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Finish the word: Turok 2: Seeds of ****:
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Topic Summary

Posted by: Dinosoid
« on: August 04, 2016, 10:09:53 PM »

.
Posted by: Smoke39
« on: August 04, 2016, 10:02:27 PM »

Just as an attachment should be fine.
Posted by: Smoke39
« on: August 04, 2016, 09:53:35 PM »

I meant the actual file itself, not a screenshot of it.
Posted by: Smoke39
« 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?
Posted by: Smoke39
« 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.
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 :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.
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.
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