Recent Posts

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31
Turok Evolution / Re: Turok Evolution Models
« Last post by Dinomite on March 18, 2023, 09:23:57 AM »
Hello all, (ordinarily I would apologize for bumping a thread this old, but since it's pinned at the top that seems unnecessary.) Anyway, I'm a small-time modder, active in the Halo Custom Edition scene since 2008. I've played some turok in my day, but certainly not as much as yall :P

I'm writing because these links on sendspace posted by Stinkee2 back in 2017 have gone dead:
Actors: https://www.sendspace.com/file/gno0pk
Levels: https://www.sendspace.com/file/ee4tpc

and I was really looking to get my hands on the models and textures of the actors in Turok Evolution. I was wondering if anybody had an active mirror or was willing to reupload them for me (and potentially anyone else who comes looking for them) I will link back to this thread with a credit to Stinkee2 for ripping them and to also to anyone who can actually get them into my hands. I've subscribed to this thread and I have this account set up to ping my email if I get DM so either way is good to get in contact with me.

Thanks in advance, have a nice day :)

https://www.mediafire.com/file/biibzgt35osjf9e/t4_obj_png.rar/file Hopefully this has what you're looking for.
32
Turok Evolution / Re: Turok Evolution Models
« Last post by khaena on March 09, 2023, 02:07:03 PM »
Hello all, (ordinarily I would apologize for bumping a thread this old, but since it's pinned at the top that seems unnecessary.) Anyway, I'm a small-time modder, active in the Halo Custom Edition scene since 2008. I've played some turok in my day, but certainly not as much as yall :P

I'm writing because these links on sendspace posted by Stinkee2 back in 2017 have gone dead:
Actors: https://www.sendspace.com/file/gno0pk
Levels: https://www.sendspace.com/file/ee4tpc

and I was really looking to get my hands on the models and textures of the actors in Turok Evolution. I was wondering if anybody had an active mirror or was willing to reupload them for me (and potentially anyone else who comes looking for them) I will link back to this thread with a credit to Stinkee2 for ripping them and to also to anyone who can actually get them into my hands. I've subscribed to this thread and I have this account set up to ping my email if I get DM so either way is good to get in contact with me.

Thanks in advance, have a nice day :)
33
Turok Dinosaur Hunter Modding/Mapping / Re: Blender Import-Export Addon
« Last post by raul on March 09, 2023, 12:07:28 AM »
Hello, im trying to create some more automated features for myself and hopefully to share. Just had a few questions since im a bit new to blender scripting.

The first one is how would i call your addon from my own. I tried calling different things based on what ive seen on the source code but i just cant figure it out.

Is it?
Code: [Select]
from turok_export_model import save or
Code: [Select]
import turok_object. turok_export
Code: [Select]
import bpy
from turok_export_model import save

def export_bin_model(filepath):
    # Set export options
    exportSettings = {
        "filepath": filepath,
        "use_selection": True,
        "global_matrix": None,
        "path_mode": "AUTO",
        "exportMaterials": False,
        "copyTextures": False,
        "copyTextureSets": False,
        "exportAnim": False,
        "animNLATracks": False,
        "useModelsDir": True
    }

   

    # Call the TurokEXBlenderTools export_models operator with the export settings
   
    bpy.ops.turok_object.export_model(**exportSettings)

selected_obj = bpy.context.object
# Set the export path and filename
export_path = "C:/Users/raule/Desktop/junk"
export_filename = selected_obj.name + ".bin"
filepath = export_path + export_filename
export_bin_model(filepath)

Another question is that i noticed that there are two functions to import and export map data. But when i run map import on blender 3.4 only the player start object comes through. Likewise if i export a map nothing happens.

I think this would be more idea to use since i can create the sectors in blender and not in the engine, but if thats not the case is ok. I just wanted to ask.

Thank you for such a great tool!
34
Turok Evolution Modding / Changing Weapons In A Mission
« Last post by Cesartriple7 on January 08, 2023, 03:12:28 AM »
35
Turok 08 / Re: Anyone Up for 12 player coop on Turok PC?
« Last post by Dinomite on January 02, 2023, 12:05:14 PM »
36
Anything Else / Random Post
« Last post by Dinomite on January 02, 2023, 08:32:02 AM »
Post random fun stuff here!
37
General User Mods, Maps, and Content / Rafffine52's Remastered/Other Mods
« Last post by Raffine52 on December 17, 2022, 04:54:43 AM »
This selection of mods lists all of the Remastered/Others Mods I made that don't need a page of their own.

