Turok Games > Turok Dinosaur Hunter Modding/Mapping

Smoke's Modding Guide

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Smoke39:
I decided that hiding this in my sig was a dumb idea. :b

Turok EX Modding Guide

I just updated the Getting Started guide to be a lot more detailed.  Hopefully it will better explain how things work, rather than simply throwing out instructions.

I also finally got started on the scripting reference.  Still working out how to organize things, but it's a start.

Next I'd like to write a series of tutorials for adding a weapon to the game.  A sufficiently complex weapon could walk modders through a whole bunch of aspects of the engine.  I was thinking something like a poison dart rifle or something.

Duke64:
Even I appreciate your guides dude. They can say a lot, like even if your looking at something that may be complicated you make it a little brighter for others. I can say honestly great job on these.

Smoke39:
Just updated the guide with a ksnd reference, and a variety of other fixes and refinements.  This isn't the first update I've made, but I wanted to bring attention to it because Kaiser has his own ksnd guide on the Steam forums, but it has some errors and omissions.

Jay Doomed:
Thanks for doing the guides so you know some people do look :) I would like to know which part Kaiser has wrong on his ksnd guide?

Smoke39:
"max," "start," and "end" can be > 1.0.  Volume seems to get capped to 1.0 in the end, but you can still do stuff like max=2, start=0.5 to get there.

There's an edge case where "start" will have an effect in the "volume_envelope" block, even if "bEnableVolumeEnvelope" is 0.

When the volume envelope is enabled, "start" and "end" get scaled by "max."  When the pitch envelope is enabled, "start" and "end" will be used as-is; "max" is only used when the pitch envelope is disabled.

Basically the envelope blocks are full of quirks, so pay close attention to the details.

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