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Messages - BehemothProgrammer

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11
Turok Dinosaur Hunter Modding/Mapping / Re: QTurok
« on: April 18, 2019, 08:04:13 PM »
:treasure: :feather: :treasure: :feather: :treasure: good job once again
:treasure: :treasure: :treasure:


Updated again. Added the third map - The Necropolis

12
Turok Dinosaur Hunter Modding/Mapping / Re: QTurok
« on: April 14, 2019, 12:39:43 AM »
Thanks. I started on the third level too - The Necropolis. Don't know if I'll finish it, but I didn't think I'd do the 2nd level either so.

Something I wanted to mention about the 2nd map here is about half way through the level there's a bridge that comes out of the floor horizontally, and across from the bridge is a key. This was the first time I actually pulled off a true bridge in this game that comes up and forms once the bridge is activated. I had to create a bridge of sectors underneath the floor below the bottom of the bridge that would rise up and align with where the bridge should be and also be created in a way where it connects to the ends of the gap so you could walk on and off the bridge sectors without having to jump at all.

13
Turok Dinosaur Hunter Modding/Mapping / Re: The Slipgate Complex
« on: April 12, 2019, 11:08:57 PM »
Updated.

- Changed mod name to QTurok.
- Removed Quake jump and land sounds.
- Turok no longer "sticks" to the ground after jumping and landing on the ground. Jumping several times quickly after landing will increase your jump speed.
- Added more detail to the outside area in E1M1.
- Added new map - E1M2.



14
Thought I'd show something pretty cool I just figured out in modding Turok 1. Using the _morph animation to blend each frame of a model together.



15
Nice I saw the video on that one looks awesome. Glad it's gotten really popular. I noticed DGR joined the discord after you made that lol.

16
Turok Dinosaur Hunter Modding/Mapping / Re: The Slipgate Complex
« on: April 05, 2019, 03:36:34 PM »
This looks lovely seriously good job. I also played the shit out of this map on Duke Nukem 3D mp! Its one of those classic maps in DN3D mp. Hmm, perhaps throw this in Turok 2 for some mp also if you get bored :) Anyway, good job going to try this out now.

Extra:
I still have have the DN3D version too haha here it is if you get bored DN3D version has sp and mp:
https://drive.google.com/file/d/112d4aGvy9UlF4-gzmtHzyVZzzXFkdMgB/view?usp=sharing
Thanks. Oh cool didn't know it was a popular DN3D mp map. Yeah I'll try out the singleplayer on that map, never played that version of it before.

Pretty rad, I was thinking of doing something similar but have been caught up with college. Glad to see you take a crack at this.

Curious, how easily do you think this could be extended? Like perhaps if I make my own custom Quake styled Turok maps. I figure it wouldn't be that hard to work with.
Thanks. Alot of the features in these 2 maps have things that are not possible to do with vanilla turok scripts. I actually made this as a test for a addons package I'm working on (most likely just for myself, but if you look in the .kpf you can see the folder called BP_Addons). So everything that I did in the maps is made possible with this addon package I created. If you open the map in the editor with the mod in your mods folder you'll see all the new actors I have that make the map possible without doing any scripting for the map. I also made this as compatible as possible with other mods as I could. This mod doesn't overwrite any of the vanilla scripts at all except for one iggy.txt which I use as my entry point to include all my custom script files. So adding a new map is the same as it normally would be, except here I have a bunch of extra actors that are capable of doing much more, none of which are required to use. You could still use vanilla actors if none of that extra stuff was needed in your map. But Quake maps were a good test, it had alot of things Turok didn't have.

17
Turok Dinosaur Hunter Modding/Mapping / QTurok
« on: April 05, 2019, 01:06:28 PM »

Description: Play the first 3 maps of Quake, Turok style.
Download: Steam Workshop | Turok Sanctum

Install instructions:

    Unzip download file
    Put the .kpf file into the mods folder in your Turok directory.

