11
Turok Dinosaur Hunter Modding/Mapping / Re: M16M203 and M60 weapons models in Turok Game
« on: August 31, 2020, 02:39:41 PM »
There is no Turok .bin plugins for 3DSMAX, only Blender 2.8+
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. 11
Turok Dinosaur Hunter Modding/Mapping / Re: M16M203 and M60 weapons models in Turok Game« on: August 31, 2020, 02:39:41 PM »
There is no Turok .bin plugins for 3DSMAX, only Blender 2.8+
12
Turok Dinosaur Hunter Modding/Mapping / Re: M16M203 and M60 weapons models in Turok Game« on: August 31, 2020, 02:12:38 PM »
Hey, those look pretty cool. I'll try and answer these questions for you.
1. I am not sure what the polygon limit is, but its very very high. Those models should work just fine. 2. Yes, it is entirely possible to import custom models with different hands or screen positions. 3. The minigun's barrel is animated in code. You can simply remove that code in your weapon mod for the M60 4. Textures for Turok simply need to be .PNG 5. Turok does not use skinned meshes like Half-Life with a skeleton. Instead, models are animated in pieces/segments like an action figure. This should not be a big issue for animating weapons, however. But it would make more complex animations like reloading and bending fingers require more planning. All in all, everything you want to do is absolutely possible and fairly easy. Make sure you get Blender 2.8+ and the plugins that Behemoth Programmer created https://behemothprogrammer.github.io/TurokBlender/index.html 13
Turok 2 Seeds of Evil Modding/Mapping / Re: The Catacombs (WIP) (Turok 1 Import)« on: May 31, 2020, 12:52:10 PM »
Textures need some clean up in my opinion, lots of tiling. But beyond that? You've been making some great progress. I know this must have been a lot of work, and there is more to be done. I am also really impressed with the custom zombie enemies. All in all, besides my critique, this looks really promising, and I know its going to be great considering how awesome your last level was. Keep it up.
14
General User Mods, Maps, and Content / Re: To Hell With You [Doom 64 EX]« on: April 11, 2020, 06:45:44 PM »
Rad, I'll check it out soon. Very exciting!
15
Turok General Discussion / Re: Turok Art/Photoshop« on: March 13, 2020, 08:49:01 PM »
Oh yeah, that is fucking great.
16
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Enhanced Weaponry« on: February 28, 2020, 12:29:20 AM »I appreciate the fact that Turok 2 is getting more custom weaponry Trust me, I got big plans for Turok 2. 17
Turok 2 Seeds of Evil Modding/Mapping / Re: Harbor 5 - Remastered« on: February 26, 2020, 06:59:47 AM »
Glad I could help you get this up. You did a great job and it was fun play-testing a few times. We really need to have a few game nights.
18
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 Seeds of Evil WIP Projects« on: February 19, 2020, 05:16:59 PM »
Hey guys, just a small update on the M16A2 I was working on. I am still working on the textures and the model needs some work, but I've scaled the carry handle correctly and added its groove for the back sight. I also finished the front sight, which was pretty broken in my last picture. The scope is just a placeholder but its a taste of things to come.
19
Turok 2 Seeds of Evil Modding/Mapping / Turok 2: Enhanced Weaponry« on: February 15, 2020, 10:57:55 PM »Introduction I've finally decided to make a thread for one of my many projects. I promise you that threads for all my other projects will be coming over time.Simply stated, Enhanced Weaponry is a modification that improves the gameplay of Turok 2 by adding secondary firing modes and alternative ammo to most of the weapons, as well several balancing tweaks. I intend on this mod being lightweight, so it should run with custom levels easily, and compatibility patches will be easy as well. Multiplayer and Co-Op support is on my To-do list. I will be releasing a public test release soon. I still have several issues to fix, weapons to modify, and art assets to create. I will be posting content updates to this thread semi-frequently. But I will be far more frequent on the Turok Discord! Special Thanks To: Raptor Dan for allowing me to integrate his shell FX restoration into my project. Badger for being a good friend and testing for me on spur of the moment. Current Plans / Changes
Media 20
Turok 2 Seeds of Evil Modding/Mapping / Re: Fixed Deadmen Textures« on: February 12, 2020, 06:16:32 AM »
That is how I create kpf archives. its honestly the best way to do it. Thank you, I'll try your mod out when I have the time.
|