to see some cool stuff in here :) if you want feedback I can always give it
Title: Re: T1 modding (Get started)
Post by: Duke64 on December 23, 2015, 06:31:13 PM
So far from the time I spent seeking through the files it does remind me of Doom and Duke modding. I learned quite a bit of Duke modding so looking at some of this plus the level files are labeled .map makes me feel at home.
Title: Re: T1 modding (Get started)
Post by: Drek on December 25, 2015, 12:42:10 PM
(http://i1285.photobucket.com/albums/a583/Link_3D/405820_screenshots_2015-12-24_00001_zpsvxstg8ei.jpg)


Quote
KAISER SAYS:
"Turok EX Level Editor coming soon!"

http://steamcommunity.com/sharedfiles/filedetails/?id=583186978

Title: Re: T1 modding (Get started)
Post by: Drek on December 25, 2015, 03:40:13 PM
I just did a quick push test on the kex engine.

I did a Photoshop action to batch scale all the textures to 4x the original resolution. The game handled them fine, pre map loading time went from less than 1sec to a solid 2seconds.

This means a standard high res pack should be doable fairly easy. Anyone in the community looking to make high res textures should aim for 4x resolution, and try to keep the original feeling intact. Same color scheme...
Title: Re: T1 modding (Get started)
Post by: Drek on December 26, 2015, 12:14:13 PM
dropping some links here, umm triple post :)

(http://i1285.photobucket.com/albums/a583/Link_3D/2015-12-26_00004_zpslbtpw8lm.jpg)
my first little test mod, a golden gun
https://drive.google.com/file/d/0B2uSUNwSn0WpWERfVEV1VUoyaUE/view?usp=sharing

Also this one was made over at steam, but with the poor fileplanet host, and steam going off and on I decided to share it here.

Nearest texture filter mod - (by: Iazu)
https://drive.google.com/file/d/0B2uSUNwSn0WpYWNDSXY0ME02djQ/view?usp=sharing

The game runs with a linear filter, just like the N64 and PC version, but it's a simple one line edit of ALL the material files (*.kmat) to change the whole game over to a retro pixelated look (look closely at the golden gun screenshot, both mods are in it)
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on December 26, 2015, 12:35:53 PM
If I get to my hands editor...guys You see nice levels made by me :D

Check my NFS 4 city tracks :)

https://www.youtube.com/user/superbravo666/featured
Title: Re: T1 modding (Get started)
Post by: Duke64 on December 26, 2015, 01:19:05 PM
dropping some links here, umm triple post :)

(http://i1285.photobucket.com/albums/a583/Link_3D/2015-12-26_00004_zpslbtpw8lm.jpg)
my first little test mod, a golden gun
https://drive.google.com/file/d/0B2uSUNwSn0WpWERfVEV1VUoyaUE/view?usp=sharing

Also this one was made over at steam, but with the poor fileplanet host, and steam going off and on I decided to share it here.

Nearest texture filter mod - (by: Iazu)
https://drive.google.com/file/d/0B2uSUNwSn0WpYWNDSXY0ME02djQ/view?usp=sharing

The game runs with a linear filter, just like the N64 and PC version, but it's a simple one line edit of ALL the material files (*.kmat) to change the whole game over to a retro pixelated look (look closely at the golden gun screenshot, both mods are in it)

Hahah reminds me of Duke Nukem's gold pistol :))
Title: Re: T1 modding (Get started)
Post by: Rok on December 27, 2015, 02:43:14 AM
I would be interested in everything having the retro look. With the way it plays now.

Anybody find a way to disable fog completely yet? I like fog in Turok but I wanted to experiment.
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on December 27, 2015, 02:31:35 PM
I just wondering, can we change sounds in Turok, I mean replace minigun sound with own sound.

Example:

Title: Re: T1 modding (Get started)
Post by: Duke64 on December 27, 2015, 03:56:47 PM
I just wondering, can we change sounds in Turok, I mean replace minigun sound with own sound.

