Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Gazer

Pages: 1 ... 10 11 [12] 13 14
111

Thank You much - Not Talking in Circles - I understood

EDIT: So by editing the mapInfo.txt and creating a unique mapid_101 as noted in the pdf guide and directed by Smoke39, my teleport works properly. I see that the editor recognizes the folders and files in root directory above priority when in dev mode as it does with the texture folder and this is a direct access to override the default conditions of the original Turok game.kpf. I was building test.kpf files over and over each time trying to get the teleporter to work. I must have recycled 50 of them. Thanks Smoke39 for that info.

Do you have an idea what the 'Arg 6 - 1024' on sector properties is a reference to? I'd like to publish a map soon and I'm trying to figure out the finer points.
Thank You Smoke you are Turok.


I just dumped recycle bin - 39 kpf's in there and there were others before.  ;)

Side note: these root directory folders can be dangerous toward the normal functioning of the game. If 'Set Developer "0"' will they be ignored? I think that's correct.

112
Hi Smoke39, so is this correct; the teleport system depends on the mapid_0x info in the mapInfo.txt file to work. And the editor uses the same file when testing a map in the editor dev mode?   

That's something I can try to get it working. I've read the pdf guide and it does not explain what the Arguments are for, besides the few specific events in the guide that reference them. They obviously hold information not mentioned in the guide. Would you know anything about those functions? I have to leave for a while.

Thank You much - Gazer

EDIT: So by editing the mapInfo.txt and creating a unique mapid_101 as noted in the pdf guide and directed by Smoke39, my teleport works properly. I see that the editor recognizes the folders and files in root directory above priority when in dev mode as it does with the texture folder and this is a direct access to override the default conditions of the original Turok game.kpf. I was building test.kpf files over and over each time trying to get the teleporter to work. I must have recycled 50 of them. Thanks Smoke39 for that info.

Do you have an idea what the 'Arg 6 - 1024' on sector properties is a reference to? I'd like to publish a map soon and I'm trying to figure out the finer points.
Thank You Smoke you are Turok.

113
Looks nice I will try it out after I post this note. Can you tell me any information about sector properties values Arg 1 -> 6? I posted a note here. http://www.turokforums.com/t1-moddinguser-content/turok-dinosaur-hunter-mapping-guides/30/
Thanks - Gazer

I like the concept, Turok will probably reach a limit of how many of those plants you can put on the ground. I like the effect it gives though. Did you know that you can use shortcut 'shift + g' on keyboard to align your meshes? It looks like you have teleport pads but they didn't take me anywhere. I'm having trouble with that myself. went for a swim in the lake too. n1ce fishes. Gollum luvs fishes.  :-[

114
So here we are and my mapping is slooowing waaaay dooown, because I am working a lot in 'Sector Edit' mode.  Could you wonder why work is slow? I'm finding that what works in one map file, might not work the same in the next map file. I'm referring specifically to teleporting and actor>misc>warp points. And I'm also seeing that in the vanilla levels the map sectors have a lot of Arg1 -2 -3 -4 numbers that I cannot understand.

On Turok steam page (or page on steam) http://store.steampowered.com/app/405820/ it says that the editor has 'Full Manual Available' has anybody found that?

Smoke39 and Duke64 you guys have been helping a lot I appreciate you work. And everyone else too. So I need more. I probably need a little break from this and things will clear up as my head is foggy like Turok sky. But I would like to know what you guys know about sector properties and teleporting. Setting up the checkpoints was simple enough and I recommend trying those for begginners (I am one). I have a teleport from one point to another inside the same map file. I have that working in the editor and then I have it working in a kpf file also. I see that is not a simple thing to take for granted. Because at the next save map the same teleport doesn't work. You see I understand my description is confusing, I am confused. I think the game is buggy, but I'm not sure since I'm trying to copy what I see in vanilla maps and no documentation to back me up.

So any general information about sector properties specifically Arg 1 - 6 definitions, or any documentation that might help with teleporting would be useful. For example, why do most sectors in vanilla levels have Arg 6 value of 1024? Arg 1 is where I'm putting my misc>warp point TID with the map level00 number in Arg 2. etcetera -etcetera -ect - what manual? Arg 3 = 10150 pwn me!

Thanks Guys - Gazer

115
I just spent the better part of 2 days rebuilding a section of that map and I'm still not done fixing it. All for like 5 minutes of gameplay! I gotta finish this sukka. I might need more help.  :D

116
Yeah Gazerbeam died fighting the incredible killer that was in development mode to kill Mr. Incredible. which in turn gave Mr. Incredible the password to  Buddy's computer- Kronos- It's funny there's a lot of gazerbeams on the web.  I used to have a picture of Gazer but I can't find one right now. But I can post a Re-L

Cheers - Gazer

117
Hi and Halo, and did I notice an update to the map today? The keys all worked and loaded up the hub ruins piece and fired it right up! Great job Duke. Really gives it that polished off look. And you added some dino's!

And so I see there's a post of your WIP map on your steam page. Or is that just random ideas that you are drawing from? I'm talking about the gameplay video in the screenshots. Looks awesome #Duke64.

-Gazerbeam

118
Hey Dinomite is that what you look like? You should go wireless and have the technicians wire  an i7 chip directly to your optic nerve on each side  :o.


119
Turok Dinosaur Hunter / Re: Dinosaur Hunter Screens
« on: January 27, 2017, 09:41:15 PM »
Hey and Booyah!   The lesson here is that if you want custom textures and other assets, build them first so that you don't have to go back to your map and replace existing objects with the new assets. There are a lot of logs in my level that need to be replaced. And now I'm thinking hard about what other changes I want to make.

Hi Dinomite, can you believe that $75 bucks at bestbuy. The retail price was $59.99 and they were charging $69.99 because it was the hottest game at the time and sold out everywhere that it went on sale. That's why I didn't get it the first day 'cause it was unavailable. I remember I loved makin' that Super Mario fly too.

Duke your good to be able to figure that out, I bet it was difficult. it's advanced skillset to build custom models and skin them. And I guess a person could build a whole new game with this little engine and enough time. I downloaded 'Blender' but that will take months to learn I'm sure. Thanks again for the effort. 

120
Turok Dinosaur Hunter / Re: Dinosaur Hunter Screens
« on: January 27, 2017, 09:08:23 AM »
 ;D8):-*??? - :o  rotflmao  n1ce

So hell I went ahead and did it. I added a new asset to the game in the form of a rock with a custom texture. Standing alone with it's pwn shader and everything. So it can be done! you see I'm new to Turok on PC. I bought the original N64 game on the third day of it's initial release and paid above retail at best buy to get it. It was like $75 USD!

So I was able to convert an existing model, to my grimey little paws using exportobj and then retexture it and importobj with new texture applied. So It's a cave_rock from the game with a new file directory and separate texture and shader file. So both rocks could be used side by side in the same map. If applied to the logs textures that I made you could have different colored logs together and not be limited to only one texture at a time.

Thanks for the kick in the pants Smoke, and thanks Duke for the tutorials on import / exportobj. Sometimes it's better to be late to the party!  ::)

check the screens below

Pages: 1 ... 10 11 [12] 13 14
SimplePortal 2.3.6 © 2008-2014, SimplePortal