Posted by: Rok« on: January 24, 2018, 01:32:51 AM »Posted by: Duke64« on: January 23, 2018, 07:37:51 PM »Since I got the full level done into Turok 2, I wanted to go head and put it into Turok 1 also now I just have to lay sectors with the full level in. Its Doom 64 Staging Area. I'm going to set up a SP on this one real fast though.
![]() ![]() Posted by: Badger« on: January 15, 2018, 07:35:11 PM »That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick. Glad it's solved ![]() Sector height for pillars is trial and error. I usually make sure they're a couple feet higher than the pillar because that works most of the time, but I always check anyway. Posted by: ひまわりくん« on: January 14, 2018, 11:16:59 AM »Is your actor type 310? (Mover_FloorLowerOnce)Redid the sectors there, replaced the old actors with new ones, verified the map and even checked a vanilla map and the same thing happens. You need to select the 4 vertices you made on the top of it and raise them up more if that's the case.That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick. Unrelated, but what do you guys use to record gameplay? Shadowplay doesn't work with Turok anymore despite having the record desktop option turned on. Posted by: Badger« on: January 14, 2018, 10:10:48 AM »You need to select the 4 vertices you made on the top of it and raise them up more if that's the case.
If your pillars are stopping at the correct length at -3, you have to fiddle with the sectors, because they're ultimately responsible for collision. Posted by: BehemothProgrammer« on: January 14, 2018, 12:28:24 AM »Is your actor type 310? (Mover_FloorLowerOnce)
Check your sectors. Did you make small slope test sectors around the sector your platform is on? Are all your platforms XY position in the same sector area? Are your TID values correct? Are your property values setup correctly? Target ID = Sound ID to play Health = Delay Time to reset back to it's original position (0 = no reset) Attach Chance = Move Speed Params 1 = Move Distance And are there any actors outside sectors anywhere in your map? (Certain actors outside sectors can cause weirdness with the game. You can use the validation checker in the editor to help with that. Particle Emitters and pickups are fine, but things like enemies and platforms are the bad ones) Posted by: ひまわりくん« on: January 13, 2018, 09:01:01 PM »What do you have the params 1 set for on the pillars actor settings? The actors properties/misc/params 1.-3, if I try -2 the pillars stop in the middle, which is weird because last time I tested the map, those pillars were working just fine. Posted by: Duke64« on: January 13, 2018, 06:17:09 PM »What do you have the params 1 set for on the pillars actor settings? The actors properties/misc/params 1.
Posted by: ひまわりくん« on: January 13, 2018, 12:34:36 PM »So I'm really close to finishing the map but I can't figure out this.
Anyone know what's wrong here? Every other moving pillar in the map works just fine but this one is giving me a headache trying to fix it. No matter what I try, the floor between those pillars ends up below where it's supposed to be. Posted by: Jay Doomed« on: January 12, 2018, 11:08:01 AM »Make this into a mod! 2018! Sixty Four does have a Diddy Kong mod but its for Turok 2 and incomplete so that's not a far fetched suggestion lmao. Posted by: Duke64« on: January 11, 2018, 01:04:55 AM »Make a DiddyKong60 Lmao I love it! Posted by: Dinomite« on: January 10, 2018, 04:13:10 AM »Make a DiddyKong60 ![]() Posted by: Jay Doomed« on: January 09, 2018, 02:10:14 PM »Make a DiddyKong60 Map looks great there once again. Hey when can we expect the DiddyKong60 weapon? lmao Posted by: Rok« on: January 07, 2018, 02:15:12 PM »Looks nice i see a lot of up and down there.Make a DiddyKong60 |