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IT'S FINALLY DONE. I've already posted this on the Discord, but for those that missed it or for those that aren't on there; this mod is finished finally!


Additionally with me officially posting this here, I can say I've fixed all of he most vital problems that faced it when I first made the "finished version" public. Such as the maps running at 1fps due to massive shadow rendering, or the crash-to-desktop bug if you saved on the last level. A handful of other quality of life fixes were also sprinkled in there, but in many regards it remains pretty similar to when it was first released in full. Thanks to everyone that's followed its development, and thanks for playing it!

Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Besieged Mod (WIP)
« on: September 20, 2019, 05:50:33 PM »
Another couple weeks have passed and I have more progress to update with!

All maps except the Final Map are done now. The last map is properly gated so you have to collect the nuke pieces before being able to blow your way past the gate (only the nuke works, assuming I have enough counter-measures set up for the average player), and I've found a couple ways to make the last level weirder than the rest have been in terms of fitting map pieces together and playing with sight-lines, rotation, and non-textured sides. I'm roughly halfway done with the last map, so finishing it and uploading it all should be happening pretty soon.

 Maybe another week or two depending on how much I can get done?

Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Besieged Mod (WIP)
« on: September 01, 2019, 03:23:46 AM »
I've made some decent progress on the levels! Currently I'm trying to fix the missing skies using BP's Unity tools, as well as finish the last stretch of the jungle map. I may end up splitting said map into 2 files/.map to reduce obj load since it feels like it's slowing down a bit with all the foliage and shadows, but that's more of a technical detail rather than making it an entirely different 'level' like the rest of the maps have been. I'll probably make it a pathway warp/load rather than using a teleporter if I do, so as to not confuse the player. Like the waterway passage in Port of Adia.

The Hive map is now done short of linking the last teleporter! I've also set aside a spot for the 'Finale entrance zone' in the hub map even though it likely won't be accessible in the upcoming release; I'm planning on moving work on the Finale map to a kind of Director's Cut after these main maps are done and out, since I always planned to try something different with the creation process of it (namely not building a level from start to finish in the T2 kexeditor), and I still have only the faintest of conceptual ideas for it. Using the Primagen's Ship models and textures would be the obvious route, but I'm not sure I want to go in that direction. This'll allow me to go back over and revise the maps too once I have more feedback and a better idea of where I'm going with it all, since it's intended to be a short adventure set between 2 and 3 (but obviously being closer to 2).

Also worth noting; I managed to re-add the Compsognathus and Lord of the Dead (not the be confused with the previously utilized Lord of Death), which were left out of the earlier published version of these maps since I'd missed adding them on my first pass of fixing the defs/enemies script.

Thanks for your patience and excitement for this project! I've really enjoyed making these maps, and I look forward to hopefully putting out something special soon. I'll upload a couple screenshots soon to the Turok discord since I'm running into errors posting them here.

Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Besieged Mod (WIP)
« on: August 29, 2019, 12:37:34 AM »
Hey everyone! After an extended break to work on my unrelated Unity game, I've returned to and gotten pretty close to finishing this map collection. In addition to just making more content for most of the maps, I've linked the secondary levels (since the City acts as a hub of sorts) so now there's a hidden teleport between Hive <--> Oblivion, and Oblivion <--> Marsh that's all in new areas. How badly it breaks the flow and balancing of the maps... ehhhh, but it opens up the map exploration more so worst-case scenario the player can just choose to go the originally designed route rather than being sent into an alternate back path. I'll be adding another one for Hive <--> Marsh as well, though imo the Hive <--> Oblivion warp is the only one that really justifies itself for now in terms of having an actual 'new unique side path'.

Currently the status of the maps are:
City Map        -- 98% Done   (Only because I need to make an eventual link to the Final Map that's locked by keys/pickups)
Hive Map       -- 90% Done   (One hallway left to finish and a teleporter to connect left)
Oblivion Map -- 99% Done   (Done by my considerations outside of maybe further polish)
Marsh Map    -- 75% Done   (Currently working on)
Final Map      -- 01% Done   (Likely shelved for now since it's only basically started)

Additionally to be 100% honest, I have no actual concepts or ideas for the Final Map other than it being a gate for 'Did you collect the keys in each map' (which don't even exist currently). It's only been started in the most simplistic of ways, so it's not too big a loss for now. While I'm still going to include it as a placeholder for future development in my next release (since it's only a few kb in size and is already incorporated/setup in the 'defs' files), it likely won't be playable for a while, because I need to figure out a system for picking up keys at the end of each level which is doable (Fossil Caverns did it, but there's some objective setup I need to look into first).

Edit: Also, thanks Badger for making the Turok Sanctum page!

Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Besieged Mod (WIP)
« on: February 19, 2019, 04:14:53 PM »
Thanks! I look forward to seeing how this turns out as well lol since it's always changing as I work on it. It's still likely months from being 'finished' just because progress on it tends to be very slow and incremental, but I think it's nice to get some community feedback as I design the rest and also to just put something out there, rather than sitting on 20-30 minutes of playable maps that never go anywhere because it's not totally done, or the project loses steam. At least this way I'm also obligated to finish it now that others have seen it haha

Turok 2 Seeds of Evil Modding/Mapping / Turok 2: Besieged Mod (FINISHED)
« on: February 13, 2019, 10:40:04 PM »
After like a year of work on this thing, I've got a map pack ready to be shown off in Beta! It's incomplete currently, but it is fully playable and since I still intend on finishing it, why not make what I have available now?


"What is it?":
Take an early look at 4 (not counting the opening map) classically styled Single Player Turok 2 levels. Fight through a new Lost Land city environment that quickly takes you to stylistic reaches unseen in vanilla Turok 2, as you fight the remnants of the Primagen's forces. The levels are mostly intended to focus on resource gathering/preservation and skill against small groups of enemies
rather than fighting massive hordes or key gathering- you'll explore, but you're not likely to get too lost or stuck.
While there's only 4 maps, I intend on making a final one that's unlocked after you finish the other levels in the final build- that's still a ways off though, so for now it's just the 4.

This mod is still in production; I'll be updating the levels as I finish making them- currently 4 of the 5 main maps are accessible. The last map is intended to be possibly more experimental in nature, but it hasn't even been started yet so we'll see.

City Map        -- 95% Done
Hive Map       -- 50% Done
Oblivion Map -- 80% Done
Marsh Map    -- 30% Done
Final Map      -- 01% Done

Following a period of peace after the defeat of the Primagen and his forces, Joshua must once again defend the people of the Lost Land as he fights back against a sudden and surprising attack from the survivors of the Primagen's armies. Venture through 5 maps seeking to capture the feeling of the original game while streamlining the gameplay and keeping a brisk pace, while also presenting new and exciting combinations of enemies in settings familiar yet new.

Disclaimers and Stuff:

This map pack is clearly unfinished- most maps currently just end about halfway because I obviously haven't finished them or fully fleshed them out, but before then you'll get a fairly decent chunk of content so if you're interested in playing through some singleplayer content and don't mind it being a bit rough currently, you'll probably have a decent time.
(Also I'm aware I misspelled 'besieged' a bunch of times in throughout this project and the Read Me, please be merciful)

I'm glad to have been of help!

In the past while doing mass-sector changes I have had issues with not all of the sectors actually changing, but I find manually reapplying the desired color with all sectors selected again often (but not always) fixes it. As in, deselect everything with Escape, re Select-All sectors and manually re-change fog color. It may say it's already white fog, but that's only for the one you've selected, and that can often be misleading if you've selected a whole bunch of sectors. In my experience this usually fixes it, at least with custom maps. It's possible that the tool has some kind of limit when it 'select-all's the sectors so you may want to try 'Select-All'ing from a different sector, but that's totally a guess and is very likely just me not realizing I've already selected something thus throwing off everything.

If that doesn't fix it, I'd suggest manually tracking down one or two of these wrong sectors and looking through all of the 'Fog Settings' for it, since it'll likely be resulting from there. While it doesn't necessarily sound like it, it could also be the result of having the sun and sky turned off in some areas, or something to do with lighting since there's a way to make negative lights that make areas darker. I'm not sure if that effects fog color, but I can see it being a remote possibility. Best of luck!

Thanks for the warm welcome Vis! A horror vibe is absolutely what I'm going for with that map, largely in part to how much fun messing around with the lighting and fog can be. Right now I'm focused on balancing it for a single player experience which may be a bit tricky because the player can visit any of the maps as soon as you get to their warp point (which are all in the main town area), but I think that can managed by careful ammo placement. While I still intend to make 2-3 more maps for this set before I release it, I may upload an alpha build of the first 3 that've been shown already when they're done since they're getting close, rather than waiting to release anything until it's 100% done.

To answer Victorious_Games, if you open up the maps for the Death Marshes, select a sector and then right click "Select-All" sectors, you should be able to change the fog for the entire map under Properties, and then "Fog Settings". "On Land" changes the color of the land-based fog, while "Under Water" changes it for when you're under water.   ZFar and ZNear change the distance the fog sits at, with an option for the water variants listed under that. Black fog/Skybox appear as the default for new sectors, and I've yet to figure out a way to re-enable black fog after changing it past it's default, but what you're proposing should be easy enough to accomplish. The fact there's 11 maps to tweak for the Marshes will likely be more time consuming than the act of actually changing the fog color lol.

Edit: I found the post by ilgm about holding Shift while moving the vertex to move the ceiling sector, and what do you know- it worked. Now the Hive Map pieces won't be broken by jumping through the ceiling constantly!

Hello everyone! After months of lurking and using these forums as a guide for Turok 2's Kex Editor, I've finally decided to make an account to show off what I've made so far. The three shown maps are all a little further along than these videos show and you can finally travel between them using the teleporter, I just decided to hold off on recording again I have more to show.

Additionally, does anyone happen to know how to raise the ceiling sector height? Any time I make them they default to a height of 0, and I can't find anything to fix this.

Edit Immediately After Posting: Of course I'd manage to post this before I finished writing it out and figuring out how to embed links...

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