Yes you can and it should work if you follow the steps above it will give you access to everything including the sounds. Find the sound you want to replace, then pick a new sound and name it the same as the sound you want replaced. Then just replace the one in your game folder with the new one. Your looking for gatlin1p.wav and gatlin2a.wav in sounds/waves :)
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on December 28, 2015, 09:52:59 AM
I did it thanks again Duke, but I have a problem with rotating sound it is gatlin2a, I made own but I can't replace, shooting sound is replace good.

Check this, still I working on better sound like Predator Painless :D



I also check textures, very similar to NFS tracks editing :D
Title: Re: T1 modding (Get started)
Post by: Duke64 on December 29, 2015, 03:21:06 PM
Kaiser posted this picture as a screenshot wanted to share here when I could. Its a map that comes with the level editor my guess is it may be some type of an example map. Either way it looks good to me :P

(http://images.akamai.steamusercontent.com/ugc/358399429470223315/36C50306CAC387B6453148211A515B4DE5D91357/)

http://steamcommunity.com/sharedfiles/filedetails/?id=585837917
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on December 30, 2015, 01:43:25 AM
Now that looks pretty bad ass I can't wait to try and use this level editor. Hurry hurry :)
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on December 30, 2015, 06:26:57 AM
Kaiser posted this picture as a screenshot wanted to share here when I could. Its a map that comes with the level editor my guess is it may be some type of an example map. Either way it looks good to me :P

(http://images.akamai.steamusercontent.com/ugc/358399429470223315/36C50306CAC387B6453148211A515B4DE5D91357/)

http://steamcommunity.com/sharedfiles/filedetails/?id=585837917

Awswome kick ass editor map :) This version of Turok is the best of all :)

About sound replaceing, can always need change wav to 11000 hz frequency or can I have 44000hz???
Title: Re: T1 modding (Get started)
Post by: DarkShadowRage on December 31, 2015, 10:12:08 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=589509477&fileuploadsuccess=1

(http://i.imgur.com/Ziev83n.png)

Beta testing the Turok Editor
Title: Re: T1 modding (Get started)
Post by: Duke64 on January 01, 2016, 01:54:15 AM
Its a happy I am Turok new years heh thanks to Kaiser and Night Dive. Level editor is real, it is coming soon but this is just testing please keep here :)

Happy new years.

(https://duke64nukem.files.wordpress.com/2016/01/2016-01-01_00002.jpg)
(https://duke64nukem.files.wordpress.com/2015/12/2015-12-31_00018.jpg)

(https://duke64nukem.files.wordpress.com/2015/12/2015-12-31_00009.jpg)
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on January 01, 2016, 12:14:01 PM
Can I also test it??? Or need wait for official :)
Title: Re: T1 modding (Get started)
Post by: ひまわりくん on January 01, 2016, 04:58:35 PM
Its a happy I am Turok new years heh thanks to Kaiser and Night Dive. Level editor is real, it is coming soon but this is just testing please keep here :)

Happy new years.
What's with the cerebral bore crosshair?
Title: Re: T1 modding (Get started)
Post by: Duke64 on January 01, 2016, 05:11:09 PM
Well I put it in myself for fun you can use any crosshair its in the files just replace the one in game with your own I wanted this one it covers more area matches with all weapons still
Title: Re: T1 modding (Get started)
Post by: ひまわりくん on January 01, 2016, 08:23:36 PM
And here I thought someone got a cerebral bore into the game
Title: Re: T1 modding (Get started)
Post by: Duke64 on January 02, 2016, 01:59:27 AM
As much as i'd love an editor, This does not look user friendly in the slightest. :(

Just think about the times Turok started in and released in I know you already know that, but think about the engines and times. Id'e say its more strange then unfriendly though but smart observation actually. I kind of feel at home so far its a combo though I tell you that. So far its a trip but i'm enjoying every second hehe. But as a level editor this is something you got to see :D

