Posted by: Jay Doomed
« on: November 08, 2018, 10:16:29 AM »I would have to see the model itself to know what's going on.
Posted by: Jay Doomed« on: November 08, 2018, 10:16:29 AM »I would have to see the model itself to know what's going on.
Posted by: Nfsfan83« on: November 04, 2018, 06:43:50 AM »I write to Duke64 but maybe someone have ideal how to replace model by own model:
I try this: https://duke64nukem.com/2016/03/07/turok-dinosaur-hunter-importing-models-basic/ I try replace detai_plant15.bin by my grass model with new texture (texure I can replacing) but with model I have problem. 1. I copy detail_plant15.bin to root folder. 2. Than in game exportanimobj detail_plant15.bin 4. In root I have detail_plant15.mtl detail_plant15_node00.obj 5. In 3Ds Max 2009 I open detail_plant15_node00.obj and replace but my new grass model something like this: https://img1.cgtrader.com/items/205145/bbdef8f6cf/large/realistic-grass-1-3d-model-low-poly-fbx.jpg 6. Export with mtl new obj 7. Copy to root folder 8. Copy all text from detail_plant15.mtl to detail_plant15.objdetail_plant15.mtl - slash is correct 9. In game convertobj detail_plant15.obj and game has crash log ![]() Any idea what is problem??? Posted by: Jay Doomed« on: November 02, 2018, 10:26:31 AM »Looks like you are having fun I like the vegetation jungle
![]() Posted by: Nfsfan83« on: October 31, 2018, 03:04:38 PM »I begin a little re-texturing some objects
![]() Palms from Far Cry 1: And like you see palm have this same leafs what ground bush so Is it any way to: 1. Change main texture only for bush and keep for palm 2. Add new vegetation own model or replace original? Posted by: Badger« on: October 31, 2018, 02:41:14 PM »
I renamed the level to "level06.map", so the game thinks this is the original vanilla map it's replacing. Will do, i'll be checking back ![]() Posted by: Nfsfan83« on: October 31, 2018, 07:54:44 AM »I'm impressed. I write in comment under video:
"Great job !!! many new textures looks modern but amazing ![]() ![]() But how you fixed that first portal in video 1:50 back you to my map not orginal map??? This map is not finish so be vigilant ![]() Posted by: Badger« on: October 30, 2018, 10:53:29 PM »Use this as reference video to get an idea how people will play the map. ![]() Posted by: Nfsfan83« on: October 30, 2018, 03:38:34 PM »Guys please test my Jungle map and make some HQ video
![]() https://drive.google.com/open?id=1IVt6lNsr8g1N1gMDPIQRZAtwBkLyurNl only go in main path if you use portal than back, map back to normal ![]() Open this map by make "levels" folder in root folder than in console map levels\srjungle.map Posted by: Nfsfan83« on: October 29, 2018, 03:46:20 PM »New preview
![]() &feature=youtu.be Posted by: Smoke39« on: October 28, 2018, 04:02:30 PM »Guys I don't know how but I change pivot to this: Press spacebar. Posted by: Nfsfan83« on: October 28, 2018, 03:01:05 PM »Guys I don't know how but I change pivot to this:
how to back to nomal with arrows. I need in editor few improvements: 1. All static meshes like terrain models in Turok original levels need have blocked button (I move palm tree than by mistake I move grass ![]() ![]() 2. Selected few models need be shown. No only last selected. It is nice editor but like I made city tracks to Need For Speed 4 with editio need a lots of work to make better levels... Posted by: Nfsfan83« on: October 28, 2018, 01:19:43 PM »Quick preview:
Posted by: Nfsfan83« on: October 28, 2018, 09:26:53 AM »it should work if you make a 'mods' folder in the root folder of the old version and place a kpf with the map in there. Thanks Smoke39 100% success ![]() That is what I called jungle ![]() ![]() Posted by: Badger« on: October 27, 2018, 06:16:37 PM »He said he doesn't have a config.cfg on his old version, and i wasn't too sure if just copypasting it over would work.
Who said anything about testing it, he just wanted to play it on his old version...unless he's attached other script to his map it shouldn't be a problem.. Edit: Just run the old version once it automatically creates a config.cfg each time, but yeah, either my or Smoke's way is fine Posted by: Smoke39« on: October 27, 2018, 04:17:17 PM »it should work if you make a 'mods' folder in the root folder of the old version and place a kpf with the map in there. Why would you make a kpf every time you wanted to test the map? Just make a "levels" folder in the old version's root, enable dev mode, and load it in-game with the "map" console command. Code: [Select] map levels/mapname.map |