Turok: Dinosaur Hunter Forums!

Turok Games => Turok Dinosaur Hunter => Turok Dinosaur Hunter Modding/Mapping => Topic started by: Duke64 on December 23, 2016, 06:12:53 PM

Title: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 23, 2016, 06:12:53 PM
I will share here all of my guides so far I got the User Interface buttons posted. I will share them one by one here.

(https://duke64nukem.files.wordpress.com/2016/12/kexedit.jpg)

Considering you already read this get started modding guide (set developer mode to 1.) We need to first make sure we are in developer mode to edit the game even for maps.
https://duke64nukem.com/2015/12/19/turok-dinosaur-hunter-basic-modding-guide/


Understanding the User Interface

https://duke64nukem.com/2016/12/23/turok-dinosaur-hunter-mapping-user-interface/

Starting a Map

https://duke64nukem.com/2016/12/24/turok-dinosaur-hunter-starting-a-map/

Aligning wall Models:

https://duke64nukem.com/2017/01/04/turok-dinosaur-hunter-map-guide-rotating-models-walls/

Monster Actor Properties (how to make enemies attack)

https://duke64nukem.com/2017/01/05/monster-actor-properties-turok-map-editor-guide/

Collect Keys to open/Activate Exit Portal on a map:

https://turoksanctum.com/keys-exit-portal/

Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 23, 2016, 06:20:35 PM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 23, 2016, 06:44:53 PM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Rok on December 23, 2016, 09:18:09 PM
Thanks i will atleast try for the curiosity.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 23, 2016, 10:38:20 PM
How can I play my own maps? I already know I need to press the Play button but every time it loads I just have a black screen

Its something I would have to look into. Need to know something how did you start creating your map did you do new map or edit exist or did you load a map?

I need to create this get started mapping guide now. If you saved map and then hit play and it goes black I'm a bit stunned xD But I think I have an idea actually.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 23, 2016, 10:54:30 PM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 23, 2016, 11:49:35 PM
Okay and when you go into sectors mode is there any sectors?
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 24, 2016, 12:15:33 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 24, 2016, 12:35:20 AM
I will go over sectors in this guide also its quite a bit to go over but its not so much I will do a general info on sectors. Later I can go over the more complex sector stuff. But sectors are really important Turok can not travel without sectors or beyond sectors. I imagine he can't even spawn if there is no sectors. And they aren't as hard as it would seem but its probably important for someone to go over this glad someone is mapping ye.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 24, 2016, 12:49:12 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 24, 2016, 02:21:51 AM
Thanks Duke. I apologies if I annoyed you with all these questions. I'm putting the PDF file to good use!

No problems here with helping. Ask away I will answer when I can dude.

So in my first guide it shows you sector mode. Its this button (https://duke64nukem.files.wordpress.com/2016/12/sectormodeicon.jpg)

So click on that button first before seeing.

This is highly important I say consider this before you continue on your map any. When you click the sectors mode what does the editor show?

This is what I don't want you to see! No red sectors on map is no!

(https://duke64nukem.files.wordpress.com/2016/12/no.jpg)

This is what I want you to see. Sectors are the red colors that go over the map.

(https://duke64nukem.files.wordpress.com/2016/12/yes.jpg)

Also my guide will explain this much more.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 24, 2016, 03:49:26 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 24, 2016, 03:52:45 AM
Let me make this guide its heavily needed I had a look at the guide pdf by Daniel and its quaite strong! I approve of that pdf guide maybe sometimes its a lot to read at once.

Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 24, 2016, 03:46:36 PM
Hey see here is the thing. I don't know if its possible to actually add sectors if there are no sectors! You need to start your map with _default.map. Here its not much of a guide Kaiser and the guys are knee deep in Turok 2 busy as they mentioned in an announcement its being worked on. I thought there was some guide somewhere that helped already I believe :S Here is how you want to start a map. I added the small new guide starting a map to the original post also.

Please read through this hole guide its highly important! https://duke64nukem.com/2016/12/24/turok-dinosaur-hunter-starting-a-map/
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 24, 2016, 04:12:47 PM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 24, 2016, 08:35:26 PM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 25, 2016, 02:06:05 AM
So the test map now plays when you hit test?

And that sounds like you need some help with sector mode. I plan to go over it soon I have started but sector mode can get pretty complex but for normal its not as complicated as it seem.