Can I also test it??? Or need wait for official :)

Don't worry Nfs it will be available shortly but that's for Kaiser to announce he is probably just trying to prefect it. I can even help out with help questions :)

And here I thought someone got a cerebral bore into the game

Its probably possible but you wan't an animator and model expert there heh. I just wanted the crosshair while I was trying to test all then engine can do itself :)
Title: Re: T1 modding (Get started)
Post by: Rok on January 02, 2016, 03:42:49 PM
I guess dreams do come true!
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on January 03, 2016, 02:59:32 PM
Question about textures, all are in very small resolution like 64x64 etc is it possible to change some config to use bigger max 256x256???

About hud I want change minigun for fun, by my textures I made this same resolution 128x64 this file h_w_minigun.tga, but game crash and wrote RLE not supported???

Ok problem solved :)

Title: Re: T1 modding (Get started)
Post by: Duke64 on January 04, 2016, 09:56:15 AM
Nice :) you can also edit the models so you have different weapons. I'm not exactly sure how to yet though since I'm not the best with 3d models but its surely possible.
Title: Re: T1 modding (Get started)
Post by: Mon-Ark on January 04, 2016, 12:16:45 PM
I guess the most simple way would be to attach the new weapon model to the existing "bones" of the original weapon model.
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on January 04, 2016, 12:24:32 PM
I know is possible to replace original models :) it will be awsome and this what I wrote here :

http://www.turokforums.com/general-discussion/turok-remake-ideas/

But now we must wait for official editor level? But is it replace original levels or make new one??? Anybody have mail adress to Kaiser???
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on January 04, 2016, 12:43:15 PM
I can't wait for the editor wow did anyone notice the other tabs on shadows editor picture? Wow!!!

Also, don't think i'm not around just because I been away a bit. I been studying these files as much as I can. I for damn sure can't wait for that tool right there that's for sure.

You guys are lucky to test :) but its probably well deserved to so good job. Who would be with me to make an "Arcade Turok"? Kind of like brutal Doom but we replace brutal with arcade because it just sounds more original.
Title: Re: T1 modding (Get started)
Post by: Rok on January 05, 2016, 01:31:49 AM
I personally like how the game is in original state. I think what is needed most is new levels. But hey it would still be bad ass to see... i do like the idea of arcade however. Little faster, more enemies, more weapons and ammo at an earlier point of the game, and maybe more plants and details to the original levels?
Title: Re: T1 modding (Get started)
Post by: Adon on January 08, 2016, 11:12:31 AM
Oh my I sure missed a lot this is a great idea and section. Nice ideas everyone lets get them going sorry I don't know how to mod but I would enjoy to play them whenever I can. Gives me something to look to. Can't wait for the level editor so you all can start putting out new levels to that we can play.

This is great though we now have more depth on the forum with the likes of this stuff wow thanks Night Dive and Kaiser.
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on January 08, 2016, 12:29:34 PM
I personally like how the game is in original state. I think what is needed most is new levels. But hey it would still be bad ass to see... i do like the idea of arcade however. Little faster, more enemies, more weapons and ammo at an earlier point of the game, and maybe more plants and details to the original levels?

Right I know what you mean though I like the original stuff the most also. Especially since were able to open it up now and see what's going on. That sounds like a good idea Rok pretty much what I'm going for. I don't want to change the game more so add some little stuff to it though it would be a variant. I hope you want to join up with me on this :)
Title: Re: T1 modding (Get started)
Post by: MaxMan on January 12, 2016, 01:44:44 PM
Right I know what you mean though I like the original stuff the most also. Especially since were able to open it up now and see what's going on. That sounds like a good idea Rok pretty much what I'm going for. I don't want to change the game more so add some little stuff to it though it would be a variant. I hope you want to join up with me on this :)

