Topic Summary
Posted by: Duke64
« on: November 24, 2017, 09:44:43 PM »
That's the thing, ray trace WAS on when I took that screenshot as well as when I built the sectors for the building.
It looks like that model doesn't have any ray trace detection on it at all, I never used that model yet. But yeah its going to happen on that model models/city_temple_large04.bin. Gj sticking it out and putting them there, I assumed since you're new to it xD I think I have seen this before on a different model but its definitely more rare, not a common thing.
Posted by: ひまわりくん
« on: November 24, 2017, 05:58:58 PM »
Always be sure to turn ray trace on xD
Pics look nice, good job can't wait to try it out.
That's the thing, ray trace WAS on when I took that screenshot as well as when I built the sectors for the building.
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 »
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 »
Some map i'm working on 

Nice man.
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.
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 
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.
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.
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 
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
Are they lever-action? You can't have akimbo shotguns without the Terminator twirl.
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 
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