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Topic Summary

Posted by: DoomMarine23
« on: September 10, 2019, 01:56:25 PM »

Haven't really posted in the forums cause the Discord is faster and more immediate, also supports .webm videos. But you know what? Time to change that a bit and give some love back. Here is a new weapon I'm working on for my weapon pack.

Its an energy rifle, and I'm still planning out how it functions, and hopefully that functionality will be complex like in Half-Life. I'm really pleased with how clean and complex this one came out. I'm trying more to avoid tons of chrome on weapons, to try and give a more detailed design, and I think its turning out great. I'm really busy with college but I'll try to squeeze in more work and more previews later.



Posted by: Duke64
« on: April 08, 2019, 05:49:30 PM »

From what BP has told me it reminds me of what I'm doing in DKR for animations so that could be pretty awesome. Wonder what all might come from this. Eventually I bet some great things.
Posted by: Smoke39
« on: April 08, 2019, 04:58:03 AM »

I wasn't clear on what was special about this at first, before I realized it was moving per-vertex rather than per-triangle, which normal T1 anims can't do.  So the "_morph" anim basically causes the model to constantly cycle through its variants (with tweening, it looks like)?  I always thought it triggered a hard-coded procedural animation or something, but this is a lot cooler.
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 »

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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. :P Very smooth, fits right in the game.
Posted by: Smoke39
« on: March 03, 2019, 09:29:00 PM »

Posted by: Dinosoid
« on: February 28, 2019, 12:17:47 AM »

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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 »

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