Well that makes 3 of us I mostly like the original looks something special about them some magic something classic to but there is nothing wrong with seeing some new stuff. Not sure where your going with this exactly.. but i sent you a pm hit me back :)
Title: Re: T1 modding (Get started)
Post by: Duke64 on January 13, 2016, 02:38:09 PM
Something cool and interesting Kaiser posted
(http://images.akamai.steamusercontent.com/ugc/358400521688974098/3F7253EBEF8B234A49499BF427EF9ABD9E96ECB1/)

http://steamcommunity.com/sharedfiles/filedetails/?id=597042814
Title: Re: T1 modding (Get started)
Post by: Adon on January 15, 2016, 09:34:50 AM
Isn't that an example of new models used in the game? Kind of reminds me of something that would be in Turok 2 is actually.
Title: Re: T1 modding (Get started)
Post by: The_EyeofTurok on January 15, 2016, 01:41:21 PM
It actually looks really nice wow thats pretty exciting there. Winder when the game editor will become available for us :)
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on January 15, 2016, 01:59:19 PM
It actually looks really nice wow thats pretty exciting there. Winder when the game editor will become available for us :)

I'm hoping its really soon to,  really excited to give it a try and poke around with the tools.

The picture by Kaiser is pretty great and shows some more of what is possible now for Turok.
Title: Re: T1 modding (Get started)
Post by: ひまわりくん on January 15, 2016, 03:15:44 PM
I wonder if we'll be able to import maps between the games.

If it's possible, then imagine playing primagen's lightship with the speed and weapons of Turok 1
Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on April 21, 2016, 09:40:00 AM
Guys need help which sound is for Pulse Riffle in game:

(http://img2.wikia.nocookie.net/__cb20111206202754/turok/images/2/21/T1PF.JPG)

I try cool change :)
Title: Re: T1 modding (Get started)
Post by: Duke64 on April 21, 2016, 01:58:37 PM
The sound wav file for the Pulse Rifle is called "mchgun2p.wav" and the ksnd file is named "machine_gun_shot_2.ksnd"

Title: Re: T1 modding (Get started)
Post by: Nfsfan83 on April 22, 2016, 08:25:35 AM
thanks :)

Check it, from Fortress 1993 movie



Is a little bit diffrent from original

This movie in 1:22:20 moment

Title: Re: T1 modding (Get started)
Post by: Duke64 on April 22, 2016, 07:00:54 PM
It sounds more sci-fi like and that is quite fitting for it :)
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on April 23, 2016, 09:46:08 PM
Sounfs pretty perfect for it man I hope to see more experimenting in the modding guys. Its still great to see for me
Title: Re: T1 modding (Get started)
Post by: Duke64 on April 27, 2016, 07:19:55 PM
Don't worry Doom I personally will get some things up eventually. I have been quite busy but i'm always in Turok.
Title: Re: T1 modding (Get started)
Post by: Rok on May 05, 2016, 05:27:13 PM
thanks :)

Check it, from Fortress 1993 movie



Is a little bit diffrent from original
pretty awesome sounding though.
Title: Re: T1 modding (Get started)
Post by: Duke64 on May 11, 2016, 05:50:58 PM
I actually wrote up another guide some time ago and didn't share it here but if you all would like to check them out go here. The latest guide explains how to import/replace a model in the game.

https://duke64nukem.com/category/turok-dinosaur-hunter-guides/

Also, I made a little video for my guides I know I got a lot more to write up but its a start :)

Title: Re: T1 modding (Get started)
Post by: Jay Doomed on May 24, 2016, 09:30:27 AM
I actually wrote up another guide some time ago and didn't share it here but if you all would like to check them out go here. The latest guide explains how to import/replace a model in the game.

https://duke64nukem.com/category/turok-dinosaur-hunter-guides/

Also, I made a little video for my guides I know I got a lot more to write up but its a start :)



Ohhh damn so that's why I couldn't get a model in damn thanks a lot for the guide(s) Dude.
Title: Re: T1 modding (Get started)
Post by: Duke64 on May 24, 2016, 05:35:15 PM
I am pretty sure I know what step on importing models your talking about here hehe.
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on May 25, 2016, 09:21:55 AM
I am pretty sure I know what step on importing models your talking about here hehe.