I will say something that may help for the moment. To work in sector mode make sure you are in sector mode and if you right click you will place a vertice. Which is the purple square hehe. You need to connect the sectors to your purple squares simply said.

To use any of the sector modes you must first cntrl+left click a sector so you have a sector selected first.

If a mesh doesnt highlight I know 2 things I would try:

1. Try to select everywhere around it some models have strange hitboxes because of the odd shapes of all of them.

2. I would try to see if its an actor so I would switch to actor mode and then try to select it
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 25, 2016, 03:12:20 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 25, 2016, 03:13:57 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 25, 2016, 04:25:22 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 25, 2016, 04:43:14 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Dinosoid on December 25, 2016, 06:26:12 AM
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Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Rok on December 25, 2016, 12:37:58 PM
Thank you for guides going to look into this also after xmas. Awesome job guys.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 25, 2016, 02:09:00 PM
I understand the editor at some extend. Can you tell me how to activate the sky and sun please

Sure that is connected with sector mode. Cntrl+ left click on your sector to select it. Then right click the selected sector and go to properties. Go to the settings tab.

You must have the fog color as black if you see a black sky with no sun. Sky height is how close the sun looks I believe.

(https://duke64nukem.files.wordpress.com/2016/12/turok-sky.jpg)



Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Rok on December 29, 2016, 12:23:57 AM
I sent you question in pm if you can make a guide of that maybe then thanks!
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on December 29, 2016, 02:26:45 PM
Of course I will dude. I have been sick last few days. Starting to come back around today. Hope to get some more things up here for guides while working on this next map release.

xD is that you Rok?

(https://duke64nukem.files.wordpress.com/2016/12/20161226154303_1.jpg)
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Jay Doomed on January 05, 2017, 01:22:06 PM
Thanks dude very much appreciate time taken out to help us xD HELP I NEED HELP. I really do though lol.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Gazer on January 05, 2017, 02:27:45 PM
Hi, I am new to this forum and looking for mapping brethren (help) as well. I was very happy to find the "Jungle_Falls" level and enjoyed that a lot. There is a basic question that I saw here which will help a lot of nubs, because I couldn't find the answer when it happened to me.

When I fired up the editor the first time, I loaded up the "tutoriallevel.map" which is meant to be used in connection with "Turok_Editor_Guide.pdf". These are both found in your (C:\Program Files (x86)\Steam\steamapps\common\Turok-Dinosaur Hunter) game folder. The maps are in the 'tutorial' folder. So when I hit the > (play) button in the editor, the game engine would start up but I only got a black screen and no way to exit the game except cntrl-alt-delete.

So the problem is basic. In the game folder there are .configuration files (.cfg) which can be edited with notepad. You must open the one named config.cfg and add a line of text to it to allow the developer_maps to run. The .cfg files are scripts and the format that you use will become commands in the game engine so there are rules to follow when editing config files. Google '.cfg files' if that is giving you a problem.

So -- add this line to your config.cfg - seta developer "1" - then save the config and close it. Now the game engine will now recognize your .map files and no more black screen.

Hey My First Post! WhoooYaaa  ;D

For Google Sake I'm adding Turok Editor Black Screen here so maybe others will find this post too. Thanks Duke64, for this nice place to share stuff like this.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on January 05, 2017, 09:32:03 PM
Ahh yes I forgot to add the get started part in the op. I added to original post now to be more specific. Yeah hopefully if anyone needs help the ppl here we can try to help some. Yeah google analytics xD Turok user map, Turok mapping guides, help with Turok mapping, Turok editor, black screen test play lol. Hey I would also like to note that you can simply type "Developer 1" in the console while the game is launched.

Well thanks but it's like I always will say it is the members who make the forum, glad you enjoyed Jungle Falls. Hope to see more maps for Turok.

Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on January 06, 2017, 12:05:31 AM
How to make monsters and enemies work and attack is pretty simple I just had no time earlier.  (Starting with the basics I will update this list to get into the more complex things) Added new guide to op.

1.) Go into actors edit mode and cntrl+click the monster. (https://duke64nukem.files.wordpress.com/2016/12/actormodethingsmode-icon.jpg)

2.) Right click the selected monster and go to properties.

