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Messages - DoomMarine23

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1
Hey guys, just a small update on the M16A2 I was working on. I am still working on the textures and the model needs some work, but I've scaled the carry handle correctly and added its groove for the back sight. I also finished the front sight, which was pretty broken in my last picture. The scope is just a placeholder but its a taste of things to come.


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Turok 3 Shadow of Oblivion / Re: N64UNPAK Tool ?
« on: February 17, 2020, 09:25:40 PM »
Now this is getting exciting. Best of luck.

3
Turok 2 Seeds of Evil Modding/Mapping / Turok 2: Enhanced Weaponry
« on: February 15, 2020, 10:57:55 PM »
Introduction
I've finally decided to make a thread for one of my many projects. I promise you that threads for all my other projects will be coming over time.
Simply stated, Enhanced Weaponry is a modification that improves the gameplay of Turok 2 by adding secondary firing modes and alternative ammo to most of the weapons, as well several balancing tweaks.

I intend on this mod being lightweight, so it should run with custom levels easily, and compatibility patches will be easy as well. Multiplayer and Co-Op support is on my To-do list.
I will be releasing a public test release soon. I still have several issues to fix, weapons to modify, and art assets to create. I will be posting content updates to this thread semi-frequently. But I will be far more frequent on the Turok Discord!

Special Thanks To: Raptor Dan for allowing me to integrate his shell FX restoration into my project. Badger for being a good friend and testing for me on spur of the moment.
Current Plans / Changes
  • Player can Hold 80 Bullets, 30 Buckshot, and 20 Explosive rounds because of the increased ammo consumption given by the numerous secondary modes.
  • Pistol: Secondary Mode: Full Auto with lower accuracy
  • Shotgun: Primary Mode: Same function, but has a new animation and fires faster. Secondary Mode: Fires 14 pellets and uses 2 ammo, slower.
  • Mag60: Primary Mode: No Change Secondary Function: Takes 5 ammo, fires a single accurate shot that does 5x damage.
  • Tranquilizer Rifle: Primary Mode: No Change Secondary Function: Takes 10 bullets, fires a single accurate shot that does 10x damage based off the Mag60. Note: Weapon will automatically switch firing modes if you run out of ammo.

Media

4
Going to be realistic here.

Unless Nightdive Studios releases a Turok 3 or Rage Wars port, our most realistic option is as follows:

1. Develop Blender plugins for NDS Turok 2 so we can import/export skinnedmeshes and animations, lifting our huge barrier to modding.

2. Extract or rip the assets from the roms of Turok 3 and Rage Wars. Using either a custom made tool, or literally brute force 3D ripping which will be messy and lose animation data.

3. Get the Turok 3 and Rage Wars models into Blender, which is going to either require 3D ripping as said above, or by making a proper Blender plugin. This should not be too difficult, as both games likely share a very similar model format as Turok 2's.

4. Start building the two games in Turok 2 EX.

Even if they do release their port, this means we still made valuable tools along the way for NDS Turok 2, as well as the N64 versions of Rage Wars and Turok 3.

Is this the ideal solution? No. But look how well Turok 3's first level plays in Turok 2 Co-Op, and it was simply added as a bonus feature. Now imagine that with more time put into it, and proper tools to allow to import/export the models and animations from Turok 3.

5
Update: I've been thinking about just making a mod for Turok 3 which has all the pc features that a pc port has that way I don't have to
deal with copyright issues because I would have to release the "ROM" with my pc port and that's illegal so this will be awesome for Turok 3.
What you know and love in pc ports you will have it all.
I'm studying DirectX to have a good point of view On what features pc ports have and how to achieve them and see its code for good references.

I hope there are some of you all that would love this.
Because I truly believe that night dev might make one in the future
I mean they have already ported the 1st and 2nd in the franchise so why not the 3rd and 4th down the road.

No, you wouldn't have to release the ROM with your port at all. Kaiser created an extractor to extract the contents from the Doom 64 ROM for example.

6
Anything Else / Re: Music Links
« on: February 14, 2020, 12:30:40 AM »
A classic


7
Turok General Discussion / Re: Turok Collection
« on: February 12, 2020, 08:05:55 PM »
How'd you even get this beta anyway? I remember you posted it on the Discord and I should've asked, lol.

8
Turok 2 Seeds of Evil Modding/Mapping / Re: Fixed Deadmen Textures
« on: February 12, 2020, 06:16:32 AM »
That is how I create kpf archives. its honestly the best way to do it. Thank you, I'll try your mod out when I have the time.

9
Its been awhile guys, but here is an M16A2/A4 I'm working on for Turok 2. I'm in the middle of texture painting, and then I need to clean up the model, and add some extra detail like the actual indent in the carry handle. So its going to be a few more days, but I think its going well, and it should be in game soonish.

The picture "in" Turok 1 is just the weapon camera from BP's Turok 1 tools I am using to prototype with. Just a picture, lol, not actually in game  :grin:




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Turok 2 Seeds of Evil Modding/Mapping / Re: Fixed Deadmen Textures
« on: February 12, 2020, 12:09:01 AM »
Oh wow, that is cool as hell. Makes me think an "unofficial patch" project would be pretty cool.

I didn't even realize this was an issue with em, honestly details like this always fly by me, but damn, great job.

IMO, may as well release it, seeing as the work was done. Even if its an incredibly small mod.

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