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Messages - Smoke39

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21
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: March 07, 2019, 03:25:56 AM »
After a fair bit of experimentation, I think I've reverse-engineered the details of how kActor::MeleeObject() works.  I also documented kActor::InteractActorsAtPosition(), which can, for example, be used to implement custom alternatives to MeleeObject().

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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Cliffside Outpost
« on: January 19, 2019, 06:55:32 PM »
Interesting.  I guess that makes sense.  I'm glad to know you found #1; I wasn't sure if it was unreasonably hard to see the path.

I'm guessing you'll find 3 easier to find than 2. ;)

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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Cliffside Outpost
« on: January 19, 2019, 12:25:00 AM »
Almost found all the secrets first try.

Can you tell me which numbers?  I'm curious to know which ones people find easier or harder to find.

Bet this all took a really long time and it's great work!

It did. :P  Glad you liked it! :)

25
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Cliffside Outpost
« on: January 17, 2019, 09:50:09 PM »
Just updated both versions on dropbox and steam to fix a bug where you could fall through one of the pillars in the forest after reloading the map (by respawning or loading a save) after raising the pillars.

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Turok Dinosaur Hunter Modding/Mapping / [Release] Cliffside Outpost
« on: January 16, 2019, 09:07:59 PM »


Turok infiltrates a mercenary outpost built into the side of a cliff.

Make sure Projectile Collision is set to Precise in the gameplay options, or a few enemies will be very difficult to hit.

Download
Vanilla
Turok+ Version

Steam Workshop
Vanilla
Turok+ Version

Finally finished my first map after like a million years.  Hope y'all enjoy it.

28
Turok Dinosaur Hunter Modding/Mapping / Re: Nfsfan83 Editor stuff
« on: October 28, 2018, 04:02:30 PM »
Guys I don't know how but I change pivot to this:
how to back to nomal with arrows.

Press spacebar.

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Turok Dinosaur Hunter Modding/Mapping / Re: Nfsfan83 Editor stuff
« on: October 27, 2018, 04:17:17 PM »
it should work if you make a 'mods' folder in the root folder of the old version and place a kpf with the map in there.

Why would you make a kpf every time you wanted to test the map?  Just make a "levels" folder in the old version's root, enable dev mode, and load it in-game with the "map" console command.

Code: [Select]
map levels/mapname.map

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