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Messages - BehemothProgrammer

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191
A white texture in game means it didn't create a .kmat file. When you imported it did you check the create .kmat file and copy textures checkboxes? Did it look okay in Fireseed and have textures? (if not it should have a white and purple texture) And did you get any messages warnings/info after importing it?

Also note that Turok 2 accepts only .png files for textures, so gotta make sure they are that format in order to successfully copy the textures over.


192
Turok 2 Seeds of Evil / Re: T2 Metal Covers \m/
« on: June 03, 2017, 05:16:53 PM »
Awesome! Found another one, just recently uploaded.

193
Version 0.8 is available now. Everything with Static Meshes is done so you can import custom models and view them. Same for Skinned Meshes although without an initial pose from the animation file they might look a little weird to you...you'll see. I added the Assimp library for importing and possibly exporting later. Importing a model supports the following formats (so they say):

Wavefront Object (*.obj), Collada (*.dae), Autodesk (*.fbx), Blender 3D (*.blend), 3ds Max 3DS (*.3ds), 3ds Max ASE (*.ase), glTF (*.gltf, *.glb), Industry Foundation Classes (IFC/Step) (*.ifc), XGL (*.xgl, *.zgl), Stanford Polygon Library (*.ply), AutoCAD DXF (*.dxf), LightWave (.lwo), LightWave Scene (*.lws), Modo (*.lxo), Stereolithography (*.stl), DirectX X (*.x), AC3D (*.ac), Milkshape 3D (*.ms3d), TrueSpace (*.cob, *.scn), Biovision BVH (*.bvh), CharacterStudio Motion (*.csm), Ogre XML (*.xml), Irrlicht Mesh (*.irrmesh), Irrlicht Scene (*.irr), Quake I (*.mdl), Quake II (*.md2), Quake III Mesh (*.md3), Quake III Map/BSP (*.pk3), Return to Castle Wolfenstein (*.mdc), Doom 3 (*.md5*), Valve Model (*.smd, *.vta), Open Game Engine Exchange (*.ogex), Unreal (*.3d), BlitzBasic 3D (*.b3d), Quick3D (*.q3d, *.q3s), Neutral File Format (*.nff), Sense8 WorldToolKit (*.nff), Object File Format (*.off), PovRAY Raw (*.raw), Terragen Terrain (*.ter), 3D GameStudio (3DGS) (*.mdl), 3D GameStudio (3DGS) Terrain (*.hmp), Izware Nendo (*.ndo)

I've found .obj, .dae, and .3ds, and the video game file formats to be the most reliable so far.

I added a list of all Turok 2 objects for - Particles, Sounds, Actors, Voices, Aimations, and Impact Types in the Database tab. You can Right click on any number field to bring up a list of "What is this?" options. This will for example tell you what sound 1364 is with a description.

That's the main highlights. You can see a bit more in the first post as well as a link to download the new version.


194
Turok 2 Seeds of Evil / Re: Tal'set Chronocepter Events
« on: June 02, 2017, 10:17:50 PM »
Here's the link to the comic, Google Drive for some reason (not sure if it's just me) wouldn't let me organise the scans into order from 1 > 35, so they're all mixed up unfortunately. Probably best to just download them and view them that way in order :)
That's awesome thank you Sneakze! Yeah I agree the artwork is great in it.

195
Turok 2 Seeds of Evil / Re: Tal'set Chronocepter Events
« on: May 31, 2017, 08:45:07 PM »
So it is in that comic? I can't find anything about it other than it's name and cover picture.

196
Turok 2 Seeds of Evil / Tal'set Chronocepter Events
« on: May 31, 2017, 05:30:14 PM »
On the Turok 2 steam page the story simply says "Having defeated the Campaigner, Turok throws the Chronocepter into a waiting volcano to destroy it. Unfortunately the blast awakens an even deadlier force - The Primagen."

I'm trying to see if there's a more in-depth story about it. Maybe from the comics or something. Does anyone know anything about that or is that all there is to know?

197
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: May 31, 2017, 05:21:53 PM »
That's a lot of balls! Funny mod. I like all the weapons and Jerry killing everyone lol.

198
...I didn't know that was all 1 model :P

I or someone has to try importing between these games sometime. Bring the dank platforming models to T2!
Yeah I made it all 1 model. It should have separate models for the doors and moving platforms but that's more work I don't want. Maybe when I finish the first version of Fireseed for all the Turok 2 stuff then I might do T1 stuff which will make it easy to view and export between each other. Would like to see Thunder in T2 :)

I want to play a Rok match in it xD Let's Rok.
Alright. Since I most likely won't do anything with the map anyway, here's the map - https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0
There's almost no actors in the map except for a few lights. You should probably delete that and relight the map correctly and place all that MP stuff I'm not sure how to do right now. Thanks man if you can get that to an MP map! And you can add this to defs/textureSetInfo.txt if you want the nukage to animate.
Code: [Select]
"textures/doom/NUKAGE3.png"
{
    speed 10
    animated 1

    texture_1 "textures/doom/NUKAGE2.png"
    texture_2 "textures/doom/NUKAGE1.png"
    texture_3 "textures/doom/NUKAGE2.png"
}


199
Finally was able to import the Doom E1M1 model I used from my previous Turok 1 mod and put it in Turok 2.

200
Yeah I found that out too, unfortunately. There's actually 2 different formats for static meshes. The corrected format you mentioned is the one actually used in the game and by almost all the static meshes. The doc format is actually for the models that the game doesn't load and crashes it. So if you want to see them in action you'll have to convert the "broken" ones into the fixed versions. "models/mp/model0541.staticmesh" is one of those meshes.

There's also a mistake for SkinnedMeshes - that you shouldn't read/write the vertex count if surface count is 0.

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