SKMega: Re;Birth: SKMega: Re;Birth is a updated version of SKMega X, One of my old unreleased edited mods, It is based off of SKMega X V2.0 (The Zan Version), Although with some content removed and some Quality of Life Changes to suit my current modding quality standards.

Current Version: Beta 2

Download: https://app.mediafire.com/435o0td7l8uxa

Weapons Resource WAD - ReBirth: The Weapons Resource WAD (or WRW) is a collection of new DECORATE weapons created for editors to use in their own projects. And then ReBirth fixes some issues with the weapons while keeping the spirit of the Original Mod alive (This means original effects, sprites and all).

Current Version: 1.0

Download: https://www.mediafire.com/file/4uo5stmywz8ws5o/Weapons_Resource_WAD_-_ReBirth.pk3/file

Doomreal (RTNP Weapons Addon): Adds in the Weapons from Unreal Mission Pack: Return to Na Pali to Doomreal. Needs Doomreal for it to work.

Download: https://www.mediafire.com/file/xzw7wbspcxhhf3q/stinger_rtnpweapons.pk3/file
38
Turok Evolution / Re: Corrupted save file
« Last post by Paradise12314 on December 15, 2022, 10:11:29 AM »
With the look of that save file, you have the game installed in Program Files? It's highly advisable that you install into a short directory, e.g. C:/Turok. I had trouble saving the game when it was in program files before.
39
Turok General Discussion / Re: 3D Printing Files?
« Last post by Dinomite on December 11, 2022, 08:50:04 AM »
Disclaimer I know nothing about games lol. But I noticed the threads being posted with the 3d models and one user even importing them to other games. I recently bought a 3d printer and found 2 3d print files for evolution. Attempted to print a Turok Evolution War club and it failed half way through.

I say that so say I've kinda been interested in printing and painting a Sleg Scout. Simply because they are so iconic and unique to the game. If anyone knows how I could go about aqquiring an STL file of any of the models in the game please let me know.

Also this forum is awesome, I really wish there were more posts. I feel that this game is particularly so special to those of us who find it our favorite. I will probably make a few posts to get this forum a little more active.

Hello there! The forums topic / thread system was broken for months on end but has finally been fixed. Welcome to the forums! As for the models, I wouldn't know where to find any that are compatible with a 3D Printer, but perhaps you could find a way to convert some of the ripped models into a compatible format. Let me know if you want to have a go at that. :)
40
Finally, After about nine months since the last version and any new updates to my weapon mods, V1.6 has finally been released! AKA The 3D Model Update. While 1280X768 Sprites didn't went so well, My next fix is to use 3D Models, allowing me to keep most of the weapon details that Sinael's sprites lack. I am also working on the Sprite Version alongside this, But that will be released later.
 
All Weapons and Items now use 3D Models instead of Sprites. The only item that hasn't been converted into a 3D Model is the Armor, Because no matter what I did, It just wouldn't show up in-game, So I decided to keep it in sprite form for now.
Made the Stinger unable to fire after using the Alt Fire Mode for a few seconds just like the Original Game (The Original Mod allowed you to use the Main Firing Mode after using the Alt Fire Mode).
Fixed the ASMD Sparks using the wrong sprites.
Changed Quadshot's Alt Fire Sound.
Renamed Sniper Rifle to Rifle.
Rifle now has a scoped animation before zooming in and out. On top of that, The Scoped Texture is now Red instead of Blue.
The All Map now uses the Comp Tablet model instead of the Translator.
By pressing the Reload key while having the Automag selected, You can now spin it (The animation was unused in the original game).
The Automag now fires instantly the second you press the fire button to better refect the Original game.
The Razorjack's Fire rate is now the same as the Original Game.
Disabled the bobbing on the Razorjack because it would be janky had I left it in.
Dispersion Pistol now has a pickup model.
Fixed a coding Mistake of having the Green Armor replacements spawning in the Medkit spot.
The Quadshot now uses the Original Model instead of the 227 Model.
Fixed the Quadshot not playing the overriding firing sounds.
When you fire all the barrels that are fully loaded in the Quadshot, The weapon now has a slower firing rate.
The Quadshot can now spend shells.
Fixed the Item Pickups and Power ups not playing any sound.
Nerfed how many ammo you can hold in the Quadshot.

I also updated some of the addons as well, So Old Sounds and Enemy Mod has gotten some updates as well.

Download: https://www.mediafire.com/folder/1qj9ehpdvu1dk/Unreal_Weapons_-_Raffine52_Edition

EDIT: A Standalone Version of the Enemy Addon has been released! This version is the same as the Addon Version, But the main difference is that you can load it up with any Weapon Mod of your choice.
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