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Messages - Badger

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Anything Else / A Message Of Hope
« on: March 28, 2020, 09:47:45 PM »
Greetings  :feather:

I know that we are all in trying times recently, and the walls of the world seem to all want to be collapsing on us.

I just want to say; do not despair. Many times we forget to count our blessings as we struggle to keep ourselves intact physically and emotionally. Many people actually fail and just break and that's it, it's over for them. But I say again, do NOT despair, there is always hope.

Most of you have played video games over and over again, you think the overall message is invalid in real life? Wrong, the values you learn in these stories is something you are meant to emulate in the real world. In desperate times people will often show their true colors, because it will be very difficult to stay good and honorable, even impossible and nonsensical to do so, because when people's loved ones or themselves are at stake, they will do anything to protect them.

The answer to uncertainty and panic is to be prepared, think about things you can do to make your life a little bit easier and secure. You are responsible for you and your loved ones well being.

We don't know when the current crisis will end, we definitely cannot risk acting like it's going to end soon, because the consequences of us being wrong are too great. Be vigilant till the very end, but don't despair because, hell, we got this!

Thanks for listening.

From BP:

actor or region trigger --> eventlink which trigger --> actors or misc

you can set them to not be invisible at the start by changing their flags. And they can be triggered with the auto trigger flag and then if the player enters the enemies touch radius they will be triggered. But 95% of the time you want to trigger them with eventlinks.

Pretty much the key ingredient to actors in T2, which is a big difference in how T1 actors are handled.

Personally, I couldn't help because I didn't know the answer. If you don't know the answer, you simply keep your mouth shut. Also, maybe people were not aware because generally not everyone checks these forums or even posts on this forum anymore, it's riddled with spam, most of the posts have been necro'ed, so it's hard to navigate and find stuff now.

I did ask BP for an answer, but didn't get a reply back yet.


Turok Dinosaur Hunter Modding/Mapping / Sprite and Model Test Map
« on: March 19, 2020, 08:22:16 PM »

This is a modder's resource I made in an hour last night.

I basically made this map in order to make it easier to make sprites and stuff like that. The fog has been colored pink and extended to the point where you cannot see it anymore. The area is basically a large box of grass meshes, all one would have to do would be to add another .kpf to their mods folder replacing "tex0988_00.png" to a solid color image, making sprite sheets 10x easier.

Special thanks to Raffine for inspiring me to do this.

Some useful commands:

"g_drawweapon 0" to hide weapons being held
"hidedrawfx" to hide particles effects, including anything fired from weapons

Download on Sanctum:

Turok General Discussion / Re: Turok Roots
« on: March 16, 2020, 01:08:54 AM »
I did research at one point a year or two ago trying to find the exact origins of the Turok name. I am not convinced "Turok and Andar"'s names have anything to do with anything particular, they may very well have been purely the comic writer's invention.

Native American languages have not been meticulously recorded like other languages, and there barely is any online resources for discovering spoken native languages, and many native peoples nowadays have english or english-transliterated names and surnames.

Now, it may be possible that there is a book floating around with Native names that we could find Native names, but in 1956? Do you really think the resources would have been available to have a list of names like that? We're talking about hundreds of tribes who passed on traditions orally.

They were made up names, a rather innocuous thing to do in the era of pulp fictions.

Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: March 03, 2020, 08:39:30 PM »
Just to let ya'll know, he's still updating this even though he hasnt posted changes here, check that changelog on the bottom-right of the modding guide page :)

Turok 2 Seeds of Evil Modding/Mapping / Re: Twong's Spire MP Map
« on: February 28, 2020, 12:16:36 AM »

That reminds me, we have a distinct lack of water mp maps, we do need some don't we?


Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Enhanced Weaponry
« on: February 28, 2020, 12:14:36 AM »
I appreciate the fact that Turok 2 is getting more custom weaponry  :oblivion:

I like these kind of things, please keep us updated :P

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