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Messages - Snake Plissken

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131
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: February 16, 2016, 03:30:10 PM »
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.



i loved this in duke nukem. <3  i been searching for years!: for a Snake Plissken 3d model. and hell yeah any reference would be awesome, if we can think of anything to add that's a snake plissken or escape from new york reference will do it for sure! :)

132
Turok Dinosaur Hunter / Re: Post T1 Videos
« on: February 15, 2016, 11:22:21 AM »
EDIT: sorry for my spelling, just woke up and all ;)


This is a Trail i wanted to add to anything that gets thrown into the air by a tekbow blow up .



This is a crazzy weapon that should never see the light of day or it may spell DooM for all of Earth and the Lost Land:



This seems to be a tek arrow effect i was working on for a new tekbow i wanted to add to the game along side the orignal, would be nice to see 3 or 4 tekbows, one that would be a time based upgrade, maby also add a fire or ice bow, or a light bow even perhaps, and even a few more.  this was just one of those ideas:



This one is a little bit more of that same tek bow effect but also shows the freeze ray from brutal turok in its early development:



lol the following was my what i did the first 13 mins of having my flamethrower model in game. its much better then this now and days ;)



This one shows the first 5 mins i spent on a mod i have been working on that will enable, in time;  turok to ride on the back of a dino, this video also shows a ADS mod ( it has improved since this video ), and another small clip of the flamethrower:



and finaly a completely pointless video of a completely pointless modification i made when i was trying to stress test the engine and see just how many faces in a single model the engine could handle, it would of handled it just fine if i didn't mess everything up from the texture of the model to the materials file. lol i think i was out of it this day lol ;)



well those are my Turok 1 videos :) thanks.


133
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: February 14, 2016, 10:57:50 AM »

[/quote]
Really? If not sarcasm, than thanks!
I know that the weapon aint Photoshopped but its just so modern that it looks like a Photoshop. (An example is Nfsfan83's pics)
[/quote]

oh lol i juest read over my comment again i suppose it did come off sarcastically, no i really like the name.  i mean dolomite was cool, even if he wasnt cool the name dolomite alone is epic,

(a scene of dolomite in a movie : parental advisory wanring! )

&feature=youtu.be&t=3m43s

 and then the play on words, this is turok forums so dinomite, man thats brilliant. 

yeah im a odd one i come off strange to everyone i talk to. i tend to never mean what i say though ;) im also glad to be part of the forums here, and thanks for your comments dinomite on my post it means alot, even more so since i see you have made the most posts on these forum's .

it dose look a bit next gen but im sure i can work something out that everyone will like, i really try to take into account everyone's opinion, i know there is alot of old-school gamers that for some reson really dislike what i am doing to Turok, but theres nothing i can do about that: however i can try to keep things themed to turok 1. based on turok 1, lore friendly to turok 1, and try to make all of it fit and look well in game. will see how things go and i may end up making a few renditions of this brutal turok mod to fit this concept. along with optional addons, so in the end hopefully everyone will get a little bit of something they may like. :)

134
Other Games / Re: Porting Duke Nukem Zero Hour to PC
« on: February 14, 2016, 10:04:44 AM »
i updated this post with more screenshots.

135
Other Games / Re: porting zero hour to pc
« on: February 14, 2016, 08:13:17 AM »
Sobek can do all. All hail


sobek really is a fluid, dynamic, and flexible engine. i notice it can pull off all the effects and things as seen in both Duke nukem zero hour and shadows of the empire.

136
Other Games / Re: porting zero hour to pc
« on: February 14, 2016, 12:16:59 AM »
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.




right, ill keep this in mind, and ill play it by ear, we are just simple folk making a simple none for profit mod. "what kind of world do we live in where we cant do what we want with a product we legally purchased and have the rights to"  is what i say ;).  will take what steps will be needed ill see to it, even if it means decentralizing the people behind it/ and where data is stored, but for now i got 100% means of getting all textures, sounds, models, levels, out of the game in there original entry as they were in the n64 version. the sounds even sound a little bit better i think.
   and thanks duke64 will work on this when the time comes, i believe i would like a solid brutal turok release under our belts first, something we can post to mod db for turok. i was planing on getting more into this duke project after that was done.
     but it may look like ill be able to do a bit more work on this then i thought at first, ill try to update this post as often as i can with new info.

137
Other Games / Re: porting zero hour to pc
« on: February 14, 2016, 12:11:22 AM »
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.

right, ill keep this in mind, and ill play it by ear, will take what steps will be needed ill see to it, even if it means decentralizing the people behind it/ and where data is stored, but for now i got 100% means of getting all textures, sounds, models, levels, out of the game in there original entry as they were in the n64 version. the sounds even sound a little bit better i think.
   and thanks duke64 will work on this when the time comes, i believe i would like a solid brutal turok release under our belts first, something we can post to mod db for turok. i was planing on getting more into this duke project after that was done.
     but it may look like ill be able to do a bit more work on this then i thought at first, ill try to update this post, as often as i can with new info.

138
Turok Dinosaur Hunter / Re: Turok Dinosaur Hunter Beta Photos
« on: February 13, 2016, 10:48:28 PM »
Yeah I surely saw this before it's 64 :D Anyway its still nice of you to post in case any by passers visit the forum they can see to :)

These were always interesting to me, you can probably tell why!









;)

139
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: February 13, 2016, 10:48:08 PM »
It's nice to see the tomahawk back in the game. :P  Quick though it might have been, good work!

yeah it can look better then whats in these pics, were working on it now even, and it will look better in the end final state. :) is kinda cool to have a beta weapon in game

140
Turok Dinosaur Hunter Modding/Mapping / Re: Brutal Turok 0.3c
« on: February 13, 2016, 09:28:34 PM »
ok so the following comment has very little to do with Brutal Turok but i think i feel like posting it just to keep things "lively":

the following was a quick export / conversion to player weapon of the tomahawk axe from the intro sequence that is thrown at the lizard during the opening logos.







i promise to you guys im working as fast as i can on this next brutal turok update and i will have it out hopefully very soon....

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