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Messages - Drahsid

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I don't mind at all.

Good day fellas. I've been spending some time looking into upscaling algorithms and have been using the textures in Turok 2 to mess around with.
Inevitably, I have scaled the textures up by 6 whole. These textures are absolutely lore friendly. The source of these textures are the original textures, so there will be no negative effect on the atmosphere. What can you expect from this?

-Textures that generally look better
-Masked and transparent textures have no aliasing, there are no longer any jagged edges
-The lot of the grass textures have been completely replaced with a set of color (palette) matched grass textures
-The blood splatter textures are now color matched to the blood and are thereby now lore friendly
-An attempt to emulate texture density (detail) with noise and some other tricks (This works particularly well on things like Joshua's textures)
-Longer loading times
-Greater performance impact
-The effect of the algorithm can be seen on some textures

Upscaled Textures Example


HD Icons Example


Great! Where can I get it?

Textures 1.4GB OR 1GB
Version 1 (Less appealing) 1.4GB
Version 2 (Better alpha and masking, better textures) 1GB
Upload coming soon...
Mediafire Turok Sanctum

HD Original Icons 20MB
Based off of Raffine52's Original Icons mod
Mediafire Turok Sanctum

Is there a way to resize blood splat decals?
Yes, edit the particle.
Is there a way to increase the firing rate for weapons?
Yes, edit the animation, or alternatively, cut the animation off earlier in the weapons script.
Is there a way to make particle effects that are created by weapons loop forever?
You cannot make particles loop forever unless of course you just spawned another upon death.
Is there a way to have more then 1 firing animation for weapons such as if I press the primary fire button you get one animation but if I press the alternate fire button ( the scope enable/disable button ) you get another firing animation? Haven't we answered this?
From my understanding, I think this is what you want. I had a mag 60 with explosive secondary and bullet primary fire on left and right mouse click lol its a killer weapon but its been awhile though since I was focused on it xD.

This would be a script function you need to do a script, search for this through the scripts to understand.

if((self.Owner().Buttons() & BC_ALTFIRE) != 0)

Its actually applied to the ridingGun.txt in scripts folder that will help to understand some I believe look for ALTFIRE in that document.
Is there a way to change a monsters skin texture when it dies like if it's killed by the flamethrower it turns black?
I haven't looked into the monster code, but you could potentially to a similar thing to what they do with limbs.
Is there a way to make the fire that gets on a monster when it's burned by the flamethrower to cover it's whole body and not just it's upper torso?
Unless it's a part of the monster's animations, edit the particle.
Is it possible to have a monster spawn another monster through scripts?
ActorFactory.Spawn(), lookit the API.

Turok 2 Seeds of Evil Modding/Mapping / Re: Fun Sway
« on: July 02, 2018, 03:21:23 AM »
Very nice.
Aye thanks.

Now you're making me want to play in a VR headset  :XD: :grin:
If there's enough interest, I have two methods of achieving this (Playing with a VR headset). Could do a short tutorial for how to get it done.

Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: June 30, 2018, 08:32:44 PM »
By modifying ammo types and particles you should be able to create more alternative fire modes. For reference check the src in game.kpf.

Turok 2 Seeds of Evil Modding/Mapping / Re: Fun Sway
« on: June 30, 2018, 08:30:56 PM »
Thanks for that. I updated the the thread.

Turok 2 Seeds of Evil Modding/Mapping / Fun Sway
« on: June 30, 2018, 05:39:20 PM »
Hello, forums and welcome to the Fun Sway mod!
Have you ever played Turok 2: Seeds of Evil and said to yourself "Wow! This sway is boring!"
Of course not! So I resolved the problem anyway.
Want some samples? Here they are:

War Blade:
Tek Bow:
Charge Dart:
Plasma Rifle:
Fire Storm Cannon:
Sunfire Pod:
Grenade Launcher:
Scoirpion Launcher:
Flame Thrower:
Razor Wind:

What's new in

Removed infinite HP
Removed infinite Shotgun ammo

Weapons now fire with the direction of the rotation offset in mind. Results with hitscan weapons is not fully as expected. Expect improvements.

Where to download?
Turok Sanctum OUT OF DATE!

Got Bugs?
DM me on Discord. My discord is Drahsid#5152

What's coming?
The ability to more easily edit the stiffness and damper of each individual spring component.

Special Thanks

Turok General Discussion / Re: Letter of resignation
« on: May 22, 2018, 01:26:08 PM »
2. Lmao what friends? I dont have any friends on the forums nor have I ever had any here.

What about your buddies list? Friends list on Steam, and other platforms? Seems to me like you've had, and have lots of pals! I mean, c'mon Vis is still waiting for that match!  :alien:

Turok General Discussion / Re: Letter of resignation
« on: May 21, 2018, 02:00:05 PM »
I originally didn't reply to this because I thought the thread was locked.
Why wasn't the thread locked? You're baiting responses to argue against having it be open.
Well, anyways, as I said: "Sad to see yah go."
and furthermore, as djdduty said in the Discord, I would like to add onto what I said: "...sad to see a contributing member of such a small community gone, even if there were some problems."
Regardless of all of our personal quarrels or grudges, it is very disappointing to lose such an important member of the community, everybody should feel that way.

Good luck,
With kind regards, Drahsid

Turok 08 / Re: Looking for players to play Turok 2008 PC multiplayer
« on: November 05, 2017, 11:22:57 PM »
I've never tried this out- didn't even know there was MP. I would love to join you.

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