3.) Go to Spawn Flags 1
(https://duke64nukem.files.wordpress.com/2017/01/monsterproperties.jpg)

Basic Monster spawn flag selections:

Solid: Makes actor solid

Projectile attack 1/Projectile Attack 2: Good for enemies with weapons or any enemy that fires a projectile. Monsters are specific to them though, so if your monster isn't firing any projectiles on projectile attack 1 try to use projectile attack 2. While testing switch between them on different attacks to get the correct 1.

Snap to Floor: Makes the enemy/monster stay on the floor even after death. You want to choose this one.

Cast Shadow: Cast's a shadow for the monster

Use Strong Attacks: Makes enemy use the stronger attacks

Use Weak Attacks: Monster does weak attack

Hit ok and close the properties tab. Save map and now the monster will work.

(https://duke64nukem.files.wordpress.com/2017/01/20170105204647_1.jpg)
(https://duke64nukem.files.wordpress.com/2017/01/20170105204657_1.jpg)

I did even attach the map here. I thought it would be cool to start trying to use videos also to go with text. This is my first one I thought it was a small task so good for a first video guide.


Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Rok on January 06, 2017, 12:56:35 AM
How to make monsters and enemies work and attack is pretty simple I just had no time earlier.  (Starting with the basics I will update this list to get into the more complex things) Added new guide to op.

1.) Go into actors edit mode and cntrl+click the monster. (https://duke64nukem.files.wordpress.com/2016/12/actormodethingsmode-icon.jpg)

2.) Right click the selected monster and go to properties.

3.) Go to Spawn Flags 1
(https://duke64nukem.files.wordpress.com/2017/01/monsterproperties.jpg)

Basic Monster spawn flag selections:

Solid: Makes actor solid

Projectile attack 1/Projectile Attack 2: Good for enemies with weapons or any enemy that fires a projectile. Monsters are specific to them though, so if your monster isn't firing any projectiles on projectile attack 1 try to use projectile attack 2. While testing switch between them on different attacks to get the correct 1.

Snap to Floor: Makes the enemy/monster stay on the floor even after death. You want to choose this one.

Cast Shadow: Cast's a shadow for the monster

Use Strong Attacks: Makes enemy use the stronger attacks

Use Weak Attacks: Monster does weak attack

Hit ok and close the properties tab. Save map and now the monster will work.

(https://duke64nukem.files.wordpress.com/2017/01/20170105204647_1.jpg)
(https://duke64nukem.files.wordpress.com/2017/01/20170105204657_1.jpg)

I did even attach the map here. I thought it would be cool to start trying to use videos also to go with text. This is my first one I thought it was a small task so good for a first video guide.




Thanks! Noobs like me can learn when I look back at it.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Gazer on January 06, 2017, 01:40:31 AM
Oh Thank You Duke64 I knew that you were The Man. You spent way too much effort, because the problem was with the editor, on my end. My editor was missing the "OK" and "Cancel" buttons at the bottom of the Actor Properties window. To make a long story short, I contacted NightDive studios and one of the guys there figured it out for me. If you don't click "OK" after you make changes to the spawn flags then they uncheck themselves. What a day figuring that one out.

So A Note: If your on Win7 and your desktop theme uses display modifier to increase all text size, then your important buttons on Turok Kex editor v1.0.3 will be obscured and the actor properties window will not function properly.

Here's the full thread you can read for more info if you need more info, or contact me directly. http://forums.nightdivestudios.com/index.php?threads/turok-kex-editor-1-0-3-help.100/

I used to make some cool maps for Q3, I still like to play and it's fun mapping for the Turok style and the newer quake3 style stuff. The DOOM 2016 Snapmap is fun too. I am really looking forward to Quake Champions in 2017 and then eventually getting GTKRadiant for DOOM 2016. It will come sometime this year.

So I hope I can dazzle you with my mapping creativity and I love what your doing, looking forward to your next map that you've been mentioning. I bet your working on it now!  ;D
Thanks Again, Gazerbeam
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Rok on January 06, 2017, 10:23:59 AM
Wouldn't say to much effort because it solves the hole issue now if people search these things and read now they can get a solution or simply figure out how to do it in general. I for example am not a mapper I need all steps. But I don't have this missing ok button.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Jay Doomed on January 06, 2017, 12:20:29 PM
Projectile attack 1/Projectile Attack 2: Good for enemies with weapons or any enemy that fires a projectile. Monsters are specific to them though, so if your monster isn't firing any projectiles on projectile attack 1 try to use projectile attack 2. While testing switch between them on different attacks to get the correct 1.