Its step 9 of importing models how would I ever know that the slashes go backwards by themselves :S I won't actually need to import any models into the game though I love the models and weapons how they are already but its great to know. I mostly been messing with kfx files but it can be tedious individually testing what each line does for each effect. But its totally worth it... its just that I don't have much time to really do anything but i'm sure I will have something kind of cool some day.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on May 25, 2016, 06:29:28 PM
Here're some random notes of mine (https://www.dropbox.com/sh/fbro1hq1v0h5634/AAD8lTTQbP86goQhYZIdIyKpa?dl=0), including some kfx reference.  It's incomplete and may have some errors (since it's based purely on observation), but still covers some cryptic stuff.
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on May 26, 2016, 09:50:33 AM
Here're some random notes of mine (https://www.dropbox.com/sh/fbro1hq1v0h5634/AAD8lTTQbP86goQhYZIdIyKpa?dl=0), including some kfx reference.  It's incomplete and may have some errors (since it's based purely on observation), but still covers some cryptic stuff.

Dude thanks for this i'm always bothering duke about things like this almost constantly and I can tell he is really busy lately. This is good for me they seem pretty correct to me because I was messing with the oncollide kfx stuff not to long ago. One thing I'm trying to do is just simply make more blood but I was thinking I need to understand things in full before really doing anything. I have a little more time atm so I am going to use it to understand more now.
Title: Re: T1 modding (Get started)
Post by: Rok on May 26, 2016, 12:24:49 PM
I'm a damn noob at modding its so hard for me to understand man. I grew up without a pc I didn't have one till recently. But I would love to learn. If some can help me some :/
Title: Re: T1 modding (Get started)
Post by: Smoke39 on May 26, 2016, 07:42:03 PM
Looking at Duke's and Kaiser's modding guides, I feel like Kaiser's is pretty vague if you're not already familiar with this style of modding, and Duke's focuses too much on kpf files.  You really shouldn't be modifying game.kpf directly, and you shouldn't be making your own until you're ready to package up a mod for release.

So I've thrown together my own basic modding guide for getting started.  It explains what dev mode is for, and gives an example of the workflow for overriding files and making changes to them.  I'll probably explain making kpf files and the mods folder later, possibly even in a separate tutorial to keep this one as simple and clear as possible.

I'm also moving the links to this stuff to my signature, so I can easily update them in one place if I ever reorganize my dropbox.

Rok, let me know if this helps you with getting started, and if anything isn't clear.  Really what it comes down to is pretty much just getting the file structure figured out, and then opening stuff in notepad and experimenting.

Perhaps next I'll give a bit of an overview of what all the different files actually control.
Title: Re: T1 modding (Get started)
Post by: Duke64 on May 27, 2016, 03:21:59 PM
Very nice Smoke looks pretty great man.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on May 27, 2016, 10:17:19 PM
Added that file overview I was talking about.  I highlighted the three areas that I consider to be the core areas.  Ideally each item will link to more thorough reference material in the future.
Title: Re: T1 modding (Get started)
Post by: Duke64 on May 29, 2016, 01:04:25 AM
Added that file overview I was talking about.  I highlighted the three areas that I consider to be the core areas.  Ideally each item will link to more thorough reference material in the future.
Correct me if I'm wrong but you made that chronosceptor staff mod. That's one of my favorites I saw before.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on May 29, 2016, 04:18:20 PM
Nope.  The most exotic thing I've released is dragon's breath shotgun shells.
Title: Re: T1 modding (Get started)
Post by: Duke64 on June 01, 2016, 05:25:33 PM
I see.. my bad there been awhile low memory of that post I thought it was you Smokey heh. But dragon breath shells sounds cool to me though sounds interesting enough ;)
Title: Re: T1 modding (Get started)
Post by: Smoke39 on June 02, 2016, 03:33:50 AM
Mmm, "sufficient."  Such high praise.

