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 - Duke64

Pages: 1 ... 130 131 [132] 133 134 ... 167
1311
Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)
« on: December 23, 2015, 06:31:13 PM »
So far from the time I spent seeking through the files it does remind me of Doom and Duke modding. I learned quite a bit of Duke modding so looking at some of this plus the level files are labeled .map makes me feel at home.

1312
Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)
« on: December 22, 2015, 07:34:49 PM »
A section for this was asked for and I agree because I am currently messing around in it myself also. Nobody ever asked for any other mod section before but imo it makes it easier to read. If some members want to discuss regular talks or post videos its the Turok 1 section. The user content sections needs to be separated. With the level editor coming, there is high purpose for this and the suggestion made me act. I also thought this would be good for any of the games that are moddable T2 and T4. 

Also, I think everyone is entitled to there own thread if they want to share something the forum is not messy it has more members and posters now. For example having one general thread for mods and maps would be messy and could also lead to confusion on who members are responding to. Here members can release in easy format as there own thread.

Example mod thread name- Release: Shotgunfix.kpf or New: Shotgunfix.kpf

Example map thread- Release: lostland.map or New: lostland.map


Could be however you want it but try to go towards it being some sort of release if anyone wants to. Don't make me be first :P

1313
Info/Help / Re: Forum Updates
« on: December 21, 2015, 10:39:33 PM »
Added subforum to Turok Dinosaur Hunter section named "T1 modding/usercontent"

The replies to this board still appear as any post would in this section and would still compete with main threads. But you can also click on it, its right beneath the Turok Dinosaur Hunter topic. And you can also see it if your looking at all the topics in that section.


http://www.turokforums.com/t1-moddinguser-content/

1314
All they would have to do is make the controls better, increase performance, and maybe include adjustable fov and bang the game could be better. Since Turok 3 and Rage Wars are only console it may be more work just to get them. Those two games may be more compatible to another because of that though. I would like to see Turok 3 also.

1315
Basics: How to

1. Launch game
2. Open console by pressing ~
3. Type "developer 1" and hit enter then exit the game
*Step 1-3 can also be done by opening config.cfg in the Turok game directory and find the line that says seta developer "0" and change it to seta developer "1"
4. Open game files and locate game.kpf (kpf is short for Kex Program file)


5. Rename it to game.zip and open it up (extract these into your own folder somewhere for quick reach of it later.)
*You can mod your game by changing the components directly inside the game.kpf
6. After your done remember to rename game.zip back into game.kpf or the game will crash.

Making your own mods folder


1. Make your own folder inside the Turok game directory and call it "mods"
(It should look like this i'm using my gog folder here)


*Inside this mod folder you can include specific components from the game.kpf and individually replace them using the mods folder. The engine will recognize it.

*The files inside the mods folder need to be zipped files and then renamed using the .kpf extension

It should look like this


Zipping your modifications.


The .kpf files inside the mods folder need to be zipped folders/files.
The files have to be named the same as they are in the game.kpf for the engine to recognize this.
They also need to be in the same directory/file as the game.kpf

Example my crosshair mod.

The crosshair image is originally located in game.kpf/gfx/crosshair.png

Mine is located in mods/crosshair.zip/gfx/crosshair.png






Now rename it to .kpf and your good to go, you can name your own .kpf files whatever you want to, just as long as the components inside are named the same as the originals it will work :)

Playing your mods

Once there set up correctly as explained above you can just launch Turok or drag your .kpf file onto the launcher.

See Kaiser's Guide for more.

More Guides:

Editing Textures: https://www.turokforums.com/index.php?topic=153.0

Exporting Models as Whole Objects: https://www.turokforums.com/index.php?topic=161.msg3748#msg3748

Exporting Models as individual Nodes: https://www.turokforums.com/index.php?topic=157.0

Mapping Editor Guides: https://www.turokforums.com/index.php?topic=262.0

Even More Guides: https://duke64nukem.com/category/turok-dinosaur-hunter-guides/

1316
Turok Dinosaur Hunter / Re: Turok EX
« on: December 19, 2015, 03:13:54 PM »
It does sound better with your tweaked sounds good job Shadow

1317
Turok Dinosaur Hunter / Re: Report Turok 1 bugs
« on: December 19, 2015, 02:58:04 PM »
there is no pink colors or any colors upon impact. The videos were from late beta this is how it is in game.


1318
Turok Dinosaur Hunter / Re: Dinosaur Hunter Screens
« on: December 19, 2015, 01:43:55 AM »
The game is over!









Turok runs the show and that makes me happy :P

before I had the logo and before the hud was remixed.


1319
Turok Dinosaur Hunter / Re: Report Turok 1 bugs
« on: December 19, 2015, 12:34:07 AM »
If you are on steam I need to find you :) add me name is sixty four there. There was an update today on steam did you check it again? Also pm me here if you wish

1320
Turok Dinosaur Hunter / Re: Post T1 Videos
« on: December 18, 2015, 01:08:02 PM »
Looks like Duke Nukem let Turok borrow his jetpack for this one xD


Pages: 1 ... 130 131 [132] 133 134 ... 167
SimplePortal 2.3.6 © 2008-2014, SimplePortal