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Messages - BehemothProgrammer

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121
Loved your map. I played through it on Hardcore and was having a fun time with it. I got a lot of enemy in fighting and one Demon wizard guy just didn't want to take anything from this Purlins fireballs. I found a few secrets but missed the one at the end. Great map and long too. And something you can do 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.


122
Turok General Discussion / Re: Turok Art/Photoshop
« on: January 21, 2018, 02:25:16 PM »
That's a badass Fireborn :on fire:. Nice work!

123
Turok General Discussion / Re: Project Album Remix for Turok, released!
« on: January 21, 2018, 02:23:58 PM »
Really awesome I like those tunes and his other covers as well.

124
Other Games / Re: Forsaken EX
« on: January 19, 2018, 07:49:00 PM »
Awesome! Another Acclaim game. I still own this game for N64. Loved a lot of things about it. And it had coop and bot matches with some pretty good tunes. Always reminds me of the descent games. The single player was always really hard for me as I remember. "Failure is not an option for the forsaken."

125
Is your actor type 310? (Mover_FloorLowerOnce)
Check your sectors. Did you make small slope test sectors around the sector your platform is on?
Are all your platforms XY position in the same sector area?
Are your TID values correct?
Are your property values setup correctly?

Target ID = Sound ID to play
Health = Delay Time to reset back to it's original position (0 = no reset)
Attach Chance = Move Speed
Params 1 = Move Distance

And are there any actors outside sectors anywhere in your map? (Certain actors outside sectors can cause weirdness with the game. You can use the validation checker in the editor to help with that. Particle Emitters and pickups are fine, but things like enemies and platforms are the bad ones)

126
Version 0.9 is out now! Thanks to everyone for your continued interest and support in this tool.
  • Skinned Meshes now animate with there animation and have a track at the bottom of the window that allows you to control it
  • You can now export static meshes to obj
  • Included with Fireseed is the databases in .txt files found in the "databases" folder
  • Skinned Mesh and Animation tabs combined into 1 tab
  • Skinned Mesh, Animation, and Static Mesh have a folder view where you can more easily view files
  • Skinned Meshes now display correctly
  • Clicking on a surface item will highlight that surface
  • Clicking on hot points will show there position relative to there Bone ID
  • Skinned Mesh and Animation Bones now display there symbols (name) next to the Bone ID
  • You can now multi select items in skinned mesh and animation
  • Animation Key Frame Action Event Type now also displays it's index value
  • You can see the key frame point as a vertex now
  • There's now a helper button for Key Frame Actions To set position to a bones position
  • For Key Frame Actions with a Radius - A wire Frame Sphere is now displayed
  • Selecting vertices in static meshes will display that vertex
  • Added options to hide unimportant animation data and to auto play animations
  • Fixed some text for the databases
  • Changing vertices now updates the mesh
  • New import options to rotate the pitch by 90 and scale the object right away

127
Was working on some Turok 2 maps for Christmas. Obviously I'm a bit late :P and still not done :( but thought I'd at least share the first map that's totally not from Sonic Heros Egg Fleet stage for PC.

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.


128
I was working on it a bit earlier this week. Was changing the UI to make it easy to go through all the models in the game and see what's what as well as a few other things. I'll be updating it to 0.9 with those changes soon. After that I'll work on getting the animations in from other models for at least the collada .dae format.

129
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: December 28, 2017, 07:26:07 PM »
I see. It's from an old pc MP map. Looks cool. I've never seen that before. Is the mine tracks another mp map?

130
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: December 28, 2017, 05:37:51 AM »
I was going through the static meshs in the game and came across some things that I've never seen used in the game.


I found several meshs with tracks in a cave. Was the Lair of the Blind Ones going to have a mine kart area?


There was also a few sand textures, possibly a sand level?


And this scary looking face on the wall, seems it could have been for river of souls?

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