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Messages - Dakuwan

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11
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 11, 2017, 11:57:00 AM »
Thank you Gael,
 I appreciate you taking the time to comment.

Last night after Update #2, it broke my tex mods, all I could see was a vacuum of space and random fire textures/sky. I questioned is it worth doing this retexture if it will not work in the end... I spent the remainder of the evening trouble shooting the issue. I had to manually reapply every single .png to get it to work. whats wierd is that every single file I added was the same as the "mods" folder... Something about my "mods" folder caused corruption.

Regardless, it works now. Tonight I intend to finish the random small textures of Adia, and perhaps make a video of the results...

I have OBS and xsplit(doesnt work on turok 2)... Does anyone recommend a specific video editing software that allows for fade scene-scene, and/or logos to make it look more legit?

12
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 10, 2017, 07:41:56 AM »
So I wrestled with the waterfall sprite for about 5 hours, boy what a nightmare that was, but finally got something worth using. Crushed a whole bunch of little textures here there, and did one last scan of Adia. I have less than 30 textures to go, small crap like books, maps, undersides of bridges, rare interior walls, a bed, a pillow, one or two random wood pieces, and the teleporters of Adia to get close to being done.

I have been wasting way too much time fooling around with sprites, water, waterfalls, and animations... 150+ down 2,350 to go....

Hopefully by Tuesday or Wednesday I can have some new pics and maybe a video to look at of a next to complete retexture of Adia, minus seams, color correction, and subtle shading to certain textures... Thank GOD River of Souls shares about 1/4 of Adias textures...

13
Chirac, one side of your mouth says "I big fan", the otherside says "I deserve this for free, because I bought the n64 version and/or PC"... Your somehow twisting ROM logic, into some scenario where you should get to steal someones work without paying, and not feel bad about it, but entitled to do it. If the guy who composed all of this is selling "THIS" at this point, he could probably use a few bucks. Why shouldnt he get compensated?

Do you realize how long it takes to compose a song? Give it personality of its own, with zero visuals? Do you know that recording a perfect take is a nightmare? $8 is a freakin meal at an fast food joint. Help your body and this talented musicians wallet!

What a Dick thing to say...

14
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 08, 2017, 12:46:54 PM »
Thank you all, I said it before, its hard, its no pay, but its all love.

Regarding how its coming together, last night I was in full 4096x2140 4k last night, in the first gilded pool area in Adia, with water fall switch key, and I was really feeling immersed in what I was seeing. I was actually questioning "is this T2?" holy crap... For anyone who wears corrective lenses knows the difference between seeing an object with and without them being on. Its like the haze of the 90's textures was cleansed, and left crystal clarity and that "new texture" smell.

So, that gilded pool area is nearly done, going to track down the <15 textures in Adia I have left to do, finish the teleporter, and either do Turok or the first Oblivion map. Then Port of Adia / Weapons / Enemies within that level will be available for release.
-------------------------------------------------------------------------------------------------------------------------------------------------------------

Special Thanks to Duke64 for the thoughtfulness, and generosity to the Turok modding community, and enabling us to create and share so easily. This is the first time I am actually saying this without sarcasm...

"YOU ARE A PILLAR OF THE COMMUNITY"

15
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 07, 2017, 03:35:19 AM »
"Yeah man its a dry heat"

http://imgur.com/a/dcGmq

Firestorm and water tests...

Part of me thinks its too blue, like tropical farcry 3 blue... But then again it looks great in other places... I will probably make it darker... Eventually... Because animations, are a pain in my ass.

16
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 04, 2017, 01:59:33 PM »
Thank you Dojo.

http://imgur.com/a/mlkTn

Did some gilded pool and queen tex this morning. This queen mantid is going to take a while just like Thunder from T1, she has something like 20 textures and alot of unique shapes.

Thunder images, YT...
http://imgur.com/a/vbL34


17
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 03, 2017, 02:31:25 PM »
Thanks Drahsid.

MonArk, Im pulling high res images from real life off the net and butchering them till they work...

http://imgur.com/a/zOBbr

Flamethrower,  near complete razorwind, queen teeth, skybox...

18
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 02, 2017, 01:39:39 PM »
Thanks for the encouraging words!

Working on razorwind, Adons skybox(battling the KEX engine color tweaks, its making my texture far too bright), touching up some textures like Raptoid head, shotty. Might start changing some boss textures to see how they look...


19
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 01, 2017, 10:36:51 AM »
I have only minor modeling experience. Although, I would love to be involved in a upgrade to the models. I just lack the knowledge of how to get the files from the game-blender-game.

The extent of my Blender knowledge...
http://imgur.com/a/r0ckQ


Like I said, it may be as simple as changing image.PNG associated within the material files.


20
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 01, 2017, 12:24:51 AM »
Hey Dino, is this what you mean?

http://imgur.com/a/xG0wH

If so that just another example of how they took some short cuts when making some of these textures. Who ever did this originally is the "Painted a Erect Penis into the Little Mermaid Cover" to me, since I am getting very familiar with them and how they wrap on the model themselves. I could look into pushing and pulling some things around eventually to make it less obvious.

The pistol model for pickup is ridiculous, which can also been seen in the link. I could probably go and change the related material files, but that is just another distraction from the retexture work, which is going to be awhile.


It would be great if I had a list of all related tex .png names and the levels they are used in( I know they are located in the material files). Would save me so much tex hunting through 3,000+ images...

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