Added some info on some of the defs files to the guide.  Would be nice to get some scripting info up next, but that's quite a can of worms...
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on June 02, 2016, 10:46:08 AM
Mmm, "sufficient."  Such high praise.

Added some info on some of the defs files to the guide.  Would be nice to get some scripting info up next, but that's quite a can of worms...

Yeah you should post the dragon breath shotgun shells dude wouldn't mind checking them out. Also, really good to see another person writing some guides for Turok I thought it was kind of sad that there was only one person doing it. Seemed like that was lonely though. Nice job!

 
Title: Re: T1 modding (Get started)
Post by: Duke64 on June 02, 2016, 05:31:01 PM

Mmm, "sufficient."  Such high praise.

Added some info on some of the defs files to the guide.  Would be nice to get some scripting info up next, but that's quite a can of worms...

(http://vignette3.wikia.nocookie.net/ewj/images/1/15/CanOWorms.jpg/revision/latest/scale-to-width-down/151?cb=20160208023402)
You were saying?

Haha maybe we should make one of the weapons shoot this as a sprite :P But yeah scripts can be all over the place that's true man its like where to start :s


Yeah you should post the dragon breath shotgun shells dude wouldn't mind checking them out. Also, really good to see another person writing some guides for Turok I thought it was kind of sad that there was only one person doing it. Seemed like that was lonely though. Nice job!

It is really nice to see indeed and good to. I'm so busy lately its tough I been trying to work on something for Turok again now though. Was messing with something last night felt good to be home :))

Also, I like sufficient mods for Turok actually. Nothing to game changing just a little brush of your art to the game because the game is already so fun imo. Like the Doom sounds that is a nifty little mod shotgun sounded good as Dooms. Simple yet effective and creative are also good mods to try. I would play them aswell :P I will soon post a quick mod as soon as I can. I will get to work on it now.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on June 02, 2016, 07:48:25 PM
Yeah you should post the dragon breath shotgun shells dude wouldn't mind checking them out.

http://www.turokforums.com/t1-moddinguser-content/%28release%29-smoke's-tweaks/

Also, really good to see another person writing some guides for Turok I thought it was kind of sad that there was only one person doing it. Seemed like that was lonely though. Nice job!

I just hope people actually find it useful.

(http://vignette3.wikia.nocookie.net/ewj/images/1/15/CanOWorms.jpg/revision/latest/scale-to-width-down/151?cb=20160208023402)
You were saying?

Haha maybe we should make one of the weapons shoot this as a sprite :P

I actually had started on a collection of silly weapons, but never finished it.  I was having a hard time coming up with a complete set, and was getting frustrated with kfx limitations. :/

But yeah scripts can be all over the place that's true man its like where to start :s

I was thinking of starting with weapon stuff.  I'm just not really sure how to organize it, since they're members of the player class, but more likely to be used from the weapon classes.
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on June 03, 2016, 09:59:16 AM
Well between all the guides available now I have learned a lot more then I probably need to know and I know Rok has learned some to because me and him been talking about some mods. So it does help the more guides there are the more help there is for others especially people who don't really have a grasp on mods already which happens to be quite  bit in the Turok community. Where like the Doom community mostly understands modding some.

