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Messages - Drek
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« on: December 25, 2015, 03:40:13 PM »
I just did a quick push test on the kex engine.
I did a Photoshop action to batch scale all the textures to 4x the original resolution. The game handled them fine, pre map loading time went from less than 1sec to a solid 2seconds.
This means a standard high res pack should be doable fairly easy. Anyone in the community looking to make high res textures should aim for 4x resolution, and try to keep the original feeling intact. Same color scheme...
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« on: December 25, 2015, 12:42:10 PM »
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« on: December 22, 2015, 02:42:09 PM »
Totally unrelated question but is your username refering to Drek from Ratchet and Clank?
No, it's an old nickname based off my real name, Derek. Sounds about right and the way it should be this mod gives an old feeling to Turok its pretty interesting can't wait to see some more
The renderer handles the textures with no filter like the n64 or pc version, although filters are available. I like the raw pixelated look. Very interesting now! tekbow looks pretty awesome will it be able to have alt ammo with the tek arrows also you think? Turok stuff looks pretty good in that engine pixel goodness and great title screen to
Yeah, tek arrows and exploding shells are in the game already. Also the pistol, rifle, auto shotty, minigun and knife are all in and pretty much working smoothly.
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« on: December 19, 2015, 04:20:55 PM »
Thanks. This is going to be single player only for now, T1 styled with a HUB map probably. The EDuke32 engine currently doesn't support any multiplayer, but it's being worked on. Also, this isn't going to be a Duke3D mod, it will be a stand alone total conversion game using the engine only, no need to buy the original Duke3D or anything else.
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« on: December 19, 2015, 02:14:11 PM »
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« on: November 12, 2015, 03:28:57 PM »
I've been in Turok 1 enough now to comment a bit about how the levels are made. Here's my 2 cents on turok maps compared to hl, or quake they should be simple to make, no leaks if you know what I mean, the mesh can have cracks.
It looks as if all the individual parts are stored in a numbered system and placed in the map like puzzle peices. I don't mean the trees or enemies, I mean the cliffs, floors everything is pre-built modular peices that get placed together to form the map. It's most notable in the caves, they have a corner cave, am intersection, a 4-way, a ramp, they just keep placing them together to make a big cave.
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« on: November 10, 2015, 05:42:42 PM »
Thanks for the kind welcome.
And to answer questions, yes I have got more than just that raptor. Textures, models with skins and layout uv maps intact, animations. All enemies, pickups, trees, bushes, boars, huts, rocks, buildings, ducks, whole levels, pretty much everything.
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« on: November 10, 2015, 08:50:06 AM »
Is finishing level 2 without finding keys a noob thing. lol. I didn't find a single one then I was back full circle to the start. Oh well, moar roarin explorin to do.
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« on: November 09, 2015, 09:40:13 PM »
I don't want to post much more than this but I have managed to get some model data out of Cartdata.dat ps. I'm new here, 1st post. I play Duke3D with Duke64 sometimes in the past, and use Eduke32 a little bit, enough to be able to help with this mod. I've just got into Turok recently, was too old I guess or too poor when it came out hehe, Goldeneye was my 64 game, and Duke for PC.
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