Topic Summary
Posted by: Duke64
« 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
Posted by: Jay Doomed
« on: June 15, 2016, 11:24:15 AM »
I been working on more blood I vant your blood  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.
Posted by: Jay Doomed
« on: June 14, 2016, 01:14:46 PM »
Let's just make a community mod everyone contribute something in it and then we release it on moddb
Hell yeah I learned a little now, you can count me in for something for sure.
You already know 
Posted by: Rok
« on: June 11, 2016, 11:23:02 AM »
I learned a little now, you can count me in for something for sure.
Posted by: Duke64
« on: June 11, 2016, 02:44:28 AM »
Let's just make a community mod everyone contribute something in it and then we release it on moddb I already have a decent moddb profile going on and I could easily accredit everyone involved on the front page. Just call it "TurokForums mod" or something. I know it can be tough but I think we can work it out with what is good for the mod. I know I should show some more of my testings but that's what most of everything I did was testing learning what some of the things do, it takes time. I have something decent to show all Turok buddies soon hopefully I give some hope.
I think we should just focus on making Turok the same with special effects that makes it special. You don't have to repaint an entire picture here Turok is already near perfectly painted.
Posted by: Rok
« on: June 10, 2016, 09:52:26 AM »
Going to be checking this out more today 
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  but yeah lets do this dude. Some kind of community mod almost hehe.
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