Oh man I was struggling with these and you're right the projectile attacks are specific to enemies they don't always work with one enemy so you have to try between them both.

Yes make more videos! Thanks
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on January 06, 2017, 05:40:00 PM

So A Note: If your on Win7 and your desktop theme uses display modifier to increase all text size, then your important buttons on Turok Kex editor v1.0.3 will be obscured and the actor properties window will not function properly.

I never seen the missing ok button good to know dude.

Wouldn't say to much effort because it solves the hole issue now if people search these things and read now they can get a solution or simply figure out how to do it in general. I for example am not a mapper I need all steps. But I don't have this missing ok button.
Some of it can seem so complex at times especially for anyone who never made a map before though but I want to also see maps from users who never made a map. If Turok motivated you to try that's awesome!  I really want to see some maps all. Smaller maps larger maps I don't care. Maps with the Turok essence, atmoshpere, and feel of Turok Dinosaur Hunter. I mostly like a made from scratch using the original games assets level and bang!

Yes make more videos! Thanks

I will probably just make a workflow video and go through steps can maybe learn as I build it heh or something next idk yet. I will though.

Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Gazer on January 07, 2017, 02:24:21 AM
Here's a video of my Kex editor with no buttons (OK and Cancel buttons at the bottom) in the actor properties window. Sorry Dead Link I removed it. I think the description is clear though!

 You'll see that even though I was hitting enter after marking spawn flags, they would be dismissed because the buttons were not used.

Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Jay Doomed on January 09, 2017, 12:12:13 PM
Glad i didn't have that problem. It would of drove me mad lol! Good job getting solution.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Gazer on February 01, 2017, 07:02:17 PM
So here we are and my mapping is slooowing waaaay dooown, because I am working a lot in 'Sector Edit' mode.  Could you wonder why work is slow? I'm finding that what works in one map file, might not work the same in the next map file. I'm referring specifically to teleporting and actor>misc>warp points. And I'm also seeing that in the vanilla levels the map sectors have a lot of Arg1 -2 -3 -4 numbers that I cannot understand.

On Turok steam page (or page on steam) http://store.steampowered.com/app/405820/ (http://store.steampowered.com/app/405820/) it says that the editor has 'Full Manual Available' has anybody found that?

Smoke39 and Duke64 you guys have been helping a lot I appreciate you work. And everyone else too. So I need more. I probably need a little break from this and things will clear up as my head is foggy like Turok sky. But I would like to know what you guys know about sector properties and teleporting. Setting up the checkpoints was simple enough and I recommend trying those for begginners (I am one). I have a teleport from one point to another inside the same map file. I have that working in the editor and then I have it working in a kpf file also. I see that is not a simple thing to take for granted. Because at the next save map the same teleport doesn't work. You see I understand my description is confusing, I am confused. I think the game is buggy, but I'm not sure since I'm trying to copy what I see in vanilla maps and no documentation to back me up.

So any general information about sector properties specifically Arg 1 - 6 definitions, or any documentation that might help with teleporting would be useful. For example, why do most sectors in vanilla levels have Arg 6 value of 1024? Arg 1 is where I'm putting my misc>warp point TID with the map level00 number in Arg 2. etcetera -etcetera -ect - what manual? Arg 3 = 10150 pwn me!

Thanks Guys - Gazer
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Smoke39 on February 01, 2017, 07:57:23 PM
The manual's in the game's root directory.  Turok_Editor_Guide.pdf

I think someone was having the same problem on the Steam forums, and it was because one of the arguments is a map ID from defs/mapInfo.txt.  So, you can name your map to match one of the existing maps, or modify mapInfo.txt.

The problem is, even if you get that sorted, if you launch your map from the editor, the temporary map file won't have the right file name.  So you can either point mapInfo.txt at "temp.map" or whatever the editor names it while you're working on it, then change mapInfo.txt back when you release your map, or you can save your map properly, start the game normally, and manually load your map with its proper name.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Gazer on February 01, 2017, 09:24:35 PM
Hi Smoke39, so is this correct; the teleport system depends on the mapid_0x info in the mapInfo.txt file to work. And the editor uses the same file when testing a map in the editor dev mode?   

