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Messages - DoomMarine23
81
« on: May 21, 2017, 06:18:49 PM »
Uh oh should we combine wip threads? What you guys think? Its okay if you want your own thread though. All I really know is I'm happy to see somethings being worked.
Oh man, that is embarrassing. Somehow I didn't notice the WIP projects thread, lol. I suppose I'll re-purpose this thread for my own projects and also post my stuff in the WIP thread as well.
82
« on: May 19, 2017, 11:03:06 PM »
Hell, I'll try it and let you guys know how it is. 33 gigs but it is only downloading 12. I guess the full game will be in the 30s but this beta is less than half.
83
« on: May 19, 2017, 10:23:20 PM »
84
« on: May 18, 2017, 09:39:31 PM »
What about keeping the nodes in their respective places and exporting the animations? Is that possible?
What do you mean about keeping nodes in their places? As for animations, I have honestly had very little luck. I can't seem to be able to export animations nor keep multiple nodes when converting obj to bin. So as far as I know, it seems impossible right now, to actually edit and produce entirely new models with animations.
85
« on: May 16, 2017, 09:40:08 AM »
I'm not entirely sure. I think replacing the auto shotgun is the weakest idea because the auto shotgun has its own feel and game-play niche. Having it as a third weapon is interesting but it really fulfills the same game-play niche as the shotgun except just better.
So, I think it might just work best as an upgrade for the regular shotgun if possible. I'm aware it would require a keybind toggle, though it makes me wonder. I assume "Firemode" is used for both ammo and fire-types, perhaps now would be the best time to separate them?
But honestly, failing all of this? I think just making it upgrade the shotgun and having it only consume 1 shot despite shooting more, would be the best compromise. I don't think players will care all that much, I don't think any of us really cared in Turok 2 that it was double barrel and only used 1 shell.
Either way, its a really cool proof of concept and I'm just excited that you got animations working which I'd like to ask how you did it, if possible? Animation support has been halting my more complex ideas.
86
« on: May 15, 2017, 06:07:03 PM »
My god, that is fucking incredible.
87
« on: May 13, 2017, 09:05:38 PM »
Aight, I might have missed something but upon starting the program I'm hit with this error. I'm running Windows 10 64bit. Is there any kind of dependencies Fireseed requires?
88
« on: May 12, 2017, 10:05:08 PM »
PMed doom marine already, but as reference for anyone else looking, make sure you connect all your verts or you wont be able to walk across sectors
Just wanted to say thank you again Badger. I've updated my post with what I did with your advice to fix my specific problem.
89
« on: May 12, 2017, 09:46:33 PM »
EDIT: Badger helped me out. The problem is that my vertices were not connected. To fix this, I deleted the big grass triangle sector that leads into the cave mouth sectors, and actually used F2 and drew out the cave mouth sectors into the grass.
Hey guys, I've recently got serious about Turok mapping and while I understand sectors and how they work, I seem to be running into a strange issue with them.
My sectors are connected, I have validated the map and they have no errors, and if I spawn the player on the cave sectors you can move inside just fine.
But for some reason, the sectors are completely separated and I cannot walk from the grass to the cave, or vice versa. I have absolutely no idea how to fix this, been trying for over an hour now. I've recreated the sectors both with F2 Sector Reaction and Ctrl+D Drawing mode and nothing seems to work. Any help would be appreciated.
90
« on: May 12, 2017, 06:49:32 PM »
Just wanted to vouch my support for this. While someday the SDK may have comparable features to your tools, I think what you're doing is not only very awesome, but very important; it will be a huge shot in the arm for modding. Great work my man, best of luck.
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