I am trying to come up with a sufficient mod also now with Rok. We agreed that we like the simple yet effective approach. We just need an idea that we can chase after and it hasn't popped yet. First thing I wan't to do is add a lot more blood. I know brutal Turok has it but I want to learn and do it myself besides I don't know the status of Brutal Turok anymore. But I want more blood and I want it now :D You happen to have an example of adding more blood some how? I noticed how to make the blood sprites size larger but not how to add additional bloods to it.
Title: Re: T1 modding (Get started)
Post by: Rok on June 03, 2016, 02:57:29 PM
Yeah now that i'm trying some I understand the gist good thing there is you guys guides. Because still its tough because its like an alien language to me :) but yeah lets do this dude. Some kind of community mod almost hehe.
Title: Re: T1 modding (Get started)
Post by: Duke64 on June 03, 2016, 04:53:12 PM
Something to note is when exploring kfx files you will eventually find out that they have a lead to others written inside them to. Like check out gush_blood.kfx I bet it has generic_10.kfx listed in it under on_Impact ;)
Title: Re: T1 modding (Get started)
Post by: Smoke39 on June 03, 2016, 06:52:34 PM
Blood impact effects are spawned by projectiles in OnImpact.  You could either modify the existing blood kfx files, or change the projectiles to spawn a brand new effect (useful if you want different weapons to have different effects, or if you don't want excessive effects blocking the player's screen when Turok gets hit himself).

I'm not sure where death blood is spawned.  It might be hard-coded, or it might be attached to the animations somehow.  Some might even be spawned in the enemy scripts; I'd have to check.  Gibs definitely are.  You can script new death effects in OnDeath() (you'll see the shockwave weapon effects being triggered from there in scripts\enemy\enemy.txt).

Knife blood is spawned in scripts\player.txt, in KnifeParticles().

Effects can have multiple particles defined within them (e.g., a blood puff, some particles that fly out, the splatter on the wall).  And as Duke alluded to, effects can spawn further effects in onTick, onImpact, onExpire, onWaterTick, onWaterImpact, and onWaterExpire.

There're tons of kfx properties to mess with.  I really need to start working on a comprehensive list.  For now, you'll just have to look through the kfx files to see what's available.  The kfx reference in the assorted notes in my guide should help with a few of the more cryptic properties.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on June 04, 2016, 05:42:02 AM
Updated the guide with some initial fx info.  There's still plenty more to do, but I feel like it's a pretty solid start.
Title: Re: T1 modding (Get started)
Post by: Rok on June 04, 2016, 03:42:57 PM
Thanks for taking extra time to do thatand explain. Going to check this out now man! Have no doubts it will help Smoke really captures detail. Yes duke on_impact has that one and is interesting. So generic_10 is the impact when you cause damage to them. Now to study what they do individually thanks all.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on June 04, 2016, 10:02:25 PM
I added a link to a big script API reference provided by BehemothProgrammer on the Steam forums.  Probably won't mean much to anyone without a decent understanding of how things work already, but it should make it significantly easier to write the scripts section of the guide itself.
Title: Re: T1 modding (Get started)
Post by: Duke64 on June 06, 2016, 10:59:29 PM
That looks pretty niice though and organized good job to that guy.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on June 06, 2016, 11:53:35 PM
Yeah, it's a great reference to have available.

Made major progress on the fx section.  Every property I'm aware of is listed, and almost everything has a description now, except for a few that I need to spend some time coming up with clear phrasing for, and a few flags that are still a mystery to me.
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on June 08, 2016, 12:48:03 PM
Hell yeah! I'm going to go over this man learning more won't hurt any. And yeah that script reference is good no idea who that is tell him I say thanks if possible.
Title: Re: T1 modding (Get started)
Post by: Rok on June 10, 2016, 09:52:26 AM
Going to be checking this out more today :)
Title: Re: T1 modding (Get started)
Post by: Duke64 on June 11, 2016, 02:44:28 AM
Let's just make a community mod everyone contribute something in it and then we release it on moddb I already have a decent moddb profile going on and I could easily accredit everyone involved on the front page. Just call it "TurokForums mod" or something. I know it can be tough but I think we can work it out with what is good for the mod. I know I should show some more of my testings but that's what most of everything I did was testing learning what some of the things do, it takes time. I have something decent to show all Turok buddies soon hopefully I give some hope.

