Topic Summary
Posted by: ひまわりくん
« on: December 20, 2017, 08:39:57 PM »
More pictures of my little project because why not?     This area was pretty dope to work with.  And here's where I need to continue building. Also, a short video I just put together.
Posted by: DoomMarine23
« on: November 28, 2017, 06:26:03 PM »
Gonna see if I can figure out anything to fix the raycasting issues. Doubt I can do anything but I almost wonder if reducing the model's complexity might do the trick.
Posted by: Jay Doomed
« on: November 27, 2017, 09:44:06 AM »
Hope to play your map Coyote should be fun 
Posted by: Rok
« on: November 25, 2017, 02:38:38 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?
It looks nice great job.
Posted by: ひまわりくん
« on: November 24, 2017, 10:38:51 PM »
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.
Honestly, this doesn't compare to the kind of shit I put up with when I vector anything on inkscape, now that's torture. This is how I feel about sectoring.
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.
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