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Topic Summary

Posted by: Duke64
« on: January 01, 2018, 03:24:29 AM »

Just like Smoke said^

Random note: If you're in the editor and you have a fresh kpf in your mods folder of your mod, you can hit test play- then pause/restart game. It will reset the game and reload the kpf and you will play the current mod that's in your mods folder. Ehh doesn't really save any time or anything. Just something I noticed while having editor open.

Happy New Years Turok's: Random thing I did tonight lol it doesn't have perfect anims its heavily based on the assault rifle. Just messing around here. Have a good one.



:primagen:
Posted by: Smoke39
« on: December 31, 2017, 06:35:48 PM »

Mods are loaded according to the usual hierarchy when testing a map from the editor.  The only thing to be aware of is that the editor's test function will save the map as "editorTemp.map" in the game's root, so any properties you've set for your map in defs/mapInfo.txt won't apply.  You can either manually save and load your map with the correct name and path instead of using the test function, or temporarily change your mapInfo.txt to point to "editorTemp.map" while working on your map.

As for cheats, I'd just bind their console commands, either to one key to enable them all in one press, or to their own keys so they can be easily toggled individually.  For example, "fly" and/or "noclip" are pretty handy to have on their own keys for quickly getting around a map, then switching back to normal movement.
Posted by: ひまわりくん
« on: December 31, 2017, 10:58:37 AM »

Anyone know of a way to have get some cheats enabled by default when testing a map? It would do wonders for me if that was possible.

Another thing, if I wanted to make some changes to the character (eg. slower walking speed, higher health), how could I get those to work when I test out a map?
Do I need to create a mod first, shove it inside the mods folder and then load the map in the editor?
Posted by: Rok
« on: December 21, 2017, 01:15:52 AM »

It looks really fun  :treasure: :treasure: :treasure:
Posted by: Dinosoid
« on: December 20, 2017, 10:55:08 PM »

.
Posted by: Dinosoid
« on: December 20, 2017, 09:43:25 PM »

.
Posted by: Duke64
« on: December 20, 2017, 08:55:19 PM »

This looks nice and I like what you did inside the cave, looks like you made it your own instead of just using the cave as is.. I like that keep it up.

 :raptoid:
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 :)
 :campaigner:
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.
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