Posted by: ZEED
« on: December 29, 2019, 09:18:38 AM »That's hot soup man! good work, cheers will have to check this out for sure!
Posted by: ZEED« on: December 29, 2019, 09:18:38 AM »That's hot soup man! good work, cheers will have to check this out for sure!
Posted by: DoomMarine23« on: December 11, 2019, 07:06:11 PM »Late reply, but thank you ZEED.
![]() Hopefully I will be releasing my weapon pack sometime this month. But for now, I have a small gift for the community, its the Turok 3 pistol converted to Turok! Its not perfect, its a model rip, and the ripper only rips what it sees, so I had to edit and reconstruct some parts. Additionally, animations cannot be ripped, and Turok 3 uses bone based animation unlike Turok, so it would not be compatible anyway. But I think you guys will get a kick out of it. It has the original sounds, and custom animations that should look somewhat similar to Turok 3. It also should have a similar rate of fire. https://mega.nz/#!39hTzAYb!tKrPP7bCYPDz4M_KCS6f-B16ZcbugVPZqXUdD2VEats ![]() ![]() Posted by: ZEED« on: November 25, 2019, 06:39:03 PM »I hope you mean a Turok honor society!!! Good luck and sweet WIP.
Posted by: DoomMarine23« on: October 10, 2019, 12:37:19 AM »Hey guys, sorry its been awhile. Busy with college and such, might enter honor society. Other things in life, you know? I do have a lot of Turok stuff in the works, but not all of it is really ready to show yet. Like with Agent Turok (00T) I've made lots of progress but its in that buggy half-functional state, making new animations and such.
But, BP's really been kicking ass with the Blender plugins and while there is still some issues to work out, it makes getting work into the Turok engine, especially animations, much faster. So anyway, I just wanted to show off a little mini mod I am working on. I wanted to put his plugin through some testing, and I've been making a very simple weapon pack I'll be releasing within a few weeks. Unlike my big ones coming up, this is going to contain less weapons, and I'm trying to stick to vanilla resources whenever possible. Like the front of this AK74SU is 100% the Rifle from Turok. Firing sounds? Just the rifle one, pitched up in the shader. ![]() ![]() Posted by: DoomMarine23« on: September 10, 2019, 03:37:13 PM »Thank you guys. I'm glad that I really seem to have nailed a style that fits Turok.
Also I appreciate your ideas, Dinosoid. I actually had something kind of like that in mind. I will play around with it sometime. Posted by: ZEED« on: September 10, 2019, 02:28:27 PM »Looks really interesting! Lots of neat individual details and has that hybrid Turok tech feel. Good stuff!
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 ».
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. |