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Topic Summary

Posted by: Smoke39
« on: June 04, 2016, 05:42:02 AM »

Updated the guide with some initial fx info.  There's still plenty more to do, but I feel like it's a pretty solid start.
Posted by: Smoke39
« on: June 03, 2016, 06:52:34 PM »

Blood impact effects are spawned by projectiles in OnImpact.  You could either modify the existing blood kfx files, or change the projectiles to spawn a brand new effect (useful if you want different weapons to have different effects, or if you don't want excessive effects blocking the player's screen when Turok gets hit himself).

I'm not sure where death blood is spawned.  It might be hard-coded, or it might be attached to the animations somehow.  Some might even be spawned in the enemy scripts; I'd have to check.  Gibs definitely are.  You can script new death effects in OnDeath() (you'll see the shockwave weapon effects being triggered from there in scripts\enemy\enemy.txt).

Knife blood is spawned in scripts\player.txt, in KnifeParticles().

Effects can have multiple particles defined within them (e.g., a blood puff, some particles that fly out, the splatter on the wall).  And as Duke alluded to, effects can spawn further effects in onTick, onImpact, onExpire, onWaterTick, onWaterImpact, and onWaterExpire.

There're tons of kfx properties to mess with.  I really need to start working on a comprehensive list.  For now, you'll just have to look through the kfx files to see what's available.  The kfx reference in the assorted notes in my guide should help with a few of the more cryptic properties.
Posted by: Duke64
« on: June 03, 2016, 04:53:12 PM »

Something to note is when exploring kfx files you will eventually find out that they have a lead to others written inside them to. Like check out gush_blood.kfx I bet it has generic_10.kfx listed in it under on_Impact ;)
Posted by: Rok
« on: June 03, 2016, 02:57:29 PM »

Yeah now that i'm trying some I understand the gist good thing there is you guys guides. Because still its tough because its like an alien language to me :) but yeah lets do this dude. Some kind of community mod almost hehe.
Posted by: Jay Doomed
« on: June 03, 2016, 09:59:16 AM »

Well between all the guides available now I have learned a lot more then I probably need to know and I know Rok has learned some to because me and him been talking about some mods. So it does help the more guides there are the more help there is for others especially people who don't really have a grasp on mods already which happens to be quite  bit in the Turok community. Where like the Doom community mostly understands modding some.

I am trying to come up with a sufficient mod also now with Rok. We agreed that we like the simple yet effective approach. We just need an idea that we can chase after and it hasn't popped yet. First thing I wan't to do is add a lot more blood. I know brutal Turok has it but I want to learn and do it myself besides I don't know the status of Brutal Turok anymore. But I want more blood and I want it now :D You happen to have an example of adding more blood some how? I noticed how to make the blood sprites size larger but not how to add additional bloods to it.
Posted by: Smoke39
« on: June 02, 2016, 07:48:25 PM »

Yeah you should post the dragon breath shotgun shells dude wouldn't mind checking them out.

http://www.turokforums.com/t1-moddinguser-content/%28release%29-smoke's-tweaks/

Also, really good to see another person writing some guides for Turok I thought it was kind of sad that there was only one person doing it. Seemed like that was lonely though. Nice job!

I just hope people actually find it useful.


You were saying?

Haha maybe we should make one of the weapons shoot this as a sprite :P

I actually had started on a collection of silly weapons, but never finished it.  I was having a hard time coming up with a complete set, and was getting frustrated with kfx limitations. :/

But yeah scripts can be all over the place that's true man its like where to start :s

I was thinking of starting with weapon stuff.  I'm just not really sure how to organize it, since they're members of the player class, but more likely to be used from the weapon classes.
Posted by: Duke64
« on: June 02, 2016, 05:31:01 PM »


Mmm, "sufficient."  Such high praise.

Added some info on some of the defs files to the guide.  Would be nice to get some scripting info up next, but that's quite a can of worms...


You were saying?

Haha maybe we should make one of the weapons shoot this as a sprite :P But yeah scripts can be all over the place that's true man its like where to start :s


Yeah you should post the dragon breath shotgun shells dude wouldn't mind checking them out. Also, really good to see another person writing some guides for Turok I thought it was kind of sad that there was only one person doing it. Seemed like that was lonely though. Nice job!

It is really nice to see indeed and good to. I'm so busy lately its tough I been trying to work on something for Turok again now though. Was messing with something last night felt good to be home :))

Also, I like sufficient mods for Turok actually. Nothing to game changing just a little brush of your art to the game because the game is already so fun imo. Like the Doom sounds that is a nifty little mod shotgun sounded good as Dooms. Simple yet effective and creative are also good mods to try. I would play them aswell :P I will soon post a quick mod as soon as I can. I will get to work on it now.
Posted by: Jay Doomed
« on: June 02, 2016, 10:46:08 AM »

Mmm, "sufficient."  Such high praise.

Added some info on some of the defs files to the guide.  Would be nice to get some scripting info up next, but that's quite a can of worms...

Yeah you should post the dragon breath shotgun shells dude wouldn't mind checking them out. Also, really good to see another person writing some guides for Turok I thought it was kind of sad that there was only one person doing it. Seemed like that was lonely though. Nice job!

 
Posted by: Smoke39
« on: June 02, 2016, 03:33:50 AM »

Mmm, "sufficient."  Such high praise.

Added some info on some of the defs files to the guide.  Would be nice to get some scripting info up next, but that's quite a can of worms...
Posted by: Duke64
« on: June 01, 2016, 05:25:33 PM »

I see.. my bad there been awhile low memory of that post I thought it was you Smokey heh. But dragon breath shells sounds cool to me though sounds interesting enough ;)
Posted by: Smoke39
« on: May 29, 2016, 04:18:20 PM »

Nope.  The most exotic thing I've released is dragon's breath shotgun shells.
Posted by: Duke64
« on: May 29, 2016, 01:04:25 AM »

Added that file overview I was talking about.  I highlighted the three areas that I consider to be the core areas.  Ideally each item will link to more thorough reference material in the future.
Correct me if I'm wrong but you made that chronosceptor staff mod. That's one of my favorites I saw before.
Posted by: Smoke39
« on: May 27, 2016, 10:17:19 PM »

Added that file overview I was talking about.  I highlighted the three areas that I consider to be the core areas.  Ideally each item will link to more thorough reference material in the future.
Posted by: Duke64
« on: May 27, 2016, 03:21:59 PM »

Very nice Smoke looks pretty great man.
Posted by: Smoke39
« on: May 26, 2016, 07:42:03 PM »

Looking at Duke's and Kaiser's modding guides, I feel like Kaiser's is pretty vague if you're not already familiar with this style of modding, and Duke's focuses too much on kpf files.  You really shouldn't be modifying game.kpf directly, and you shouldn't be making your own until you're ready to package up a mod for release.

So I've thrown together my own basic modding guide for getting started.  It explains what dev mode is for, and gives an example of the workflow for overriding files and making changes to them.  I'll probably explain making kpf files and the mods folder later, possibly even in a separate tutorial to keep this one as simple and clear as possible.

I'm also moving the links to this stuff to my signature, so I can easily update them in one place if I ever reorganize my dropbox.

Rok, let me know if this helps you with getting started, and if anything isn't clear.  Really what it comes down to is pretty much just getting the file structure figured out, and then opening stuff in notepad and experimenting.

Perhaps next I'll give a bit of an overview of what all the different files actually control.
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