That's something I can try to get it working. I've read the pdf guide and it does not explain what the Arguments are for, besides the few specific events in the guide that reference them. They obviously hold information not mentioned in the guide. Would you know anything about those functions? I have to leave for a while.

Thank You much - Gazer

EDIT: So by editing the mapInfo.txt and creating a unique mapid_101 as noted in the pdf guide and directed by Smoke39, my teleport works properly. I see that the editor recognizes the folders and files in root directory above priority when in dev mode as it does with the texture folder and this is a direct access to override the default conditions of the original Turok game.kpf. I was building test.kpf files over and over each time trying to get the teleporter to work. I must have recycled 50 of them. Thanks Smoke39 for that info.

Do you have an idea what the 'Arg 6 - 1024' on sector properties is a reference to? I'd like to publish a map soon and I'm trying to figure out the finer points.
Thank You Smoke you are Turok.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Smoke39 on February 02, 2017, 12:25:28 AM
mapInfo.txt associates map file names with ID numbers.  To associate your map with an ID number, you can either give it a file name already in mapInfo.txt, or you can give your map whatever name you want -- like "Gazer.map" -- and modify mapInfo.txt to then point at "Gazer.map".

However, when you use the "Test level" button in the Level Editor tab, the editor saves a temporary copy of your map with some name like "test.map," which won't match however you've set things up above.  So you can either temporarily modify mapInfo.txt to point to "test.map" or whatever, or you can ignore the "Test map" button and just save your map with its proper file name and load the map yourself.

Was that any clearer, or am I just talking in circles?
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Gazer on February 02, 2017, 01:25:43 AM

Thank You much - Not Talking in Circles - I understood

EDIT: So by editing the mapInfo.txt and creating a unique mapid_101 as noted in the pdf guide and directed by Smoke39, my teleport works properly. I see that the editor recognizes the folders and files in root directory above priority when in dev mode as it does with the texture folder and this is a direct access to override the default conditions of the original Turok game.kpf. I was building test.kpf files over and over each time trying to get the teleporter to work. I must have recycled 50 of them. Thanks Smoke39 for that info.

Do you have an idea what the 'Arg 6 - 1024' on sector properties is a reference to? I'd like to publish a map soon and I'm trying to figure out the finer points.
Thank You Smoke you are Turok.


I just dumped recycle bin - 39 kpf's in there and there were others before.  ;)

Side note: these root directory folders can be dangerous toward the normal functioning of the game. If 'Set Developer "0"' will they be ignored? I think that's correct.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Smoke39 on February 02, 2017, 01:56:49 AM
Do you have an idea what the 'Arg 6 - 1024' on sector properties is a reference to?

If it's not mentioned in the manual or under GetAreaArg/ChangeAreaArg here (https://smoke39.github.io/turok/kWorld.html), then I don't know anything about it.

Having said that, I did a quick search in the manual and found arg 6 mentioned in the lava section as the amount of time between damage.

these root directory folders can be dangerous toward the normal functioning of the game. If 'Set Developer "0"' will they be ignored? I think that's correct.

Yeah.  When dev mode is 0, only game.kpf, and any kpf files in the mods folder will be loaded.  No unpackaged files will be loaded.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Gazer on February 02, 2017, 09:42:08 PM
Hey Smoke, or Duke or anyone else, I want to learn about the 'level keys', how to make them work. Any suggestions where to begin?


well I guess the level keys work pretty straight forward. forgetaboutit ... joeybagadonuts
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on January 18, 2018, 05:41:52 PM
I made an example map/mod to show how I set up using 3 keys to open/activate a portal that goes to the credits. This guide is old from when I helped Black Jaguar out in the map MazeRok but I just updated it and I never posted it here. I'll update the post with each step but for now its simply a map/mod .zip file that you download and have a look at to understand some.

https://turoksanctum.com/keys-exit-portal/

Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Jay Doomed on January 19, 2018, 01:04:15 PM
I made an example map/mod to show how I set up using 3 keys to open/activate a portal that goes to the credits. This guide is old from when I helped Black Jaguar out in the map MazeRok but I just updated it and I never posted it here. I'll update the post with each step but for now its simply a map/mod .zip file that you download and have a look at to understand some.

