Posted by: Duke64
« on: November 24, 2017, 04:27:19 PM »Always be sure to turn ray trace on xD
Pics look nice, good job can't wait to try it out.
Pics look nice, good job can't wait to try it out.
Posted by: Duke64« on: November 24, 2017, 04:27:19 PM »Always be sure to turn ray trace on xD
Pics look nice, good job can't wait to try it out. Posted by: ひまわりくん« on: November 24, 2017, 02:22:27 PM »Thanks to Badger's video tutorials I gave the editor another look, I'm actually having fun adding sectors and editing them.
Some pictures, don't know how long this is going to take me to finish since I constantly add more stuff as I continue building sectors. By the way, I ran into an issue, when I was about to add sectors to the temple on the third picture, Ray trace didn't work at all, so I was constantly making vertex points outside then bringing them in, that building alone took me about 2 to 3 hours to complete, would have finished it a lot faster if ray trace worked. Anyone else ran into this issue? Posted by: Rok« on: November 06, 2017, 01:04:43 AM »Nice man. Triple almost quad size difference ![]() Posted by: Duke64« on: November 05, 2017, 01:11:07 AM »Nice man. Thanks aye. I have something for you ![]() Jungle Falls (my first turok map) vs my brand new old map xD On the same scale/view. ![]() ![]() As you can see its not done there is more sectors to do but still the comparison... Posted by: Jay Doomed« on: October 30, 2017, 11:28:24 AM »Posted by: Duke64« on: October 29, 2017, 11:54:29 PM »Some map i'm working on
![]() ![]() Posted by: thebestmlTBM« on: October 14, 2017, 11:47:57 PM »This is amazing! Although I would like to see the Turok Themed Version of Knee Deep In The Dead!
Where it has a whole map in one episode kinda like the Doom Wad called "Knee Deep in ZDoom" Posted by: Smoke39« on: October 11, 2017, 08:48:58 PM »I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly. I implemented kaisers model format notes as C++ data structures. They can load and save models, and I've been gradually adding some general-purpose functions, but for model-specific changes I write a dedicated function and recompile the program. Not terribly efficient, but it hasn't been bad enough yet to drive me to research GUI libraries. :b Can fireseed import skeletal meshes properly? Converting from T2 to T1 is pretty generic functionality. I could maybe put together a reasonably user-friendly T2->T1 command line tool. Posted by: DoomMarine23« on: October 11, 2017, 08:06:30 PM »Are they lever-action? You can't have akimbo shotguns without the Terminator twirl. Sure, I'll send it over when I get the time. I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly. Posted by: Smoke39« on: October 11, 2017, 07:09:02 PM »Are they lever-action? You can't have akimbo shotguns without the Terminator twirl. That's a bit much to try to do with just a hex editor. I can split it into 2 nodes for you if you want. Posted by: DoomMarine23« on: October 11, 2017, 09:37:08 AM »Akimbo Shotguns Trust me, I totally wanted that. But despite going nuts with a hex editor, I still can't figure out any way to give a custom model more than 1 node for animation ![]() Posted by: Smoke39« on: October 11, 2017, 05:18:42 AM »Akimbo Shotguns Are they lever-action? You can't have akimbo shotguns without the Terminator twirl. Posted by: DoomMarine23« on: October 10, 2017, 02:37:57 PM »Working on snow textures and Santa sleeves.
![]() Akimbo Shotguns ![]() Posted by: Deathsphere« on: October 04, 2017, 02:55:42 PM »Looks good waiting to play.
Posted by: Jay Doomed« on: October 02, 2017, 11:48:27 AM »o nice looks good. Can't wait to try it out. Thanks yeah I know its kind of small with a few areas. But now I know a lot more about the editor and setting up single player campaign gameplay. The next map should be larger ![]() |