Author Topic: Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully  (Read 11256 times)

Offline Snake Plissken

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Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

Official website: http://aspecmaps.free.fr/TurokHD/

Download the 1024xProportion version here https://docs.google.com/uc?id=0B3r8virXA_qAUEVpbXc1SFlZT1U&export=download (1.94 GB) of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder. Starting from the point that Turok - Dinosaur Hunter textures are mostly 64x64 textures (986/2494 textures (more than 39,5% )), the 1024xProportion version is visually up to 16 times better than the default textures.

Download the 512xProportion version here https://docs.google.com/uc?id=0B3r8virXA_qAOVpWdmM1NHBZeW8&export=download  (569 MB) of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder. Starting from the point that Turok - Dinosaur Hunter textures are mostly 64x64 textures (986/2494 textures (more than 39,5% )), the 512xProportion version is visually up to 8 times better than the default textures.

Download the 64xProportion version here https://docs.google.com/uc?id=0B3r8virXA_qAcGIzYm5vRmxQWjQ&export=download  (30.6 MB) of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder. Starting from the point that Turok - Dinosaur Hunter textures are mostly 64x64 textures (986/2494 textures (more than 39,5% )), the 64xProportion version is technically the same but still looks better than the default textures.

Enjoy! Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

The 2494 textures of Turok - Dinosaur Hunter are separated in two folders, which are; "skies" folder and "textures" folder.
The "skies" folder is composed of 4 textures which are in two different resolutions - 1 texture of 32x32 and 3 textures of 64x64.
The "textures" folder is composed of 2489 textures and 1 folder, which is; "special" folder.
The "textures" folder is composed of; 16 textures in 16x4 resolution; 121 textures in 16x16 resolution; 24 textures in 16x32 resolution; 3 textures in 16x64 resolution; 4 textures in 16x256 resolution; 5 textures in 32x16 resolution; 708 textures in 32x32 resolution; 361 textures in 32x64 resolution; 5 textures in 32x128 resolution; 25 textures in 64x16 resolution; 160 textures in 64x32 resolution; 986 textures in 64x64 resolution; 13 textures in 64x128 resolution; 1 texture in 128x16 resolution; 5 textures in 128x32 resolution; 3 textures in 128x64 resolution; 48 textures in 128x128 resolution.
The "special" folder is composed of 2 textures which are in two different resolutions - 1 texture of 512x512 and 1 texture of 2048x809.
The 2494 textures of Turok - Dinosaur Hunter have been redesigned faithfully by Gael Romanet respecting the 19 different resolutions, which are; 16x4; 16x16; 16x32; 16x64; 16x256; 32x16; 32x32; 32x64; 32x128; 64x16; 64x32; 64x64; 64x128; 128x16; 128x32; 128x64; 128x128; 512x512; 2048x809.

I advise you to download the 1024xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet for a visual result similar to a Bump mapping effect (visual result similar to a Bump mapping effect starting from the 512xProportion version).

The following nine screenshots are from the 1024xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.



















On the official website: http://aspecmaps.free.fr/TurokHD/ you can enjoy a thumbnail of the 2494 textures of Turok - Dinosaur Hunter in a .PNG file format (including turok_logo2 texture that is used on the top of the web page) are from the 512xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

Before I check it out, tell us How dose this mod enhance the games bump mapping. What method dose it use.

Offline Snake Plissken

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This Bump Mapping Mod looks really great.

Unfortunately it doesn't work for me, I get a "Weapons (26, 7): Missing Implementation of void. ScriptObjectWeapon(OnHolster()" error after replacing the *.kpf file in game folder.

Does anyone know how to fix it?

We should never download a mod that's a intire game.kpf unless the said mod is made it clear that it's some type of toltal conversion that uses nothing in the original game.kpf further more forget that I said that becuse for the most part jus never use a mod that's packed in game.kpf asking you to replace it, even then these mods chances are will not work even if we place the game.kpf into our mods folder. Game.kpf mods are products of the post modding tools inviroment and methods. And becuse of this our from a time ago that in tailed a game.kpf that has been heavily updated, no longer usable or functioning with the current build of the kex engine. Your error is saying " at line 27 of the weapons.txt script, at around 6 letters in, there is no onholster part of a weapons script. Each weapon has a script for how it will act at certain times, each weapons script has a on holster, on fire, on switching in And out ect. We can use these to for exsample, make the gun do things, like play a sound, when the weapon is being switched to, as it fires, or before it fires, ect. Your error says one of these sections are missing in a script, thus game won't start.     
  This is a direct reflection of the game.kpf containing things from a outdated version of the game, being presented to the latest version, that now reads those parts a bit differently.

