Posted by: Duke64
« on: April 07, 2019, 11:12:09 PM »That's awesome great stuff!
Posted by: Duke64« on: April 07, 2019, 11:12:09 PM »That's awesome great stuff!
Posted by: BehemothProgrammer« on: April 07, 2019, 10:17:36 PM »Thought I'd show something pretty cool I just figured out in modding Turok 1. Using the _morph animation to blend each frame of a model together.
Posted by: DoomMarine23« on: March 18, 2019, 04:01:28 AM »I know I post in this thread a lot, but I figure my doom or quake buddies will get a kick out of this one.
As I've posted on the Discord, I made this model quite awhile ago, but it was for a Half-Life mod. I wasn't happy with the final model, and so instead of deleting it, I've given it new life in Turok. The textures still need work but I think its gonna be pretty cool. I'm a bit worried about the animations as well but I can figure that out later. ![]() Posted by: Dinosoid« on: March 17, 2019, 02:41:05 PM ».
Posted by: DoomMarine23« on: March 14, 2019, 07:29:01 PM »I need to study it more, but I know that it can change colors, I am not sure if it depends on the sprite the particle uses, or if that is simply ignored. It uses a mixture of the white color and black color settings to control the colors.
I am not sure if the lighting value itself can be brighter or darker and I need to test more. I don't think negative values could work, and there is no directional lighting at all, as it covers the entire world space. I also don't think it fades in/out smoothly. I suspect this same color/lighting system was used for the spiritual invincibility, which DOES smoothly transition. So yeah, a lot more testing is required, I'll test out some of your direct questions and see how it goes. Posted by: Smoke39« on: March 14, 2019, 02:47:31 AM »Cool idea. I'll be interested to see what the extent of bFlash's capabilities are. Can the directional lighting be affected, or just ambient (white and black colors maybe)? Can the level's lighting be darkened with negative values? Can the directional light's direction be changed (maybe with translation)?
Even if you can only add to the level's ambient light, you could theoretically script a level's ambient light by setting it to 0, then spawning different particles to set it depending on where you are in the map. Posted by: DoomMarine23« on: March 13, 2019, 11:30:13 PM »Posted this on the Discord but I'm posting it here now, figured you guys would get a kick out of this.
I've made fake lighting for guns, by using the bflash variable on particles. This variable makes the entire screen light up to simulate lightning. It can also be controlled in a few other ways like colors, so I'll be adding onto this later. I am going to try and find more ways to control it. Besides guns, explosions, and lightning, I think the next best use would be for flood lights. Like you're in a small room with tons of red emergency alarms, or perhaps in a lava filled area. Posted by: Badger« on: March 03, 2019, 09:31:55 PM »It reminds me of the reflections you'd see on water in turok 3. ![]() Posted by: Smoke39« on: March 03, 2019, 09:29:00 PM »Posted by: Dinosoid« on: February 28, 2019, 12:17:47 AM ».
Posted by: DoomMarine23« on: February 27, 2019, 11:35:08 PM »Just a small update on that Spas 12. I've added new sounds and animations. I won't be showing it off again for awhile as I don't wanna spam this channel and rather surprise everyone with a big update.
Posted by: Dinosoid« on: February 23, 2019, 08:46:41 PM ».
Posted by: DoomMarine23« on: February 21, 2019, 02:24:21 PM »I've really been on a roll recently.
Posted by: DoomMarine23« on: February 15, 2019, 10:58:09 PM »UPDATE: Released the second version. Use it instead!
https://github.com/Doommarine23/RocketLauncher2/releases/tag/T-v0.2 I've announced it on the Discord and I'll do it here too. Here is the first release of my extension of Rocket Launcher. https://github.com/Doommarine23/RocketLauncher2/releases/tag/T-v0.1 Turok 1 is fully supported, and right now this is Windows only. There is instructions on how to use on the page, its super simple. Posted by: Badger« on: February 14, 2019, 06:15:33 PM »I'm working on a project I consider pretty important for Turok right now. I'm taking the open-source Rocket Launcher 2.0 and adding full support for Turok. Later on I will be adding Turok 2 and Forsaken. This is very important, yeah, we already having mods which require other mods loaded, as well as needing load order to combine mods so that they do not overwrite each other. Please keep us updated, need this to see the light of day. |