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Messages - BehemothProgrammer

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41
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.6
« on: November 08, 2018, 04:54:17 PM »
Updated to version 0.9.6 with some fixes for the weekend as I suspect everyone who noticed this mod last week might be playing this weekend. I'm also no longer uploading to mediafire, from now on this mod will be on moddb and TurokSanctum.

v0.9.6
- Fixed Enemies getting stuck in there animation when they die for clients
- Fixed Deadman not getting removed when they die and spawn another half deadman for clients
- Can no longer open options menu weapon if on a platform
- Removed moveable box and added a ladder in Port of Adia 1
- ?

42
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.5
« on: November 04, 2018, 04:07:56 PM »
yeah he's on Discord as the name Chewbatrij and his twitter is https://twitter.com/DimaChotin

43
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.5
« on: November 03, 2018, 10:42:43 PM »

Version 0.9.5 is out which features the first level of Turok 3, Seal the Breach! The Mod installation has changed in order for custom music to be used. See "How To Play" for details to get started.

And I want to give a big thanks to Dima Chotin for creating this wonderful trailer.

And if anyone wants the Turok 3 models I worked with they are here as .obj files. I edited most the uvs on all the models as they were all messed up how I got them and I connected alot of the level vertices and removed overlapping faces. https://turoksanctum.com/download/bp_t3models/

44
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.4
« on: October 28, 2018, 07:29:15 PM »
Thanks. Yeah it'll probably be still a long ways away. I did do all the hard parts, but the lighting is another big one and doing lighting in this editor is annoying and very time consuming not to mention I have to try and match it with Turok 3's map. I might just half ass this a bit and place box lights in some outside areas with full ambient color. Idk I'll see how it goes. But also I need to fix the geometry in the second half, alot of vertices are not connected and the uvs are all messed up. And some things are just plain missing like the ceiling above this fan doesn't even exist. So gotta fix those too.


45
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 28, 2018, 07:16:40 PM »
No. You'd need to make all the meshes not overlap. Which all the meshes unfortunately do especially in the Death Marshes maps. And if you never noticed throughout the entire game there are dark lines and light bleeding in through walls if you look around a bit, but it's definitely less then however the remaster builds lightmaps. So you can:
  • Somehow fix the entire level so no meshes overlap (Nope)
  • Remove lightmaps all together which would make the map look worse (nope again and you can't do this in the editor)
  • Create a program to read the .map files and all the static meshes in the map and create and apply your own lightmapping technique to increase the resolution of the textures and save it back out to a .map file (definitely not happening)
  • Live with it because this game is not perfect (this one)
  • Don't touch the map (or this)

46
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: October 28, 2018, 04:01:03 AM »
They are the Lightmap meshes. When the Lightmaps are built all the static meshes are duplicated and their textures are additive to give the look that the mesh is brighter or darker in that area. When you delete or move a static mesh the lightmap mesh does not update so you're still seeing the baked lightmap mesh. There's no way to delete them in the editor except by rebuilding the lightmaps for the entire map. To build the lightmaps for a map open the console and type: buildlightmap levels/whatever.map

Depending on the map it could take a bit of time. Building lightmaps also correctly updates the games grid bounds which you will need to do if you ever create or move objects to an area outside of the existing grid bounds (which are invisible to you in the editor, but can be seen in game by typing showgridbounds in the console, but really don't worry about that unless you get an error message that says something about gridbounds).

47
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.4
« on: October 26, 2018, 06:23:13 PM »

48
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.4
« on: October 15, 2018, 09:42:59 PM »
and also a Curious Question: When I get the Rare Yellow Eagle Feather for The Wings of Hope Talisman, what does it do?
In the future I'll be renaming that talisman. But in future updates (when I get the map change script from devs) it will send you to the Spirit World(another HUB) where you can play bonus levels such as the Doom, and Turok 3 maps.

49
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9.4
« on: October 14, 2018, 07:31:07 PM »
Thanks. I was hoping people would like those major changes to the first 4 maps. Which was originally done to extend the length of the coop gameplay for those maps.

And no one (by my knowledge) has found any of the 6 secret areas containing an Oblivion Token.

While I'm here, Here's a preview of what's coming in next update.

50
Happy Bday! Very cool to see the first custom JFG level.  :treasure:

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