Show Posts

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.


Messages - BehemothProgrammer

Pages: 1 ... 10 11 [12] 13 14 ... 23
111
yeah np. I'm using this myself as well for an update for my mod so as long as I'm working on it I'll continue to update it when needed.

112
Updated the scripts again.

T1 Models
  • There's now a checkbox for whether this model "is an actor?" or not. This will set the bounding box accordingly.
T1 Animations
  • Clicking on a Animation Clip file will show the wrap mode. Setting it to "Once" will set that animations loop frame to it's last frame. Any other wrap mode will set the loop frame to 0.
  • Added a new Component "T1AnimEventMono" for setting animation Key Frame Actions. Add this component along with your Animation component to create key frames on the animations.


113
I updated the scripts to check for more user error stuff. Duke64 really wants to get his doom maps in.
 :oblivion: :primagen: :queen: :raptoid: :treasure: :t-rex: :alien: :bore: :campaigner: :chronosceptor: :feather: :long-hunter: :nuke:

114
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: February 01, 2018, 11:37:59 PM »
Sort of. It uses energy cells and uses the same explosion. But it's rapid fire and slows enemies down and is uses far less ammo. I'm finding it fun to use.

115
Turok 3 Shadow of Oblivion / Re: Turok 3 Strategy Guide Scans
« on: February 01, 2018, 10:38:17 PM »
Cool I've never seen that strategy guide before. More Danielle!

116
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: February 01, 2018, 10:34:45 PM »
Thanks. No, the blue shredder is my new Freeze gun. It doesn't work like the T2 shredder. It slows enemies down and then freezes them, turning them blue when they die and then they explode.

117
Download: https://www.dropbox.com/s/0v95pis1skotk62/TurokEditors.unitypackage?dl=0

I'm sure everyone who enjoys making custom models and animation mods would really like this. Just keep in mind these were only for me, but I'm giving them to everyone anyway so they're not fancy. If you're new to Unity and need to know how to use it then watching videos of getting started with Unity would be what you need. Unity Personal Edition (https://unity3d.com/get-unity/download) is free to download and you can use that to use these scripts.

You will need basic knowledge of how to navigate Unity (There's plenty of Tutorials online for getting started). And if you're interested in making animations you'll need to know how to create AnimationClips. And I'll explain how to use the scripts I made in Unity.



T1 map file format technical document

118
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: January 31, 2018, 05:47:03 PM »
Just wanted to give a little update on what's coming up next with this. I'm changing and extending a few levels. Theres new boss encounters and enemies. I also removed the last 2 maps in the Water Seeker area because, understandable, no one liked it. So it has been replaced with new Spirit Temple maps. And a new weapon that will make short work of those pesky Fireborn.


no that's totally not the shredder


and yes, the screen flashes random colors while space spins around you.

119
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 27, 2018, 07:01:42 PM »
Cool that's how people should be making maps (not in the editor lol). Anyway, the defs for the enemies have a common flags that all start out as invisible. You can do 1 of 2 things. Make the enemy start visible by setting the enemyaicomponent Common Flags value to turn off invisible. This little app will help with the flag values: https://www.dropbox.com/s/b3chdu3sig32ybp/T2Flags.zip?dl=0

OR place an Action actor that has an EventLinkComponent and have it trigger the enemy to turn on when something happens such as player entered a region. You need to set TIDs (tag ID) for actors/regions and set it up correctly in the EventLinkComponent. A lot of things to explain for this, so best to look at a single player map and Action actor and copy the numbers to get him to show.

120
Wanted to add this because no one realizes they should be doing this to make Turok stick to the ground properly while going down slopes is click on the Turok player actor and on the actor's properties General-->Dead Height set that to 30.719999. (The same value as the main game)

Pages: 1 ... 10 11 [12] 13 14 ... 23
SimplePortal 2.3.6 © 2008-2014, SimplePortal