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Messages - Snake Plissken

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101
Adding to my water level ideas*

How about and underwater temple.

While your underwater there can be spots where you have to go up and into maybe caves that you can only enter from underwater sort of like level 1 where you get the pistol in the start secret.

Its kind of making me think of "Night Dive" references since it will be underwater :)

Maybe Islands can be spread out for ammo

I am thinking about an area that has been flooded that didn't use to be flooded it would be ancient and with Turok that can be easy to achieve.


I'll never forget your idea for a underwater cave like inviroment that would eventually feature within the level a forest within a cave only assessable by traversing to it through a series of submerged caves, will add ruins to it to. Deep large open underwater inviroment a would need to be a must for some rooms or parts of the level, yeah I won't forget about that

102
Getting rights to release games is not cake im sure it takes time, relationships, and money. Probably not as easy as Night Dives making it seem though. But yeah some relaxation is probably in there well deserved. This isn't 2k were talking about 2k has millions to spare and work with its probably harder managing and bringing up a new label :s
Its very easy to get a license if the creator wants a quick buck. alot of unreleased games from tge 80's/90's get released later cause the developer wants cash for his work.

Buy hey... Lol... You know me;) all that still doesn't take Turok and kex away as my number one goal in this life, and within every back to back day I'll spend on creating my work for it. :)

Your very right, I'm establishing a startup business myself, going to inquire on some franchise ownership rights and/or franchise production rights.  any indi can post a game on steam for sale, so distrabution is a insured thing granted PR or the one man army of a developer and release knows the trend and can project finances, investments and sales with decent accuracy. Hell if they don't even know what there doing or makeing steam will post it for sale or tree light, if not just to make some bucks off of the sale who didn't know what to do when it came to steam distrabution.  On top of that, the rights to franchise market is going through a phase now, bigwig studios, law offices, even random small time firms all willing to sell at the lowest roller I seen in a very long time, even touchstone, universal and nbc ( parent company to so much more and a absorbent of everything from paramount to MGM, ) are selling rights to some pretty cool titles at unbalivbly low prices. I the days that are the best to jump on the wagon  are now.  And Ithose interested should do the same before there is no rights to cool franchises to pick up anymore, I'm sure soon the remaining owners will get up to motion and change  there tune here real soon and with all of this in handed and coupled with the concept that "now and days  nostalgia sells."

I'll be done renovating my property for being photogenic when it comes to displaying where The startup will be stationed out of. I am acquiring already on a few title's. All that would be left is to get solid 100% convince blue proof that a product I am presenting to investors would sell.

103
Getting rights to release games is not cake im sure it takes time, relationships, and money. Probably not as easy as Night Dives making it seem though. But yeah some relaxation is probably in there well deserved. This isn't 2k were talking about 2k has millions to spare and work with its probably harder managing and bringing up a new label :s
Its very easy to get a license if the creator wants a quick buck. alot of unreleased games from tge 80's/90's get released later cause the developer wants cash for his work.

Your very right, I'm establishing a startup business myself, going to inquire on some franchise ownership rights and/or franchise production rights.  any indi can post a game on steam for sale, so distrabution is a insured thing granted PR or the one man army of a developer and release knows the trend and can project finances, investments and sales with decent accuracy. Hell if they don't even know what there doing or makeing steam will post it for sale or tree light, if not just to make some bucks off of the sale who didn't know what to do when it came to steam distrabution.  On top of that, the rights to franchise market is going through a phase now, bigwig studios, law offices, even random small time firms all willing to sell at the lowest roller I seen in a very long time, even touchstone, universal and nbc ( parent company to so much more and a absorbent of everything from paramount to MGM, ) are selling rights to some pretty cool titles at unbalivbly low prices. I the days that are the best to jump on the wagon  are now.  And Ithose interested should do the same before there is no rights to cool franchises to pick up anymore, I'm sure soon the remaining owners will get up to motion and change  there tune here real soon and with all of this in handed and coupled with the concept that "now and days  nostalgia sells."

I'll be done renovating my property for being photogenic when it comes to displaying where The startup will be stationed out of. I am acquiring already on a few title's. All that would be left is to get solid 100% convince blue proof that a product I am presenting to investors would sell.

104
haha I am still firing this off into the sky.

I believe are little kiddo here (Turok forums ) is turning 2 soon! Let's see what's in store en lol, should be fun

105
Turok Dinosaur Hunter / Re: Turok map in Doom
« on: September 11, 2016, 05:26:50 PM »
I don't know, do you know this guys, but it is very nice and cool :D



Cool, and funny; the first versions of Turoks kex engine was a compiled version built with and  foundedontop of the source codes of the game engines known as DooM3D, Hexen, and Risin3d  (doomsday) open source engines

106
Small guide on how to export the models for your viewing. The models are packaged inside .bin files. Which is simply a file that has 1 or more objects in each model. The .bin packages them as one. So we need to open the .bin files to extract the obj files from it.

1.) Go inside your game.kpf

2.) Open the models folder and pick the model you want. (Here in my example I will just use the knife)

3.) Make a copy of the .bin file

Here I am copying my choice dyn_knife.bin



4.) Paste the copy of the .bin file directly into Turoks game directory.

5.) Launch Turok and at the main menu open the console by pressing the ~ key.

6.) In the console you need to type exportobj (then insert your file name) and hit enter

Example for me using the knife I must do:

exportobj dyn_knife.bin (hit enter)


(be sure to put a space between exportobj and your model choice)
 
7.) Once you do this you can exit the game and in your Turok folder directory (steam or gog) you should have the file and models ready for view in your choice of software. I use blender and misfit 3d. They should be in your folder like this after the console command.



This obj file can be opened in most model software.

Here it is opened in blender



Since we did exportobj we will have access to all node parts (pieces of the model)

If you want control over the model as one hole object I will write this in another guide.

Hey Duke I read your tutorials that are here and there, great job. I noticed in a few of them you refer to models obtained via exportanimobj as "the model as a hole" and you refer to a model obtained via export obj as "peacies" or was it... " all peacies/parts of a model" followed by if you would like cool over the model as a hole I'll right another tutorial about that, witch led me to your exportanimobj. Correct me if I got this incorrect understandin or something. But I wanted to ask you what you mean by this. Is it now possible for users to utilize exportanimobj for any reason. Just I'm under the impression that it's a I completed cvar command declaration for the console holdin it back from working at all or something.  I recall herring down he grape vine ( Kaiser ) that the exportobjanim was incompletely or improperly implemented  as featured in there final product ( Turoks kex engine) last time I checked exportanimobj exported in some cases each node as a model into its own file, and in other cases would for some reason... Export the models in a few nodes here and also ever so often a node would be braked up into 2 to 4 faces, then just those faces exported as a model wile the rest of the node is in a ore file. Maby I'm stoned or maby somethings have changed on the scene lol sorry. Also turok4lif and duke64 your the man.

107
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: September 11, 2016, 09:37:16 AM »
Does anyone know how to make it work with newer Turok patches?

If brutal Turok no longer works with current updated versions of Turok and the kex engine hen I will see to it that first thing I do is fix it and re release a working version. May end up being a rerelease or may end up being applyed to the next updated version

108
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: September 11, 2016, 09:35:13 AM »
I hope so. I Wanted to see if I could lend a hand and try to make some models for it.

I will keep this in mind and I thank you. If your still willing and able, we will prob most def end up talking and working on brutal Turok together. :)

109
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: September 11, 2016, 09:33:58 AM »
So I guess this is on hold until the editor come sout, right?

I'll make my own editor for the game, for use in the development of my mods, also will be released to the public, planning on a level editing interface, a noob script tool for incorporating basic functions to be put together then used within the level editor. A basic kfx editor, and model import.

110
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: September 11, 2016, 09:30:21 AM »
Could this mod be applied to the recent enhancement by Night Dive?!

Yes, it's strictly/specifcly developed for night dives version of the game.

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