Author Topic: Turok Dinosaur Hunter modding (Get started) Basics Guides  (Read 78110 times)

Offline Smoke39

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Re: T1 modding (Get started)
« Reply #60 on: May 29, 2016, 04:18:20 PM »
Nope.  The most exotic thing I've released is dragon's breath shotgun shells.

Offline Duke64

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Re: T1 modding (Get started)
« Reply #61 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 ;)
« Last Edit: June 01, 2016, 05:26:04 PM by Duke64 »
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 #62 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...

Offline Jay Doomed

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Re: T1 modding (Get started)
« Reply #63 on: June 02, 2016, 10:46:08 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...

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!

 
« Last Edit: February 10, 2023, 07:42:24 AM by Dinomite »
"Whatever it is, it doesn't belong in this world."

Offline Duke64

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Re: T1 modding (Get started)
« Reply #64 on: June 02, 2016, 05:31:01 PM »

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...


You were saying?

Haha maybe we should make one of the weapons shoot this as a sprite :P But yeah scripts can be all over the place that's true man its like where to start :s


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 :P I will soon post a quick mod as soon as I can. I will get to work on it now.
« Last Edit: February 10, 2023, 07:44:52 AM by Dinomite »
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 #65 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.


You were saying?

Haha maybe we should make one of the weapons shoot this as a sprite :P

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.

Offline Jay Doomed

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Re: T1 modding (Get started)
« Reply #66 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 :D You happen to have an example of adding more blood some how? I noticed how to make the blood sprites size larger but not how to add additional bloods to it.
« Last Edit: June 03, 2016, 02:06:22 PM by DoomGuy »
"Whatever it is, it doesn't belong in this world."

Offline Rok

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Re: T1 modding (Get started)
« Reply #67 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.
Raptor Rok is metal.

Offline Duke64

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Re: T1 modding (Get started)
« Reply #68 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 ;)
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 #69 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.
« Last Edit: June 03, 2016, 09:07:00 PM by Smoke39 »

 

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