Recent Posts

Pages: 1 ... 3 4 [5] 6 7 ... 10
41
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.
42
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 :)
43
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!
44
Finally, After about Three Years of no updates, 007: The World is not Enough Weapons in Doom makes a grand comeback with a new update! AKA 'Wait, How many years this mod went by without a update?' Edition. A gameplay focused update that adds in some changes, from QOF Improvements, to Weapon changes, and other things, Although not overhauling the sprites: That will have to wait until much later.

Toned down the Kazakovich KA57's Firing flash, as that one was pretty much damaging to the eyes.
Mustang MAR-4GL can now switch between the Main Gun and Grenade Launcher Modes with one press of the alt fire button instead of having to hold the Alt Fire button and releasing it to fire the Grenade Launcher.
Scoped Weapons can finally zoom in, instead of being just for show.
Before, The Silenced P2K does not alert enemies, But P2K (PS1), Suisse SSR 400, Ingalls Type 20, Deutsche M95 and Delta 900 Mag alerts enemies even know they have Silencers too (And in Delta 900 Mag's case, It's a Crossbow), which can throw players off when they are used to the Silenced P2K not alerting them when using these five weapons. This has been fixed, So now all of the listed weapons does not alert them like they should once they are fired.
The Pickup Sprites for the Wolfram P2K (PS), Iac Defender and Frinesi Shotgun are smaller.
Changed up most of the Damage Numbers on most of the weapons.
Added in the Console Background.
The Mod's name is now shown while GZDoom/Zan is loading up.
The 'Select Class' screen now says 'Select your Character'.
Removed the Reloading Voices for the L4D Characters.
Frinesi Shotgun now has a Real Magazine.
Slowed down Iac Defender, Ingalls Type 20 (PS) and AR36 Sniper's Put away speed.
Some Ammo Pickup Sprites has been replaced.
The Full Ammo pickup actors (That are unused) has been removed.
Fixed a long standing issue where the .44 Magnum Ammo Pickup reuses it's Smaller Version's Sprite.
5.7MM Ammo now finally spawns, Where before, It was unused, leaving only Ammo Bags and MB POW90 Pickups to refill ammo for the weapon.
Removed the Small Crossbow Ammo Pickup from the Clip Box Spawner.
Impact Grenade and Cluster Grenade no longer spawn in the Rocket Ammo Spot.
Custom Weapon Bobbing has been added for some weapons to prevent sprite cut-off when playing in 4:3 Ratio... almost.
Fixed Doom Sounds playing when 007 Jumps or lands.

I also updated the Addons, Where for the Low Detailed Weapons, I fixed a long standing game crashing issue with the Delta 900 Mag where after firing it, The game freezes.

Download: https://www.mediafire.com/folder/1wm1eyyrn70db/007_The_World_is_Not_Enough_Weapons_In_Doom
45
Turok Evolution Modding / Re: Changing Weapons In A Mission
« Last post by Noseos on January 16, 2023, 05:29:44 AM »
Pretty sure the nuke is only in one level, "Arena" at the end of Chapter 8. Sucks that it wasn't used in any other levels afaik.  :nuke: :nuke: :nuke:
46
Turok Evolution Modding / Re: Changing Weapons In A Mission
« Last post by Dinomite on January 08, 2023, 06:12:23 AM »
The Nuke actually is usable in one of the Suspended City levels. Still, impressive. The weapons are hardcoded to only work in certain levels afaik, and even by forcefully replacing the files and changing some code, they still did not work correctly. How'd you get it running?

47
Turok Evolution Modding / Re: Changing Weapons In A Mission
« Last post by Cesartriple7 on January 08, 2023, 03:44:24 AM »
48
Turok Evolution Modding / Re: Changing Weapons In A Mission
« Last post by Cesartriple7 on January 08, 2023, 03:24:30 AM »
Gonna nuke Bruckner someday. 
49
Turok Evolution Modding / Changing Weapons In A Mission
« Last post by Cesartriple7 on January 08, 2023, 03:12:28 AM »
50
Turok 08 / Re: Anyone Up for 12 player coop on Turok PC?
« Last post by Dinomite on January 02, 2023, 12:05:14 PM »
Pages: 1 ... 3 4 [5] 6 7 ... 10
SimplePortal 2.3.6 © 2008-2014, SimplePortal