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Messages - BehemothProgrammer

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171
The color of the sector depends on what flags are set. You want to turn on "Block" to turn it green. And place the door actor over top the blocked sectors.

172
The Unity scripts were something I made really fast to edit the data in the skinnedmesh and animation files. It's useless now since I went the extra mile and made Fireseed.

173
Yeah it's your mods skinnedmeshs. The problem is you didn't enable interaction with the bones. In Fireseed if you click on the bone number and turn Flags 0 on then that means that bone is hittable. So you need to do that with the meshs you made.

174
The textures look really awesome. 1 gig of textures wow. I'll try it out now. Although I'm not sure I can run it without a Nintendo Ultra 64 to play it on :P


Edit: I don't like that the download is .exe file and my anti virus says bads things so I won't be trying it out after all unfortunately. If you get a .zip download I'll try it again.

175
Turok 2 Seeds of Evil Modding/Mapping / Re: Behemoth's Mod (WIP)
« on: July 21, 2017, 05:03:07 PM »
Thanks. I really have to step on the gas here though because I really need to focus my efforts elsewhere at the present time and foreseeable future. I've done so much work with Turok 2 modding, more than I've ever done before, and I don't want to forget about it which will happen if I stop. I think for the all the maps after this one I'm going to use a level editor tool I have in Unity and export them out with Fireseed to try and create maps faster even if it does make it look less like a Turok 2 map.

176
I just tested it with the purlin gunner and he hits me fine. It must be something in combination with your mod. If you can send me it I can maybe see if I can help you fix it.

177
Turok 2 Seeds of Evil Modding/Mapping / Re: Behemoth's Mod (WIP)
« on: July 21, 2017, 04:18:14 PM »
I only have 1 map done and only just started the 2nd map, both of which contain no combat and are only exploratory maps. But I'll try to get this out as fast as I can for you guys to play, still that could be quite some time. And yeah Jay he works in MP. Everything you see in these mods I try to make work in Raptor Fest mode so just always assume everything I post here will also work in MP.

178
Turok 2 Seeds of Evil Modding/Mapping / Re: Behemoth's Mod (WIP)
« on: July 20, 2017, 06:33:10 PM »
Thanks!

Update: I've added in all the Turok 2 defs I needed for every door, interactive object, platform, action, destructible, sound, and particle (that was a lot of work). I've added more details and the actors to the map as well as lighting and it's looking and functioning even better :)

I also added the Primagen as a normal enemy.


And platforms that you can be pushed around to create some type of simple puzzle scenario. And it all works perfectly in MP too thanks to my network syncing scripts. Oh yeah!


179
Too easy 8)

180
Turok 2 Seeds of Evil Modding/Mapping / Re: Behemoth's Mod (WIP)
« on: July 15, 2017, 03:48:33 PM »
After what seems like an eternity of map sectoring I've finished 1 map. Yay! (ugh...) The Forever Light Courtyard. I'm also changing this mods name to Turok 2: Forever Light.

Here's a fly through of the map (which is missing actors and appropriate lighting)


And this is the sector work with more underneath

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