Author Topic: M16M203 and M60 weapons models in Turok Game  (Read 11988 times)

Offline Nfsfan83

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M16M203 and M60 weapons models in Turok Game
« on: August 31, 2020, 12:44:51 PM »
I just wondering, I see Snake Plissken replace some weapons models in TDH in his Brutal Turok 0.3c and  I want do it also :) but have few questions:

1. Is there any limit of polygons in current model? I have many nice models from HL CS 1.6, Condition Zero or from Firearms pack:

sample low poly models from Firearms 2.5 view in (great model viewer lots of format - import and export)

https://richwhitehouse.com/index.php?content=inc_projects.php

Firearms 2.5 models few:



2. Is it posiible to import model with custom hands and change weapon model position in game more left side or more center, closer to screen etc?

3. What about example with minigun model? if I replace minigun by m60 what with rotate animation?

4. Textures - models from HL usually have 4 or more textures, in TDH textures need be all in one?

Any help and tips are welcome ;)

« Last Edit: August 31, 2020, 12:46:44 PM by Nfsfan83 »

Offline Badger

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Re: M16M203 and M60 weapons models in Turok Game
« Reply #1 on: August 31, 2020, 02:01:29 PM »
Doommarine has done the process to a T, he's released a few weapons for dinosaur hunter as well.  :alien:
« Last Edit: August 31, 2020, 02:02:08 PM by Badger »

Offline DoomMarine23

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Re: M16M203 and M60 weapons models in Turok Game
« Reply #2 on: August 31, 2020, 02:12:38 PM »
Hey, those look pretty cool. I'll try and answer these questions for you.

1. I am not sure what the polygon limit is, but its very very high. Those models should work just fine.

2. Yes, it is entirely possible to import custom models with different hands or screen positions.

3. The minigun's barrel is animated in code. You can simply remove that code in your weapon mod for the M60

4. Textures for Turok simply need to be .PNG

5. Turok does not use skinned meshes like Half-Life with a skeleton. Instead, models are animated in pieces/segments like an action figure. This should not be a big issue for animating weapons, however. But it would make more complex animations like reloading and bending fingers require more planning.

All in all, everything you want to do is absolutely possible and fairly easy. Make sure you get Blender 2.8+ and the plugins that Behemoth Programmer created

https://behemothprogrammer.github.io/TurokBlender/index.html

Offline Nfsfan83

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Re: M16M203 and M60 weapons models in Turok Game
« Reply #3 on: August 31, 2020, 02:33:48 PM »
Thanks DoomMarine23 for answers, all models I can have in Wavefront OBJ with textures. I have 3ds Max 6 and 7 and 2009? any exporter to bin to 3ds?

Offline DoomMarine23

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Re: M16M203 and M60 weapons models in Turok Game
« Reply #4 on: August 31, 2020, 02:39:41 PM »
There is no Turok .bin plugins for 3DSMAX, only Blender 2.8+

Offline Nfsfan83

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Re: M16M203 and M60 weapons models in Turok Game
« Reply #5 on: August 31, 2020, 03:26:00 PM »
Blender 2.8 dosen't support my lovely Windows XP SP3 :P

Offline Nfsfan83

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Re: M16M203 and M60 weapons models in Turok Game
« Reply #6 on: September 02, 2020, 07:52:32 AM »
Yes, I know but... so many old games work fine. But serious, If You don't download any shitt from any unknown source, nothing bad can happen ;)

Ps. I also have router, firewall program and antivirus program :D
« Last Edit: September 02, 2020, 08:02:47 AM by Nfsfan83 »

 

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