In conclusion the mod is out of date, small chance you did something incorrect. I take e mod is out of date tho nobody repackaged textures into a game.kpf essentially releasing a texture mod wile asking for you to replace the main game.kpf. . Make a mods folder and place the game.kpf in there, pro still won't work as I said, prob outdated, nobody releases texture mods in his manner, rightfully so becuse it's a reflection of the post modding tools er

Offline Dinomite

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How is it that the bump mapping works, what's behind it, how is it pulled off in the pics. How dose the bump mapping work. You just resize the textures and it better highlights the bump mapping? Becuse this can be adjusted for dozens of models all at once IF this is the case, could be incorrect just let me know how your bump mapping works. Shaders have def files. I in the past have had to make change a single shader file inorder to accompany the new resolutions ill use in the textures of models, hundreds of textures, taken care of at once, but I'm not sure what's going on here. shader file changes to accompany a new res being used in a new set of textures one can be adding for a new set of models being added with it is what I talk about, I didn't want to resize hundreds of textures I just changes the resize value on the shaders def end. But I was useing something new in Turok of my own creation. Messing with progs folder. Let me know. How the bump mapping works in this mod.
Snake, it is not bump mapping. Making a texture blurry in photoshop is not bump mapping.

Dino. I received a infraction from eBay I had to sort out becuse of the seller of that disc, or becuse I didn't pay properly, sorted it out and never got the disc,  now imsee its  still posted with 19 hours left. I found one more and picked it up again, this time the est date of arrival is set at. Jan 30. I have ported all Turok rage wars and some of Turok 2 weapons, a Duke nukem 3D map, a doom 64 map, the intro spacepad level from Turok 3, 3 Turok rage war levels, and a Duke nukem zero hour map to Turok, I animated my chainsaw completely from the ground up re-added it, added chainsaw sounds and custom blood efffects. I started working on a frame based animation system, and started useing the already in game animation system and the level editor to animate the level parts of the levels I ported as they are in there original version. I added 2 new bows, 2 new shotguns, 2 new pistoles, and 2 new rifles. I'm wrapping up my work on a grapple hook, and intend on makeing the inflator and the boomerang from rage wars work completely, boomerang like it dose in rage wars and the rage wars inflator gun will work like the expander from Duke nukem. I have developed a way for players to walk on walls and have been working on grunts and raptors throwing out more body parts on blowing up. Finally I made a few custom death animations thAt will be used in the scalping of grunts by the player when the player uses a custom hatchet I've added to the game, I also added a spear and a shield. All together it's  16+ weapons with 3 or 4 more in the works. I have also done brief work in the minigun damage degradation to enemys, and experimentally to a static model. I won't go on tho I may paste and copy part of this in another post I'll be makeing on the forums since it's out of place here, tho I wanted to stress how bizzy I been.

Is is guy still active on the forums? His mod is called enhance bump mapping. I wanted to ask him "how is it that his bump mapping works. I have read and understand why comments back and forth with Gael in this post have become that of what they are. I will give him a chance if he's still active in how he looks in my eyes and that of the forums, rather it be bad or good. So I'll ask him one more time. It's a simple question. If anyone else knows why he would call the mod enhanced bump mapping feel free to let me know. How is it that the mod enhances the bump mapping? If it dose nothing to the bump mapping and is a persudo effect that highlights bump mapping and there's another reason why he decided to call it enhance bump mapping and someone noticed why or how, let me know. Thnx
He called it that because hes an idiot. He thinks making the texture look blurry or double is "simulating" bumpmapping which is not possible. He was called out on this by many members on the forum, got into a huge flame war and than left.

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Offline Nfsfan83

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Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

Official website: http://aspecmaps.free.fr/TurokHD/

Download the 1024xProportion version here https://docs.google.com/uc?id=0B3r8virXA_qAUEVpbXc1SFlZT1U&export=download (1.94 GB) of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder. Starting from the point that Turok - Dinosaur Hunter textures are mostly 64x64 textures (986/2494 textures (more than 39,5% )), the 1024xProportion version is visually up to 16 times better than the default textures.

Download the 512xProportion version here https://docs.google.com/uc?id=0B3r8virXA_qAOVpWdmM1NHBZeW8&export=download  (569 MB) of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder. Starting from the point that Turok - Dinosaur Hunter textures are mostly 64x64 textures (986/2494 textures (more than 39,5% )), the 512xProportion version is visually up to 8 times better than the default textures.

