Author Topic: Turok Dinosaur Hunter modding (Get started) Basics Guides  (Read 76451 times)

Offline Jay Doomed

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Re: T1 modding (Get started)
« Reply #80 on: June 15, 2016, 11:24:15 AM »
I been working on more blood I vant your blood :P Yeah Duke when i'm all done I am going to send it over to you and let you see what you think of it. I think if we make a mod it should be simple things I agree. So I also think we should make its own thread here. I guess we just need some progress to show before making any thread. Answer your pm buddy.
"Whatever it is, it doesn't belong in this world."

Offline Duke64

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Re: T1 modding (Get started)
« Reply #81 on: August 04, 2016, 08:23:58 PM »
Inside your Turok folder there is a file named Game.kpf rename it to Game.zip. Then you can open it and see all the data for the game. Like textures, model files, scripts, defs, and you know the data inside. You can take all of that stuff out of the zip now into any folder you want. You could even make a new folder called Turok mods on your desktop and put it all there. Once you take all the files out of the zip rename game.zip back to game.kpf
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #82 on: August 04, 2016, 09:19:31 PM »
So I jet leave it as it is? No need to move the folder around?
This step is just to have easy access to the game's data.  It doesn't modify the game, as long as it's not all in the same folder as sobek.exe.

And to create a KPF file I just need to right click and select "WinRAR ZIP archive.zip" and add the following folders sounds - waves - and drag jumpp.wav inside the wave folder am I right? After Im done I change the extension to KPF?
This sounds correct.  sounds/waves/jumpp.wav inside a zip file with the extension changed to kpf.  Is your custom kpf in the mods folder?  The mods folder goes in the same folder as sobek.exe.

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #83 on: August 04, 2016, 09:36:19 PM »
There's no "sounds" folder in the same folder as sobek.exe, right?
No other kpf files in the mods folder?
Can you post the kpf for your mod?

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #84 on: August 04, 2016, 09:53:35 PM »
I meant the actual file itself, not a screenshot of it.

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #85 on: August 04, 2016, 10:02:27 PM »
Just as an attachment should be fine.

Offline Dinosoid

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Re: T1 modding (Get started)
« Reply #86 on: August 04, 2016, 10:09:53 PM »
.
« Last Edit: September 11, 2019, 01:27:03 PM by Dinosoid »

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #87 on: August 04, 2016, 10:26:44 PM »
Well, shit.  I was asking all these questions assuming that the game wasn't overriding the wav file properly, but the problem is the game thinks there's something wrong with the wav file.  I opened it in audacity and simply re-exported it to see if it would fill in whatever header or whatever the game thought was missing, and it seems to be working properly.  I guess Quake just uses an old and/or hacky wav format or something.

Sorry, man, my first question should've been to clarify what the actual problem was.  Anyway, here's the re-exported version.

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #88 on: August 04, 2016, 10:48:48 PM »
Audacity is the name of the program.  Just opened the file in it, clicked File->Export..., and chose WAV.  I also cleared the metadata in the dialog box that opens after you click save, but I dunno if that was required.

Offline Duke64

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Re: T1 modding (Get started)
« Reply #89 on: August 05, 2016, 06:59:28 PM »
Oooh the Quake guy jump sound is a good sound love it. Cool idea.
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

 

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