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Topics - Victorious_Games

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I'm looking for somebody who might be interested in doing a little modeling and animation for my project. I mainly need the following:

Model and animations for dual Pistols.

Model and animations for dual Mag60s.

A Weapon Attack 2 animation added to the Shotgun which would be a clone of the Weapon Attack 1 animation but with a different name of course.

A Weapon Attack 1 animation added to the Mag60 and dual Mag60s that would be like the original Weapon Attack 1 animation but only shoot one bullet and not have near as much of a kickback recoil in the animation. And then add a Weapon Attack 2 animation that’s just like the original Weapon Attack 1 animation for triple firing.

If anybody is interested please let me know. Thanks.

These are some questions I have about modding Turok 2. I wanted to ask about them first before I go trying to implement them. I didn't want to waste my time on impossible ideas.

Is there a way to to resize blood splat decals?
Is there a way to increase the firing rate for weapons?
Is there a way to make particle effects that are created by weapons loop forever?
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?
Is there a way to change a monsters skin texture when it dies like if it's killed by the flamethrower it turns black?
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?
Is it possible to have a monster spawn another monster through scripts?

Turok 2 Seeds of Evil Modding/Mapping / Secondary Fire Modes
« on: June 30, 2018, 07:46:58 PM »
Is it possible to add a secondary fire mode for the rocket launcher that would fire off missiles that flew in a straight line and did not lock on? I was thinking about doing this using the same button that activates some of the weapons' scope modes but of course it wouldn't active or deactivate a scope. It would just simply fire off the non lock on missiles using up the same ammo as the lock on missiles. Is this possible? Or is there another way?

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