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Messages - Raptor Dan

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11
Turok 2 Seeds of Evil Modding/Mapping / Re: Blood Mod Lite
« on: September 09, 2018, 12:11:26 PM »
I used the More Blood mod as well in T2A and toned it down and optimized it too just like this. Good job. I like your blood splats. Do u mind if I use them in T2A?

They're the blood splats from the blood particles, use them as you wish!

12
Turok 2 Seeds of Evil Modding/Mapping / Re: Blood Mod Lite
« on: September 09, 2018, 01:31:01 AM »
Oh dear, didn't see it was in the wrong place, can a moderator move this to the modding subforum?

13
Turok 2 Seeds of Evil Modding/Mapping / Blood Mod Lite
« on: September 09, 2018, 12:42:05 AM »
Loved Turok 2 for its violence, but you were unhappy with the Remaster's neon red ketchup stains? Is there not enough oomph to your firearms? Want to feel like a psychopath and make the red waters flow free in a consistent art style? Then this mod is probably for you!


This is based on the original More Blood mod by Stephen7853 here (I used some assets from it there):

I found it too excessive and performance heavy to use, and there were some aspects of it that were a bit weird (apparently doors and such spout blood when shot at with explosives). It was also a bit dated considering a game update had reduced the number of bounces the Shredder explosive shot on living entities down to 1 (destroys on impact) so having it installed would render it OP again.

This doesn't do anything to dramatically increase the blood and gore, instead keeping the stylistic chunkiness of the vanilla gore with additional damage feedback. Most of the other features of the original More Blood mod has been cut down, mostly for consistency sake of the vanilla style.

Changes blood splatter textures to be more stylistically consistent with Turok 2's art style and gore, removes blood spray, and adds in more pronounced bullet flesh impact SFX for the Pistol, Mag 60, Shotgun, and Firestorm Cannon.

DOWNLOAD HERE: https://www.dropbox.com/s/kq14rq0dt3jqtbi/bloodlite.kpf?dl=0


14
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: September 06, 2018, 09:13:19 PM »
Is it me, or did the Firestorm Cannon use to have a muzzle flash when it was being fired?

15
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: September 06, 2018, 08:59:31 PM »
I'm itching to see how everything looks in the final release, hoping to see more media of it soon!

16
Final release of my sound pack, hopefully I had gotten everything I wanted to do.

Changes the following:
Quote
- Talon
- Warblade
- Bow
- Tek Bow
- Pistol
- Mag 60
- Tranquilizer
- Charge Dart Rifle
- Shotgun
- Shredder
- Plasma Rifle
- Firestorm Cannon
- Sunfire Pod
- Cerebral Bore
- PFM Launcher
- Grenade Launcher
- Scorpion Launcher
- Flame Thrower
- Nuke
- Explosion SFX
- Impact SFX (blood impact SFX requires edits to blood SFX)
- Player SFX
- Item Pickup SFX
- And possibly more I forgot to miss!

DOWNLOAD HERE: https://www.dropbox.com/s/0v8hukd4bwgzg56/t2bssfx.kpf?dl=0

Potential incompatibility with other mods that use weapons.txt in the scripts folder, reason being that the Flamethrower had the sound loop for the firing sound end every time the animation for the Flamethrower end, so there would be a noticeable repeat of the sound without it actually looping.

17
-snip-

Sorry for the late reply, but I had tried this and unfortunately it did not work.
I'll have to cut it out completely since I don't know anything about scripting, and I don't want this mod to get too ambitious with things that don't need to be changed. Thanks for the help, though!

18

Found the sound Terminator 2 uses for its shotguns, wanted to test it in Turok 2 if it fits the shotgun. Result is, kind of?

19
If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.

That's exactly what I did, Endtrail_grenade.particle with my custom sound. The problem is that the sound does not follow the particle at all, just where it was spawned.

20

Testing out a grenade trail SFX from bioshock on the Endtrail's grenades, not too pleased with the result as it doesn't follow the projectile so no matter where you are the sound will be at where the endtrail grenade particle was created.

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