I think we should just focus on making Turok the same with special effects that makes it special. You don't have to repaint an entire picture here Turok is already near perfectly painted.
Title: Re: T1 modding (Get started)
Post by: Rok on June 11, 2016, 11:23:02 AM
I learned a little now, you can count me in for something for sure.
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on June 14, 2016, 01:14:46 PM
Let's just make a community mod everyone contribute something in it and then we release it on moddb
Hell yeah

I learned a little now, you can count me in for something for sure.
You already know :)
Title: Re: T1 modding (Get started)
Post by: Jay Doomed on June 15, 2016, 11:24:15 AM
I been working on more blood I vant your blood :P Yeah Duke when i'm all done I am going to send it over to you and let you see what you think of it. I think if we make a mod it should be simple things I agree. So I also think we should make its own thread here. I guess we just need some progress to show before making any thread. Answer your pm buddy.
Title: Re: T1 modding (Get started)
Post by: Duke64 on August 04, 2016, 08:23:58 PM
Inside your Turok folder there is a file named Game.kpf rename it to Game.zip. Then you can open it and see all the data for the game. Like textures, model files, scripts, defs, and you know the data inside. You can take all of that stuff out of the zip now into any folder you want. You could even make a new folder called Turok mods on your desktop and put it all there. Once you take all the files out of the zip rename game.zip back to game.kpf
Title: Re: T1 modding (Get started)
Post by: Smoke39 on August 04, 2016, 09:19:31 PM
So I jet leave it as it is? No need to move the folder around?
This step is just to have easy access to the game's data.  It doesn't modify the game, as long as it's not all in the same folder as sobek.exe.

And to create a KPF file I just need to right click and select "WinRAR ZIP archive.zip" and add the following folders sounds - waves - and drag jumpp.wav inside the wave folder am I right? After Im done I change the extension to KPF?
This sounds correct.  sounds/waves/jumpp.wav inside a zip file with the extension changed to kpf.  Is your custom kpf in the mods folder?  The mods folder goes in the same folder as sobek.exe.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on August 04, 2016, 09:36:19 PM
There's no "sounds" folder in the same folder as sobek.exe, right?
No other kpf files in the mods folder?
Can you post the kpf for your mod?
Title: Re: T1 modding (Get started)
Post by: Smoke39 on August 04, 2016, 09:53:35 PM
I meant the actual file itself, not a screenshot of it.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on August 04, 2016, 10:02:27 PM
Just as an attachment should be fine.
Title: Re: T1 modding (Get started)
Post by: Dinosoid on August 04, 2016, 10:09:53 PM
.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on August 04, 2016, 10:26:44 PM
Well, shit.  I was asking all these questions assuming that the game wasn't overriding the wav file properly, but the problem is the game thinks there's something wrong with the wav file.  I opened it in audacity and simply re-exported it to see if it would fill in whatever header or whatever the game thought was missing, and it seems to be working properly.  I guess Quake just uses an old and/or hacky wav format or something.

Sorry, man, my first question should've been to clarify what the actual problem was.  Anyway, here's the re-exported version.
Title: Re: T1 modding (Get started)
Post by: Smoke39 on August 04, 2016, 10:48:48 PM
Audacity is the name of the program.  Just opened the file in it, clicked File->Export..., and chose WAV.  I also cleared the metadata in the dialog box that opens after you click save, but I dunno if that was required.
Title: Re: T1 modding (Get started)
Post by: Duke64 on August 05, 2016, 06:59:28 PM
Oooh the Quake guy jump sound is a good sound love it. Cool idea.
Title: Re: T1 modding (Get started)
Post by: Duke64 on August 06, 2016, 01:35:40 PM
Groovy :)) glad you got it down.