Gameplay Tips
  • Press and hold the map zoom in and out keys at the same time to see your map stats.
  • You cannot change the difficulty while playing, if you do you will get a gameover.

18
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.11.3
« on: March 21, 2019, 06:56:27 PM »
Yes, could always use more maps
 :treasure:

19
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.11.3
« on: March 20, 2019, 05:16:00 PM »
v0.11.3 (March 19, 2019)
- You can now see texture animations the way they were meant to be seen. Fixed all texture animations to not skip there second frame of animation. A bug in Turok 2 skips every 2nd frame of animation, which also means you could never see any animation at all for animations with just 2 frames.
- Fixed hive shield texture animation glitch. Another bug with texture animations in Turok 2 happens with animated textures that are mirrored.
- Fixed a bunch of really incorrect uv values/missing triangles/incorrect textures on static meshes throughout the entire game.
- Minor map fixes in River 7-8, Marsh 7, Lightship 8-9
- Made the flying bird hit box much bigger
- Fixed primagen keys not disappearing for clients when reentering the HUB map after placing all the primagen keys down.



20
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: March 13, 2019, 06:51:06 PM »
More stuff.

AAF_EVENTSOUND - (must be paired with AAF_EVENT) arg2(in editor) is to be set to the soundID defined in defs/fileLookup.txt. When the player enters the area that sound will play. Be careful though, the event in arg4 will also be executed.

-----World-----
void FloodFillAreaFlags(  int sector, uint flags, bool bSet ) - DO NOT USE!!! (Use FloodMatchingAreaFlags instead) This can only turn OFF area flags. If you attempt to turn ON any flag while that flag is already ON for that sector/area, the game will crash.

void ChangeAreaFlag( int areaID, uint flags, bool bSet ) - DO NOT USE!!! (Use FloodMatchingAreaFlags instead) Only certain flags work correctly when set. The full list of my tests is:
Code: [Select]
AAF_WATER = 1 << 0 //works, partially. No shallow water sound effects play.
AAF_BLOCK = 1 << 1 //does NOT work
AAF_TOGGLE = 1 << 2 //
AAF_CLIFF = 1 << 3 //does NOT work
AAF_CLIMB = 1 << 4 //does NOT work
AAF_ONESIDED = 1 << 5 //(Bridge) does NOT work
AAF_CEILING = 1 << 6 //does NOT work
AAF_CRAWL = 1 << 7 //works
AAF_ENTERCRAWL = 1 << 8 //works
AAF_HIDDEN = 1 << 9 //works
AAF_ENTERED = 1 << 10 //
AAF_SECRET = 1 << 11, //works
AAF_RESTRICTED = 1 << 12 //works
AAF_SLOPETEST = 1 << 13 //does NOT work
AAF_DEATHPIT = 1 << 14 //works
AAF_MAPPED = 1 << 15 //does NOT work
AAF_EVENT = 1 << 16 //works
AAF_REPEATABLE = 1 << 17 //
AAF_TELEPORT = 1 << 18 //works
AAF_DAMAGE = 1 << 19 //works
AAF_DRAWSKY = 1 << 20 //works
AAF_TELEPORTAIR = 1 << 21 //works
AAF_LAVA = 1 << 22 //works
AAF_EVENTSOUND = 1 << 23 //works
AAF_ANTIGRAVITY = 1 << 24 //works
AAF_LADDER = 1 << 25 //works
AAF_CHECKPOINT = 1 << 26 //works
AAF_SAVEGAME = 1 << 27 //works
AAF_WARPRETURN = 1 << 28 //
AAF_SHALLOWWATER = 1 << 29 //works
AAF_DRAWSUN = 1 << 30 //works
AAF_STOREWARPRETURN = 1 << 31 //


void FloodMatchingAreaFlags( int sector, uint flags, bool bSet )
void FloodFillAreaFlags( kVec3& loc, uint flags, bool bSet )

both work for all flags so use these instead.


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