Download the 64xProportion version here https://docs.google.com/uc?id=0B3r8virXA_qAcGIzYm5vRmxQWjQ&export=download  (30.6 MB) of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet that replaces the default game.KPF file in Turok - Dinosaur Hunter folder. Starting from the point that Turok - Dinosaur Hunter textures are mostly 64x64 textures (986/2494 textures (more than 39,5% )), the 64xProportion version is technically the same but still looks better than the default textures.

Enjoy! Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

The 2494 textures of Turok - Dinosaur Hunter are separated in two folders, which are; "skies" folder and "textures" folder.
The "skies" folder is composed of 4 textures which are in two different resolutions - 1 texture of 32x32 and 3 textures of 64x64.
The "textures" folder is composed of 2489 textures and 1 folder, which is; "special" folder.
The "textures" folder is composed of; 16 textures in 16x4 resolution; 121 textures in 16x16 resolution; 24 textures in 16x32 resolution; 3 textures in 16x64 resolution; 4 textures in 16x256 resolution; 5 textures in 32x16 resolution; 708 textures in 32x32 resolution; 361 textures in 32x64 resolution; 5 textures in 32x128 resolution; 25 textures in 64x16 resolution; 160 textures in 64x32 resolution; 986 textures in 64x64 resolution; 13 textures in 64x128 resolution; 1 texture in 128x16 resolution; 5 textures in 128x32 resolution; 3 textures in 128x64 resolution; 48 textures in 128x128 resolution.
The "special" folder is composed of 2 textures which are in two different resolutions - 1 texture of 512x512 and 1 texture of 2048x809.
The 2494 textures of Turok - Dinosaur Hunter have been redesigned faithfully by Gael Romanet respecting the 19 different resolutions, which are; 16x4; 16x16; 16x32; 16x64; 16x256; 32x16; 32x32; 32x64; 32x128; 64x16; 64x32; 64x64; 64x128; 128x16; 128x32; 128x64; 128x128; 512x512; 2048x809.

I advise you to download the 1024xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet for a visual result similar to a Bump mapping effect (visual result similar to a Bump mapping effect starting from the 512xProportion version).

The following nine screenshots are from the 1024xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.



















On the official website: http://aspecmaps.free.fr/TurokHD/ you can enjoy a thumbnail of the 2494 textures of Turok - Dinosaur Hunter in a .PNG file format (including turok_logo2 texture that is used on the top of the web page) are from the 512xProportion version of Turok - Dinosaur Hunter - HD Mod - Bump Mapping Effect - ReDesigned Faithfully by Gael Romanet.

You want good things but this is not bump mapping :) read it https://en.wikipedia.org/wiki/Bump_mapping and see this:



Bump mapping[1] is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object, you never make this effect on Turok EX engine :( you need for this special bump maps.

Offline Dinomite

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Exactly! Ex-fuckin-actly my polish buddy! You are 100% right.

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Offline Gazer

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Hey Dinomite waassup  :D

Don't I look like a browser? I'm half browser on my mothers side. Good to chat ya.

Since there is an alpha channel render with the engine, I bet that a very basic form of 'bump mapping' could be performed. Of course it would not live up to the description of bump mapping as it is now defined. I haven't looked into it much here but I did do some bump mapping when it was in it's infancy with the quake 3 engine. And It became a graphics standard by the time doom 3 was released. An image may be created in the alpha channel using shades of grey to create a 'height map' and applied to the background layer. I bet it is possible. Just because I can't do it, doesn't mean it's impossible. Instead of crushing Romanets attempt at bump mapping maybe someone could improve upon it. Thing is, that might require angelscript or C+ skills to create new definitions and new format for shaders and the effort is not worth the results. Lets remember we can learn the most from our failed attempts.

Homer where is Marge at?
No Ciggi

Offline Dinomite

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Hey Dinomite waassup  :D

Don't I look like a browser? I'm half browser on my mothers side. Good to chat ya.

Since there is an alpha channel render with the engine, I bet that a very basic form of 'bump mapping' could be performed. Of course it would not live up to the description of bump mapping as it is now defined. I haven't looked into it much here but I did do some bump mapping when it was in it's infancy with the quake 3 engine. And It became a graphics standard by the time doom 3 was released. An image may be created in the alpha channel using shades of grey to create a 'height map' and applied to the background layer. I bet it is possible. Just because I can't do it, doesn't mean it's impossible. Instead of crushing Romanets attempt at bump mapping maybe someone could improve upon it. Thing is, that might require angelscript or C+ skills to create new definitions and new format for shaders and the effort is not worth the results. Lets remember we can learn the most from our failed attempts.

Homer where is Marge at?
Ive been ok, could be better. Was on vacation hehe

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