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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v2.1
« on: December 26, 2019, 07:37:01 PM »
New version is up. Highlights this time are Rage Wars tek crossbow, sunfire pods, and T1-style double-barrel shotgun.
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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v2.1« on: December 26, 2019, 07:37:01 PM »
New version is up. Highlights this time are Rage Wars tek crossbow, sunfire pods, and T1-style double-barrel shotgun.
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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v2.05« on: October 17, 2019, 11:40:00 PM »
New version is up with Rage Wars mag 60 and assault rifle, as well as Play Turok Backwards compatibility (Turok+ must be loaded first).
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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v2.0« on: September 29, 2019, 05:12:48 PM »
New version is up with T2 scorpion and nuke, as well as the first Rage Wars weapon: the street sweeper shotgun.
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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.95« on: September 01, 2019, 07:42:18 AM »
The Getting Started tutorial teaches the fundamentals of how to make changes to the game, but the rest of the guide is more of a reference than guided lessons. Most of what I know is documented there, though.
I'd suggest poking around the files and seeing what you can change without worrying about making anything "fancy," and just try to get a feel for how parts of the engine fit together first. The guide can help demystify stuff as you go along, and if you ever get lost there are several of us here or on the discord who can help point you in the right direction. 5
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide« on: August 23, 2019, 03:03:56 AM »
Added info on the Teleport Avoid Cliffs flag to the Levels section. While it does do what the name implies, BehemothProgrammer discovered that it also makes enemies vulnerable to super arrows.
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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Cliffside Outpost« on: July 01, 2019, 07:14:49 PM »
Just updated Turok+ version for compatibility with Turok+ v.195
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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.95« on: July 01, 2019, 04:33:44 PM »
I guess I could do add it again if you really want for some reason. Would it work all right if save points didn't open the T+ menu if there's a terminal somewhere on the map?
Someday I'd like to make the T+ menu mouse-driven. To do that will require rendering the menu manually instead of using the help text function, so I can change the styling then. 8
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.95« on: July 01, 2019, 03:38:48 AM »
Been a while, but a new version's finally up. Highlights include the Turok 2 tek bow, alpha version pistol, and the ability to open the Turok+ menu from save points.
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Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide« on: April 19, 2019, 09:11:13 PM »
Added a new tutorial on updating Steam Workshop items when the editor insists on only creating new ones, since it's a recurring issue people keep running into. Hope it helps.
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Turok Dinosaur Hunter Modding/Mapping / Re: Turok Dinosaur Hunter WIP Projects« on: April 08, 2019, 04:58:03 AM »
I wasn't clear on what was special about this at first, before I realized it was moving per-vertex rather than per-triangle, which normal T1 anims can't do. So the "_morph" anim basically causes the model to constantly cycle through its variants (with tweening, it looks like)? I always thought it triggered a hard-coded procedural animation or something, but this is a lot cooler.
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