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Messages - Duke64

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1251
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: February 16, 2016, 12:05:31 AM »
Very random but I watched Escape From LA last night and man that's one of my favorites still! I think we should put some references from it in Brutal Turok xD If a model fails we can just use Duke Nukems Snake Plissken sprite hehe.


1252
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: February 15, 2016, 01:33:07 AM »
I need to get my butt back in the action, sorry fellas just been really busy! Videos look really fun as always to I will play real soon promise :)

1253
Other Games / Re: Porting Duke Nukem Zero Hour to PC
« on: February 15, 2016, 01:31:20 AM »
in time... after i have a solid Brutal Tutok update out and it uploaded to MOD DB, i will work on the side and then soon full time: towards porting Duke Nukem Zero Hour to the Kex engine. ( on PC ) the very engine that Turok 1 on steam runs off of. :) just wanted to give people a heads up since this is the first time i announced this. will see how this goes ;)





Love these two photos such a tease :P

1254
Other Games / Re: porting zero hour to pc
« on: February 13, 2016, 11:45:57 PM »
I will be glad to help in anyway I can to Duke Zero Hour Ex sounds fun hopefully it can stay undercover so no legal matters come up but I would love to try this to. I would like to play this game proper emulators don't do me justice :P I play it on my n64 before some emulator but I would like to play it on pc now.

1255
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: February 13, 2016, 11:18:57 PM »
Love the tomahawk yeah really cool to see it in the game! really niice one here Snake some beta piece love it. Chainsaw is neat to seems very brutal I like to tear through some grunts hehe :)

1256
Turok 08 / Re: Post Turok 08 videos
« on: February 13, 2016, 10:24:08 PM »
This game would be fun to modify to if we could, some mods for it would be great to do. Nice video to and wow its 8 years old already i'm stating to feel older now hehe :)

1257
Info/Help / Re: Happy Birthday Turok Forums
« on: February 13, 2016, 02:17:37 AM »
I'm still here and i was with you, duke64, from time when idea is born in your head, how to help to all, us, Turok fans, try making this place, definitly planing to stay for any future time, good or bad, in gaming sense, becouse you did make good home, here. Ty for that! :-)

Very true you were here from the start of the concept it was a lost land time wasn't it :) wise in the words of TUROK hehe

1258

i felt bad i had not posted anything yet when it came to brutal turok so i thought i would pay my homage on the 1 year anniversary of the forums by making this little mod in celebration of how far the community has come :) just for fun, and to show my respect. i have a feeling the next few weeks are going to be great, i believe 2016 may just be known as "the year of the Turok". lol; i have trouble sleeping because im  thinking of everything im going to try and do tomorrow and in the coming days with this game and engine. and soon we will post the updated version of Brutal TuroK. yeah... good times ahead of us, for all of us. and thanks for your comment doomguy :)
Means much to me no need to feel any certain way you join at a perfect time everyone does :P and I know your always busy with Turok 24/7 lol we been in communication for some time now. You did this so quickly that is great skill. Nice kfx editing and all around effects and even a new model. Means a lot to me though will say that for sure.

rip and tear enemies while saying turok forums across the skies. Nice to see that.


Damn yeah writing Turok forums on the skies haha why are you coming up with good slogans as someone said somewhere else... Hey lol get outta here with the slogans haha its time to make tracks :)

1259
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: February 12, 2016, 07:35:26 PM »
This one comes to my mind first for the m16 :)


1260
This is not much different at all from getting all nodes. I just didn't want to make that guide to long. This will get you the model as one object instead of in nodes. The differences compared to all nodes will be highlighted green

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 exportanimobj (then insert your file name) and hit enter

Example for me using the knife I must do:

exportanimobj dyn_knife.bin (hit enter)


(be sure to put a space between exportanimobj 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. Notice how this way it does not have "node" written in the file name. This means you have the model as one.



This obj file can be opened in most model software.

Since we did exportanimobj we will have access to the model as a hole. This time we will show the example in misfit 3d modeler and use the raptor instead of the knife just for fun.



If you want control over the model in pieces go to this guide. http://www.turokforums.com/t1-moddinguser-content/exporting-turok-dinosaur-hunter-models-(all-nodes)/

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