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Messages - Snake Plissken

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11
Turok Evolution / Re: Turok Evolution Models
« on: November 08, 2017, 12:31:45 PM »

Wow, that was fast. Looking great, I'd play it.

I see there's some weird stuff going on with the alpha channel of those .BMPs, I'll see about converting the textures to .png instead when I get a chance.

Yeah png would be better for my situation since the engine here uses png mainly. But I was editing those, you can see I did them really fast so far- except the main tree there. But that could help with speed for future stuff ahead.

I'm also enjoying just viewing the models too though really cool.

one of the biggest tricks I use, other then using notpad++, is xnconvert. its a program, and when the window is open you can drag and drop every texture in a folder into its window. and it will convert the files to .png and place them right back in the original folder all in a sec. then with notpad++ we can, with one click, change everytime ".png" is used in .mtl file, from ".bmp", to ".png".

12
Turok Evolution / Re: Turok Evolution Models
« on: November 08, 2017, 12:27:29 PM »
I can get the maps into turok 1 because and did so with the 3 parts of map 1 because I like the grind.
 

so we can get these into turok 1 and in turok 2. okay so whats the plan!? should we do something with these?  lol

13
Turok Evolution / Re: Turok Evolution Models
« on: November 05, 2017, 05:32:04 PM »
I wrote a program that converted all the levels and actors to .obj/.mtl files. They're not all perfect (especially the animated actors), but I uploaded them for anyone who wants them:

Levels: https://www.sendspace.com/file/2bq0fl
Actors: https://www.sendspace.com/file/2cuu9y

The textures are included as .bmp files alongside each .obj file



I can convert these to work with Turok 2 ex but I don't have the time to map them out in editor. Perhaps I can do a asset pack.

14
Awesome progress guys! Anyone up for playing?

I'll try to host a server In the next day or so. Players can also try the maps alone by going to multiplayer, creating a server then choosing local. Chose one of the rage wars maps and place e game mode in raptor fest mode.

15
bump it up

16
I added a few new pics and a video to the main post.

17
BUMP, added new pics to the main post ;)

18
If you are feeling that sticky sectors I think you need to set the ‘Camera Movement Scaler’ option. Located in a sectors properties, make sure its set to 1.

That was it! Problem solved. Thanks!

19
https://youtu.be/iNhDC71bKlY

in this 1 min long video you can see the issue I am having. default walkable surfaces are sticky and I must jump around, inorder to get around. I would like to know how to make it normal and im looking into this now. thanks for any advice, comments, and/or help. thanks

20
So unless my train of thought is off, can there be more then 4 playersplitscreen. What about 16 player splitscreen.
There could be 16, nothing technically stops it, but the limit is statically compiled to 4. It would also require 16 generic Direct Input controllers, as XInput (Xbox controllers) has a hard-limit of 4.

I tested it when I got home and it work I could connect but seems like only that one time now I'm getting on next startup since, a keyhash error showing my ragewars.kpf mod displayed twice.
That means you are loading the mod twice. Don't do that. Remember, if something is in your mods folder, it is automatically loaded; loading it again manually will just load it again.

opps thanks. I was loading one time like you said and again by -file all fixed

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