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Turok 2 Seeds of Evil Modding/Mapping / Re: Upscaled Textures and Weapon Icons
« on: July 11, 2018, 11:37:03 PM »
Is there not much of a difference? I'm waiting for the full size version.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 101
Turok 2 Seeds of Evil Modding/Mapping / Re: Upscaled Textures and Weapon Icons« on: July 11, 2018, 11:37:03 PM »
Is there not much of a difference? I'm waiting for the full size version.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Fireseed v0.9 - Model & Animation Editor« on: July 11, 2018, 10:18:35 AM »
Is there any way to duplicate an animation and give it a different name using Fireseed?
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Turok 2 Seeds of Evil Modding/Mapping / Re: Modding Questions for my upcoming project« on: July 11, 2018, 12:01:08 AM »
Ok so I started using you work found here https://www.turokforums.com/index.php?topic=496.0 as a base for my project. I converted all my changes to your optimized layout and it's so much nicer now to work with. I understand now what you were saying about adding scripts to enemies. You have seriously made a very nice workspace for Turok 2 modding and I strongly recommend everybody to use your work as a starting point. Awesome job on your part. It has a much better streamlined approach and a nice set of cool features that can be easily tinkered with for both monsters, weapons, and the player. Again great job.
Ok so about my issue with the destructible objects acting like they're made of human or creature flesh, you said I should check if they are using improper materials. Would this be done using the map editor or scripts? Because I've never made changes to the barrels or other destructible objects with a map editor. I simply used this mod https://steamcommunity.com/app/405830/discussions/1/135513549100098472/ as a base to enhance the blood and gore in the game. Could there be an issue with his work? 104
Turok 2 Seeds of Evil Modding/Mapping / Re: Upscaled Textures and Weapon Icons« on: July 10, 2018, 04:32:47 PM »
Awesome. Good to here. Can't wait.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Upscaled Textures and Weapon Icons« on: July 10, 2018, 12:29:35 PM »
Great. When will the full size texture pack be done? Is it currently uploading or something?
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Turok 2 Seeds of Evil Modding/Mapping / Re: Modding Questions for my upcoming project« on: July 10, 2018, 09:20:20 AM »
Is there an event number for fire damage? I can't find one for shock either.
Also has anybody else noticed what I was asking about before? The exploding barrels using the same material as humans or creatures when hitting them with explosive projectiles? 107
Turok 2 Seeds of Evil Modding/Mapping / Re: Upscaled Textures and Weapon Icons« on: July 10, 2018, 09:15:15 AM »
Awesome. You mind if I include these with my project? I may edit some of them if that's ok. Full credit will be given to you for your work.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Modding Questions for my upcoming project« on: July 08, 2018, 05:30:45 PM »
Ok I've been trying to get something like this to work:
Code: [Select] self.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx); But it never works. What am I doing wrong here? Just noticed something else. After adding blood effects to explosion effects caused by explosive weapons when making contact directly with monsters they now make blood effects when hitting such objects as barrels. Is there any way to keep explosive projectiles when hitting explosive barrels from causing the same explosion effects as if they were hitting a monster? They should be making the explosion effect you'd see if they were to hit a wall or floor. Why are the explosive barrels using the same material type as monsters? 109
Turok 2 Seeds of Evil Modding/Mapping / Re: Modding Questions for my upcoming project« on: July 08, 2018, 09:58:16 AM »
Ok so I’m having trouble figuring out where exactly this script needs to be called on. I thought for sure the enemy defs would call a certain script like the weapons but they do not. So how do I get them to call on a custom script. And where is the default script for the enemies? I need to know what void statements are permitted.
Also is it possible to make a friendly turret? 110
Turok 2 Seeds of Evil Modding/Mapping / Re: Modding Questions for my upcoming project« on: July 07, 2018, 08:45:08 PM »
He thanks a lot man. This will help me a lot.
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