Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BehemothProgrammer

Pages: [1] 2 3 ... 23
1
Yup they are ugly. The lights are from the particles. I'd suggest doing a find all in the particle directory for the word "light" and you'll find all the particles that use a light. There are alot. The particles will spawn a deferred light if bSpawnLight = 1. There are 5 other properties for lights: light_color, light_falloff, light_intensity, light_minTime, light_scale.

You'll be wanting to primarily change the light_falloff value here. values from 0.0 (No falloff. circle of light. Not what you want) to 1.0 (so soft the light falls out right away and doesn't effect anything). A value of 0.5 is usually what you want. And I'm noticing most of the values are set to 0.25 or lower, so there's the problem right there.

You can't change the flashlight unless you script your own flashlight actor that spawns a particle that spawns a light on the player(s) and follows them.

And there's many more sound issues. I fixed some of them for the coop mod. Example of one: 1 of the death animations for the raptoids play water splash sounds when they fall on surfaces of type "default".

2
Each model has a list of materials it uses. In the Fireseed editor (https://www.turokforums.com/index.php?topic=388.0) the local path to the material is defined in a list known as surfaces. You can edit the material in it's .kmat file with a text editor. There are a bunch of properties each material can have, you can see what most of them are by viewing other materials. In game you can see information about of what material the player is looking at by typing traceworldinfo if you need to. And particles are all the .particle files.

3
do the maps from the community jam work?

4
Paypal?
I'm grateful you want to donate and help out but I don't want it. You can keep the money. A Thanks is good enough. :have a nice day:


And I updated the addon to v0.1.1 which fixes some importing issues and adds some more features in Blenders UI. Next up is the last big step of handling exporting.

5
For anyone currently using this Add-on: please don't use v0.0.2 (the current version) because it's not importing everything. Wait until I fix some things and get the next version out, thanks.

6
Turok Dinosaur Hunter Modding/Mapping / Blender Import-Export Addon
« on: August 23, 2019, 07:13:50 PM »
TurokEX Import-Export Blender addon by BehemothProgrammer

This is an addon for Blender 2.8 that allows you to Import and Export models and animations from and to TurokEX.

Download at: https://behemothprogrammer.github.io/TurokBlender/

7
I just added my work on reading/writing Turok 1 map files in this package (raw text outline https://pastebin.com/raw/psQ2ib0S. C# code is in the package).

All the file formats for Turok 1 and 2 Remaster are now known.

I also made a step by step explanation of the T1 map file format here.

8
Turok Dinosaur Hunter Modding/Mapping / Re: WolfenTurok 3D
« on: May 20, 2019, 12:12:47 AM »
Final Update

- Replaced textures that the snes censored with custom turok textures. And the dog is replaced with the mutant rat sprites and sounds.
- Fixed error when enemies kActor var "self" somehow became null.
- You can now press and hold the map zoom in and out keys at the same time to see your map stats.
- Added console command "call help" for a list of the custom console commands I've added.
- Added console command "call showdamage" which toggles damage pop up display on enemies.
- Increased player acceleration
- Regular Doors and Secret Doors open faster
- If you have turn bobbing on (makes the world tilt), the game will prompt you to set it OFF at the beginning of the first map.
- Title and Author of WolfenTurok 3D is now displayed in console at game startup.

THANKS FOR PLAYING

9
I just added my work on reading/writing Turok 2 map files that I used for my coop mod in this package. And thanks to Kaiser for telling me the map file format back then.

10
Turok Dinosaur Hunter Modding/Mapping / Re: QTurok
« on: May 15, 2019, 08:34:34 PM »
Made one last update for this mod. I won't be doing anything more for it, so I hope everyone had fun playing it.

Changes:
- Title, Version, and Author of QTurok now displayed in console at game startup.
- Console commands now available. You can type "call help" for a list of the custom console commands I've added.
- Added console command "call music" to toggle playing the custom .wav music on/off.
- Removed the green glow on the Biosuit pickup.
- Put the Grenade, and Rocket fx back to default.
- In E1M2 I changed the first fire trap to shoot a short fire stream instead of a long one, making it easier to navigate through that area.
- Made E1M7 a bit easier with less robot enemies and added more victory gibs.

Pages: [1] 2 3 ... 23
SimplePortal 2.3.6 © 2008-2014, SimplePortal