Posted by: Rok
« on: May 11, 2017, 10:17:31 AM »Thanks Dukey now blobs like I can understand. You know what... I'm going to make a dm map. Mark my words lmao
Posted by: Rok« on: May 11, 2017, 10:17:31 AM »Thanks Dukey now blobs like I can understand. You know what... I'm going to make a dm map. Mark my words lmao
Posted by: Jay Doomed« on: May 10, 2017, 01:29:13 PM »New Guide this time in the form of a video again hehe. Let's build a room that will be a playable map in the game. Mostly for DM map and its really a basic guide but it will show you all to get a playable map generally.Very good video and new guide ![]() Posted by: Duke64« on: May 09, 2017, 08:57:56 PM »New Guide this time in the form of a video again hehe. Let's build a room that will be a playable map in the game. Mostly for DM map and its really a basic guide but it will show you all to get a playable map generally.
Turok 2 Editor Get started/Interface and tips: https://duke64nukem.com/2017/05/09/turok-2-editor-basics-and-lets-build-a-room-guide/ Video Let's build a room that's playable in the game. Updated Op now. Posted by: Jay Doomed« on: April 25, 2017, 12:06:53 PM »Updated op and added this: How to create a jump pad in the editor. It should be all of it but you know me heh. Sometimes I miss a step on accident so please let me know if all is well if you get a question or anything... Thanks man! I couldn't quite figure out the jumppad this should make it easier when I got back to look at it again. Look forward to more guides ![]() Posted by: Duke64« on: April 24, 2017, 08:10:38 PM »Yep that's a particle alright and the best shortcut I know in the models is right clicking a mesh on a level and choosing show selected mesh in model picker.
Posted by: Gazer« on: April 22, 2017, 04:28:17 PM »Something else notable from this guide for other uses is getting a maps x, y, z position. Hi Duke .. how the doomhell are you? Ha. ![]() Hey I'm looking for a texture in editor I haven't found yet. Do you know the number, of the mesh for the transparent rings above the jump pads on city 5 map? The graveyard MP map. Also do you know any shortcuts in the model viewer window? I've started a database of jpegs, I guess it will take many months to complete. Thanks Duke, n1ce. -Gazer EDIT; so ok I get it, I was looking for a texture with a shader to make the rings above the jump pad but it's a particle file. I think in terms of brushes and not meshes, albeit they are basically the same thing. It looks like there are quite a lot of them and I haven't gotten into those yet. Still hoping there some shortcut's to scrolling through that damn model selection menu. ![]() Posted by: Duke64« on: April 22, 2017, 01:30:23 PM »Updated op and added this: How to create a jump pad in the editor. It should be all of it but you know me heh. Sometimes I miss a step on accident so please let me know if all is well if you get a question or anything...
https://duke64nukem.com/2017/04/22/turok-2-soe-mapping-editor-guide-creating-a-jump-pad/ Something else notable from this guide for other uses is getting a maps x, y, z position. "Its really easy to get a position on a map. Just use your view point and look at the spot you want and at the bottom of the editor it will give you the position." Posted by: Duke64« on: April 12, 2017, 10:04:18 PM »So, if I wanted to change the track that plays in the oblivion portals, where it says overrideMusic = 1, I would need to replace that number 1 with say 21? That's correct yep that should do it. That would play totem2.ogg or 17.flac Music 21 { file "music/n64/totem2.ogg" alt "music/pc/Iguana Entertainment - 17.flac" } Posted by: ひまわりくん« on: April 12, 2017, 09:28:12 PM »So, if I wanted to change the track that plays in the oblivion portals, where it says overrideMusic = 1, I would need to replace that number 1 with say 21?So, which folder(s) control which songs/tracks play during the cinematics? Am I on the right track or did I miss something? Posted by: Duke64« on: April 12, 2017, 07:14:44 PM »So, which folder(s) control which songs/tracks play during the cinematics? Go into the cinema text files there is a place to override music. You have to place a number there you get the specific number by looking into musicinfo.txt (inside defs) Posted by: ひまわりくん« on: April 12, 2017, 06:47:26 PM »So, which folder(s) control which songs/tracks play during the cinematics?
Already looked at the cinemas folder but I can't find what I'm looking for. Posted by: Jay Doomed« on: April 12, 2017, 04:30:08 PM »I think that's just for user created maps that are included with the game like caverns-1. Does that mean there's possibly going to be more?? Hope so would be a neat idea yeah! Well i'm not sure yet haven't really looked at how that's set up quite yet.
Posted by: Gazer« on: April 12, 2017, 04:20:30 PM »Ok so there's an addition for "User Created.txt" in the multiplayer server section. And the 'Show Compatible Mods" checkbox. If someone with scripting talent would set that up and explain the necessary text files, would be cool. I suppose Kaiser is just giving us a few breadcrumbs to follow.
-gg -Gazer Posted by: Duke64« on: April 11, 2017, 05:32:18 PM »Hmm a few things to consider here Gazer. New Mp maps means there are new numbers being used for the mp levels in hub info. You may have to edit your defs and switch numbers around. It may be best to extract the 3 def files again. And copy and paste you definitions into them again because there may even be new definitions in them. Which would then make it so when it loads yours it wont find certain things. So update your kpf using the newest defs is the cleanest way to go. I can't tel 100% yet without looking at anything though.
Checking now though excuse me just rambled that part out up there^ Worked fine for me just do what I say above should work. When there are updates we have to consider the changes they are not responsible for changes to our mods when they are trying to make the game better. Posted by: Gazer« on: April 11, 2017, 04:12:59 PM »So as of the update last night - this kpf package does not work anymore. Accompanied by a lot of strange error messages. So I'm not sure what the intentions are here, but it's definitely been frowned upon by somebody. Too many scurvy lawyers in the world. There's a long winded legal jargon regarding GNU statement of usability in your Turok2 folder now. At least the new maps they added are better than the ones from campaign. I wonder if they looked at my map? lol -The underwater spaces in City 4 map suck rhino balls. My opinion aside, anybody figure this one out?
![]() seems like the editor assets are tagged to not function |