Posted by: Jay Doomed
« on: June 08, 2016, 12:48:03 PM »Hell yeah! I'm going to go over this man learning more won't hurt any. And yeah that script reference is good no idea who that is tell him I say thanks if possible.
Posted by: Jay Doomed« on: June 08, 2016, 12:48:03 PM »Hell yeah! I'm going to go over this man learning more won't hurt any. And yeah that script reference is good no idea who that is tell him I say thanks if possible.
Posted by: Smoke39« on: June 06, 2016, 11:53:35 PM »Yeah, it's a great reference to have available.
Made major progress on the fx section. Every property I'm aware of is listed, and almost everything has a description now, except for a few that I need to spend some time coming up with clear phrasing for, and a few flags that are still a mystery to me. Posted by: Duke64« on: June 06, 2016, 10:59:29 PM »That looks pretty niice though and organized good job to that guy.
Posted by: Smoke39« on: June 04, 2016, 10:02:25 PM »I added a link to a big script API reference provided by BehemothProgrammer on the Steam forums. Probably won't mean much to anyone without a decent understanding of how things work already, but it should make it significantly easier to write the scripts section of the guide itself.
Posted by: Rok« on: June 04, 2016, 03:42:57 PM »Thanks for taking extra time to do thatand explain. Going to check this out now man! Have no doubts it will help Smoke really captures detail. Yes duke on_impact has that one and is interesting. So generic_10 is the impact when you cause damage to them. Now to study what they do individually thanks all.
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
![]() 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 ![]() 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.
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.
Haha maybe we should make one of the weapons shoot this as a sprite ![]() 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 ![]() Posted by: Jay Doomed« on: June 02, 2016, 10:46:08 AM »Mmm, "sufficient." Such high praise. 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
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