Author Topic: Turok Dinosaur Hunter modding (Get started) Basics Guides  (Read 78924 times)

Offline Jay Doomed

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Re: T1 modding (Get started)
« Reply #50 on: May 24, 2016, 09:30:27 AM »
I actually wrote up another guide some time ago and didn't share it here but if you all would like to check them out go here. The latest guide explains how to import/replace a model in the game.

https://duke64nukem.com/category/turok-dinosaur-hunter-guides/

Also, I made a little video for my guides I know I got a lot more to write up but its a start :)



Ohhh damn so that's why I couldn't get a model in damn thanks a lot for the guide(s) Dude.
"Whatever it is, it doesn't belong in this world."

Offline Duke64

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Re: T1 modding (Get started)
« Reply #51 on: May 24, 2016, 05:35:15 PM »
I am pretty sure I know what step on importing models your talking about here hehe.
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline Jay Doomed

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Re: T1 modding (Get started)
« Reply #52 on: May 25, 2016, 09:21:55 AM »
I am pretty sure I know what step on importing models your talking about here hehe.

Its step 9 of importing models how would I ever know that the slashes go backwards by themselves :S I won't actually need to import any models into the game though I love the models and weapons how they are already but its great to know. I mostly been messing with kfx files but it can be tedious individually testing what each line does for each effect. But its totally worth it... its just that I don't have much time to really do anything but i'm sure I will have something kind of cool some day.
"Whatever it is, it doesn't belong in this world."

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #53 on: May 25, 2016, 06:29:28 PM »
Here're some random notes of mine, including some kfx reference.  It's incomplete and may have some errors (since it's based purely on observation), but still covers some cryptic stuff.

Offline Jay Doomed

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Re: T1 modding (Get started)
« Reply #54 on: May 26, 2016, 09:50:33 AM »
Here're some random notes of mine, including some kfx reference.  It's incomplete and may have some errors (since it's based purely on observation), but still covers some cryptic stuff.

Dude thanks for this i'm always bothering duke about things like this almost constantly and I can tell he is really busy lately. This is good for me they seem pretty correct to me because I was messing with the oncollide kfx stuff not to long ago. One thing I'm trying to do is just simply make more blood but I was thinking I need to understand things in full before really doing anything. I have a little more time atm so I am going to use it to understand more now.
« Last Edit: May 26, 2016, 09:51:44 AM by DoomGuy »
"Whatever it is, it doesn't belong in this world."

Offline Rok

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Re: T1 modding (Get started)
« Reply #55 on: May 26, 2016, 12:24:49 PM »
I'm a damn noob at modding its so hard for me to understand man. I grew up without a pc I didn't have one till recently. But I would love to learn. If some can help me some :/
« Last Edit: May 26, 2016, 12:25:39 PM by Rok »
Raptor Rok is metal.

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #56 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.

Offline Duke64

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Re: T1 modding (Get started)
« Reply #57 on: May 27, 2016, 03:21:59 PM »
Very nice Smoke looks pretty great man.
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 #58 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.

Offline Duke64

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Re: T1 modding (Get started)
« Reply #59 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.
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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