https://turoksanctum.com/keys-exit-portal/

I used this also for Demon Village. Thanks for the help before its a bit more confusing than one would think.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: BehemothProgrammer on January 21, 2018, 02:39:31 PM
Wanted to add this because no one realizes they should be doing this to make Turok stick to the ground properly while going down slopes is click on the Turok player actor and on the actor's properties General-->Dead Height set that to 30.719999. (The same value as the main game)
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Deathsphere on January 22, 2018, 11:06:20 AM
I made an example map/mod to show how I set up using 3 keys to open/activate a portal that goes to the credits. This guide is old from when I helped Black Jaguar out in the map MazeRok but I just updated it and I never posted it here. I'll update the post with each step but for now its simply a map/mod .zip file that you download and have a look at to understand some.

https://turoksanctum.com/keys-exit-portal/

Cool I might try to make a Turok level someday. Think I will stick to Doom maps for now though, but I will use this if I do. Hey where have you been>?
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Duke64 on January 22, 2018, 05:37:14 PM
Cool I might try to make a Turok level someday. Think I will stick to Doom maps for now though, but I will use this if I do. Hey where have you been>?

You should make a level though that would be nice.
:raptoid:

Wanted to add this because no one realizes they should be doing this to make Turok stick to the ground properly while going down slopes is click on the Turok player actor and on the actor's properties General-->Dead Height set that to 30.719999. (The same value as the main game)

I'll also implement that note somewhere in the guides with your name near it, I'm going to be adding some more things here sooner or later.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: ひまわりくん on February 03, 2018, 10:23:17 PM
I wanna share some tips regarding the level editor, which I found and used myself to create my level.

Quote
Moving Objects, the Easy Way

Let's say you're working on your map, but there's an Actor/Mesh you want to copy/move all the way to the other side of your map and you don't want to drag it all the way there.

(https://i.imgur.com/q3wssLg.png)
"Yes, this guy will do it"

(https://i.imgur.com/PRYScpo.png)
"Copy that"

Well all you have to do is select the actor/mesh you want to move and then find an actor/mesh close to where you want to move it and select it, so you should now have two actors/meshes selected.

(https://i.imgur.com/eR8aobf.jpg)

Now take a look at the coordinates of both actors selected, the Editor always remembers your last selection, so it doesn't matter if one actor is at 0,0,0 and the other is at 2000,1050,-350, the Editor will prioritize the last object selected in the transform bar, now go ahead and put your cursor as if you were to manually edit the coordinates and press Enter once for each axis.

(https://i.imgur.com/rDwQZIu.png)

And just like that, the priest is now close to where I want him to be, and it doesn't matter if you want to move one or 100 actors/meshes, this little trick will always work.

Quote
Creating Pixel Perfect Ceilings

So you're working on your map when this temple comes in and slaps your face demanding pixel perfect ceilings.

(https://i.imgur.com/y60F3ym.png)

What do you do?
Well you make that temple your bitch.

First you start by laying down your vertex points on the floor as you normally would.

(https://i.imgur.com/GMy6BZQ.png)

Next, with ray trace turned on, lay 6 (or more) vertex points around the edges of where the ceiling would start.

(https://i.imgur.com/C6JJUSK.png)

After you've laid down all these "ceiling" vertex points, select all of them.

(https://i.imgur.com/yzJ3xNo.png)

Once you've selected all of the above, select one vertex point at ground level (FIG. 1), move to the transform bar, then under the Z axis, double click on the number there and press Enter (FIG. 2).

(https://i.imgur.com/qi8392X.png)
"FIG. 1"

(https://i.imgur.com/iLI82p6.png)
"FIG. 2"

And bingo! Now your vertex points are at ground level, but we're not done here, let's make sectors AROUND the building.

(https://i.imgur.com/naW7aAu.png)

Now that our regular sectors are around the building, it's time to make sectors with ceilings.

(https://i.imgur.com/OCI1E51.png)

This is how it should look like when you're done, pixel perfect ceilings, now Turok won't be able to clip through the mesh!

Hopefully this will make someone's life a bit easier whenever they are ready to make a new map.
Title: Re: Turok Dinosaur Hunter Mapping Guides
Post by: Badger on February 04, 2018, 12:25:30 PM
Coyote Knight spittin some Kex truth over 'dere, thanks for the tips, i never considered these strats :O