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Messages - ひまわりくん

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21
Looked great from the wip screenshots and video. I'm going to try this out just in time for the weekend tomorrow after work so great timing. Good job man looking forward to it!

:raptoid:

Sorry but we can't include Darren's music in the downloads here.

I have uploaded it on to Turok Sanctum without the soundtrack: https://turoksanctum.com/toyako_by_camus/

Exactly. Sorry, Dude. :TT TT:
Oh shit, forgot about that, I shall go commit sudoku now.

22
Turok Dinosaur Hunter Modding/Mapping / (Release) 洞爺湖 (Turok Map)
« on: January 18, 2018, 10:28:31 PM »


Finally, after nearly three months, 2 calvados bottles (actually just half a bottle) and enough patience to wait out the heat death of the universe, I give you 洞爺湖 (toyako), my very own Turok Dinosaur Hunter map:

STORY AND DETAILS:

Quote
On his way back to Earth, Tal'Set falls into a dimensional vortex that deposits him to a remote area of the Lost Land where an earthquake ravaged an ancient city centuries ago, the local populace do not take kindly on travelers and will shoot first and ask questions later. Find your way out of there by collecting 3 keys scattered through the map!

The mod consists of 3 parts, the map, a player movement mod and lastly a music update.

The map itself isn't something too amazing, it's merely my first attempt at building a map using an editor. There's a total of 5 secrets (one of them isn't labeled as a secret because I don't really consider it a secret). As I built sectors and placed actors, it helped me understand how the game works and why it works the way it does. Inspiration for this map comes from here, Adon, this map is a tribute to you.

By the way, the name of the map isn't something mythical, it's quite literally the first thing that came to my mind, go here to understand the origin of the name.

The player movement mod changes player speed from it's default value to 10.8.
As I playtested the map, I felt something off, and ultimately figured that Turok ran too fast! Playing with various other values I found that 10.8 hit the right spot.

Lastly the music update changes the vanilla Turok soundtrack to that of Darren Mitchell's original score, it also adds a custom track titled "Kiri.ogg" which plays in a special section of the map.

Gameplay video:

https://youtu.be/W2s9ldi0dCY

Download: https://turoksanctum.com/toyako_by_camus/

Thank you Duke, Badger, smoke and Behemoth, I couldn't have completed this map without your guides and notes.

Edit Duke64: Sorry had to remove the Darren Mitchell soundtrack from the download added a new link without it.

23
Is your actor type 310? (Mover_FloorLowerOnce)
Check your sectors. Did you make small slope test sectors around the sector your platform is on?
Are all your platforms XY position in the same sector area?
Are your TID values correct?
Are your property values setup correctly?

Target ID = Sound ID to play
Health = Delay Time to reset back to it's original position (0 = no reset)
Attach Chance = Move Speed
Params 1 = Move Distance

And are there any actors outside sectors anywhere in your map? (Certain actors outside sectors can cause weirdness with the game. You can use the validation checker in the editor to help with that. Particle Emitters and pickups are fine, but things like enemies and platforms are the bad ones)
Redid the sectors there, replaced the old actors with new ones, verified the map and even checked a vanilla map and the same thing happens.

You need to select the 4 vertices you made on the top of it and raise them up more if that's the case.

If your pillars are stopping at the correct length at -3, you have to fiddle with the sectors, because they're ultimately responsible for collision.
That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick.

Unrelated, but what do you guys use to record gameplay?

Shadowplay doesn't work with Turok anymore despite having the record desktop option turned on.

24
What do you have the params 1 set for on the pillars actor settings? The actors properties/misc/params 1.
-3, if I try -2 the pillars stop in the middle, which is weird because last time I tested the map, those pillars were working just fine.

25
So I'm really close to finishing the map but I can't figure out this.

Anyone know what's wrong here?

Every other moving pillar in the map works just fine but this one is giving me a headache trying to fix it.

No matter what I try, the floor between those pillars ends up below where it's supposed to be.

26
Anyone know of a way to have get some cheats enabled by default when testing a map? It would do wonders for me if that was possible.

Another thing, if I wanted to make some changes to the character (eg. slower walking speed, higher health), how could I get those to work when I test out a map?
Do I need to create a mod first, shove it inside the mods folder and then load the map in the editor?

27
More pictures of my little project because why not?








This area was pretty dope to work with.


And here's where I need to continue building.

Also, a short video I just put together.


28
It looks like that model doesn't have any ray trace detection on it at all, I never used that model yet. But yeah its going to happen on that model models/city_temple_large04.bin.

Gj sticking it out and putting them there, I assumed since you're new to it xD I think I have seen this before on a different model but its definitely more rare, not a common thing.
Honestly, this doesn't compare to the kind of shit I put up with when I vector anything on inkscape, now that's torture.

This is how I feel about sectoring.

29
Always be sure to turn ray trace on xD

Pics look nice, good job can't wait to try it out.
That's the thing, ray trace WAS on when I took that screenshot as well as when I built the sectors for the building.

30
Thanks to Badger's video tutorials I gave the editor another look, I'm actually having fun adding sectors and editing them.

Some pictures, don't know how long this is going to take me to finish since I constantly add more stuff as I continue building sectors.

By the way, I ran into an issue, when I was about to add sectors to the temple on the third picture, Ray trace didn't work at all, so I was constantly making vertex points outside then bringing them in, that building alone took me about 2 to 3 hours to complete, would have finished it a lot faster if ray trace worked.

Anyone else ran into this issue?

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