Author Topic: Modding Questions for my upcoming project  (Read 24051 times)

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #20 on: July 12, 2018, 09:14:37 AM »
Looks like it's the mod because I see some particles that are spawning blood particles on impact with: "default", "stone", "metal". You can look at each of those particle files and try changing them back to the way they were for those surface types by referencing the games particle files of the same name.

Oh ok It's probably something I overlooked. More then likely the blood.particle or bloodblob.particle files since they're used by multiple bloody explosion particle effects. Thanks for the heads up.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #21 on: July 12, 2018, 03:37:07 PM »
Well so far I've got secondary fire modes for all weapons, lots more blood and gore, and I figured out how to get certain monsters to spawn a specific number of specific monsters as soon as they're spawned into a map. So there are now more monsters in every map to kill without having to edit the actual map. And soon I'll have damage skins for all monsters too when they die. So if they're killed by the flamethrower they'll look burnt up. Or if they're killed by the shotgun they'll have bullet wounds on their bodies. Of course not decals just bloodied versions of their skins. Will post a full list of implemented features and features I want to add as well as the name of my mod.

I'm still in need of ideas for the flamethrower's alternate fire mode.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #22 on: July 12, 2018, 08:52:13 PM »
Ok so the only way to keep the barrels from spraying blood everywhere when hitting them with lets say a scorpion missile, that does explosive damage to human and creature material types, is to make the particle effect spawned when hitting monsters or humans not produce any kind of blood effects. For some reason the exploding barrels or even the destructible walls in the river of souls 1 map are using the explosion particle effects that are supposed to be used by the flesh materials. The material files for the barrel textures are set to have a default material type. What is up with this? Bullets do not do this at all. This only happens if a projectile is set to do explosive type = 17 damage to monsters. If you set the damage type to 2 the barrels use the default material type. Anybody got a clue?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Drahsid

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Re: Modding Questions for my upcoming project
« Reply #23 on: July 16, 2018, 12:48:55 AM »
Since every world component share the same base class, I'm pretty sure this bug is unfixable, unless you completely reprogram the blood particles.
Well that didn't work

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #24 on: July 16, 2018, 09:05:40 AM »
Yeah I figured this was the case. Doesn't make sense why it would be programmed this way though? I'll just make all surface types when hit by explosive damage projectiles cause the same explosion effects without blood to appear. That's how it was in the game to begin with. I'll add blood effects to each of the monsters explosion damage animations to compensate. Thanks for the help.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #25 on: July 18, 2018, 12:25:31 PM »
Quick update: Riding Gun now has a total of 6 attack modes. Dual artillery cannons, 20mm autocannon, horned charge, plasma beam cannon, mobile mortar cannon, and a scatter cannon which is like an oversized tank shotgun. All 3 of the new weapons have there own cool down time with hud prompts letting u know when they need to be reloaded or cooled down. So u can’t just constantly use them.


So much fun. I wish the ride was longer or that u got to ride the styracosaurus more then once.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #26 on: July 19, 2018, 12:48:05 PM »
What’s the deal with the Nuke damage type? I was messing around with it trying it out on different weapons and sometimes it works but then sometimes it causes Explosive damage type instead of the Nuke damage type. Add it to lets say charge darts and it works but add it to a new sunfirepod projectile that is more of an explosive type projectile and it only causes Explosive damage instead of the Nuke damage that freezes your enemies and turns them black. Event type 33 is for Nuke damage right?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension