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Turok 2 Seeds of Evil Modding/Mapping / Re: Fireseed v0.5 - Model & Animation Editor
« on: May 13, 2017, 11:15:19 PM »
Awesome!
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Turok 2 Seeds of Evil Modding/Mapping / Re: Fireseed v0.5 - Model & Animation Editor« on: May 13, 2017, 11:15:19 PM »
Awesome!
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Turok 2 Seeds of Evil Modding/Mapping / Re: Fireseed v0.5 - Model & Animation Editor« on: May 13, 2017, 10:31:38 PM »
Yeah I just forgot to include something in the .zip file. It should work now...
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Turok 2 Seeds of Evil Modding/Mapping / Re: Fireseed v0.5 - Model & Animation Editor« on: May 13, 2017, 07:16:47 PM »
Yup. it's the middleman from a modelling program to Turok 2 and back.
Blender-->Fireseed-->Turok 2 Blender<--Fireseed<--Turok 2 204
Turok 2 Seeds of Evil Modding/Mapping / Re: Fireseed - Model & Animation Editor« on: May 13, 2017, 05:40:28 PM »Is this a windows program we won't need unity or things like that? I agree with Rok its a really cool name. Great work!Yeah it's just a windows program. 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.Thanks! Yeah I hope once I'm done with this more people will want to start making mods for Turok. The first version, v0.5, is available to download now. Right now you can only load, save, and edit values for Skinned Meshs and Animations. You can't import models yet - that's what I'm working on next. Because I'm still working on it, it's possible things might not work perfectly - so backup the animations/skinned meshs before loading/saving even though you probably don't need to, but...just in case. Program Help: Once you open a file a list of it's contents are displayed in a Tree on the left side of the window. You can click on certain items in the tree to display their properties that will show in the right side of the window. Most of the data is mesh related and you shouldn't change. The things you most likely do want to change are Hot Points for skinned meshs (You can add/remove them by right clicking them in the Tree view) and Key Frame Actions for Animations (You can add/remove them by right clicking them in the Tree view) 205
Turok 2 Seeds of Evil Modding/Mapping / Fireseed v0.9.2 - Model & Animation Editor« on: May 10, 2017, 06:53:22 PM »Description: Fireseed is a Model and Animation Editor for Turok 2: Seeds of Evil. Download Link: This is outdated. Please use the new Blender Addon Turok 2 tools - https://behemothprogrammer.github.io/Turok2Blender/index.html Help:
Version 0.9.2
Version 0.9.1
Version 0.9
Version 0.8
Version 0.5
TODO:
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Turok Dinosaur Hunter Modding/Mapping / Re: Turok - Wolfenstein3D« on: May 05, 2017, 08:53:47 PM »
Nice! I didn't even know it was Wolfensteins 25th anniversary lol. Happy Nazi Killing day!
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Turok 2 Seeds of Evil Modding/Mapping / Re: Kaiser's Model/Animation Format (Technical Documentation) T2« on: May 05, 2017, 08:48:15 PM »
I made a quick implementation of this in Unity. If you have and know Unity then you can download the scripts for the editors here: https://www.dropbox.com/s/nvl8ebt73v1j1sj/T2%20Model%20Editor%20%28Unity%29.zip?dl=0 or through my sig. This allows you to more easily edit the values in .skinnedmesh and .anim files.
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Turok 2 Seeds of Evil / Update #2« on: April 10, 2017, 08:51:48 PM »
Update #2 has been released that hopefully will improve performance and gameplay. The official patch notes can be viewed here: http://steamcommunity.com/games/405830/announcements/detail/575740768226142774
Here's some additional information regarding the patch: Singleplayer Weapon Changes Shredder: damage decreased from 8 to 6. Scatter projectiles no longer trigger events and no longer bounce again when hitting actors. RazorWind: damage is reduced by 75% when damaging the Mother, Queen, and Primagen bosses. Charge dart: consumes 1 ammo for the first 5 levels of charge. Consumes 2 ammo on 6th level of charge. Consumes 3 ammo on 7th charge level. Multiplayer Weapon Changes Pistol: damage increased from 10 to 16 Mag60: damage increased from 14 to 17.5 Firestorm Cannon: damage increased from 3.75 to 7.5 Grenade Launcher: damage increased from 40 to 50. Damage Radius increased by 25%. Water Damage Radius increased by 250% to match non water damage radius. Plasma Rifle: bNetSpawned and bNetLatencyComp flags added to particle. Firing Animation speed plays twice as fast. Scorpion Missle Launcher: Firing animation time takes twice as long. damage increased from 20 to 50. Damage Radius increased by 25% on default/water/stone. Damage Radius increased by 187% on Humans/Creatures/Slime and when it's destroyed to match default/water/stone radius. On pickup, ammo has been reduced from 12 to 4 Shotgun: damage increased from 8 to 9. (13 bullets shoot out for a total of 117 damage at point blank range) Shredder: Damage decreased from 8 to 6. Scatter projectiles no longer bounce again when hitting actors. Charge dart: consumes 1 ammo for the first 5 levels of charge. Consumes 2 ammo on 6th level of charge. Consumes 3 ammo on 7th charge level. Cerebral Bore: On pickup, ammo has been reduced from 10 to 1 N64 Multiplayer Weapon Changes Assualt Rifle: damage increased from 14 to 17.5 Grenade Launcher: damage increased from 40 to 70. Damage Radius decreased by about 14% Plasma Rifle: Impact damage increased from 40 to 80. Active damage increased from 4 to 8. Enemies Raptor: initialScale changed from 0.332031 to 0.5 SwampWasp: radius changed from -3.071999 to 3.071999. Start Animation changed. Other starting paremeter changes. Turrents will no longer fire at you when they don't have a line of sight Scripting new class: kClipInfo new WorldComponent method: void HitScan(kClipInfo&out, const kVec3&in origin, const kVec3&in targetOrigin, const uint EnumClipFlags, const float=0) Audio All instrument sounds files have been removed. 209
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide« on: April 10, 2017, 08:35:45 PM »
Update #2 brings a little bit of new scripting functionality mainly the new HitScan method on the WorldComponent. Finally a non hacky way to do a raycast just like Turok 1 scripting.
- new Class: kClipInfo - new WorldComponent Method: void HitScan(kClipInfo&out, const kVec3&in origin, const kVec3&in targetOrigin, const uint EnumClipFlags, const float=0) 210
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide« on: April 08, 2017, 09:41:48 PM »
Updated with important notes on some of the event functions sent to ScriptObject as well as a execution order of the event startup functions.
ParticleFactory - IMPORTANT: Particles are not guaranteed to spawn and may return null. Even with 100 probability set they may not spawn for unknown reasons (rare). |