Author Topic: Turok 2 Seeds Of Evil Modding (Get Started Guides)  (Read 46498 times)

Offline Duke64

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Turok 2 Seeds Of Evil Modding (Get Started Guides)
« on: March 18, 2017, 11:40:50 PM »
READ FIRST! Turok 2 Modding Get Started Basic Guide: https://turoksanctum.com/turok-2-modding-get-started-basic-guide/
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Modding Guides:

How to mod a Mp map into the game and launch it on the server: https://duke64nukem.com/2017/03/30/turok-2-mapping-mod-guide-how-to-get-a-mp-map-modded-into-the-game/

Edit Crosshair Guide(Behemoth): http://www.turokforums.com/turok-2-seeds-of-evil-moddingmapping/please-standby-wip-board/msg10324/#msg10324

Setting up Secondary Fire on weapons Guide: https://turoksanctum.com/secondary-fire-weapons-guide/
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Editor Guides:

Using the Editor Get Started Going over the interface and more basics: https://duke64nukem.com/2017/05/09/turok-2-editor-basics-and-lets-build-a-room-guide/

Creating a Jumpad in the editor: https://duke64nukem.com/2017/04/22/turok-2-soe-mapping-editor-guide-creating-a-jump-pad/

Video Guide Let's Build a Room:


Some actors are missing in the editor some of these include a few ammo and weapon actors, very easy way around that here: https://turoksanctum.com/turok-2-soe-editor-weapons-and-ammo-singleobjecttype/

Creating a Door Turok 2 editor: https://turoksanctum.com/turok-2-editor-kex-studio-how-to-make-a-door/

Creating a Local portal/teleport: https://turoksanctum.com/turok-2-creating-a-local-teleport/

« Last Edit: July 03, 2018, 07:38:29 PM by Duke64 »
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Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #1 on: March 30, 2017, 12:44:06 PM »
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline Rok

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #2 on: March 30, 2017, 08:18:49 PM »
Between you, snake, smoke, and behemoth I think I have learned to understand modding some guys lol. I mean I never had a desire to learn but its kind of just growing on me.

So this last guide it makes a mp map playable from the menu server?
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Offline Gazer

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #3 on: March 31, 2017, 11:31:40 AM »
You know I followed your instructions to load a multiplayer map but it's not working for me. If anybody has a workaround to add a new multiplayer map to server list please post here. I'm dying to remove the cerebral bore from all maps.

Also lighting information for the editor. How do I change the shape of a light actor. It might be a broken feature.

thanks -Gazer
« Last Edit: March 31, 2017, 11:34:21 AM by Gazer »
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Offline Jay Doomed

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #4 on: March 31, 2017, 11:49:26 AM »
Thanks 64! Worked perfect! Really appreciate that since I was one of the guys who asked haha.



If it didn't work you probably did something wrong? Why isn't it working are you getting an error message or its just not showing?

Be sure where you put the level is correct. Put it in levels/mp because the lines define that's where it is. For this to work you will need a defs folder and a levels/mp folder all in one kpf.

Level kLevel_MP_ROSJ { saturation_color “0.001 0.03 0.02” saturation_power 1.5 maxZDrawDistance 2000.0 scriptFile “scripts/map/generic_script.txt” levelFile “levels/mp/Ros-Jay.map” levelName “River of Souls” }

Also, note that if you are simply taking out cerebral bores you will only need to replace the map files and you wouldn't have to do any new definitions for existing maps.
« Last Edit: March 31, 2017, 12:17:07 PM by Jay Doomed »
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Offline Gazer

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #5 on: March 31, 2017, 01:05:07 PM »
Morning Jay DOOMed  :D

I followed instructions and tried every other thing I could think of too. I went through every cursed file in the game looking for a problem 5 times. Check your private message I'll send you a link.

-Gazer

I just tried something that got a map in there so I guess I have to start over. Thing is it was not the map that I specified! Lovely
« Last Edit: April 03, 2017, 03:24:48 PM by Gazer »
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Offline Smoke39

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #6 on: March 31, 2017, 01:37:43 PM »
I'm dying to remove the cerebral bore from all maps.

Why don't you just stub out the weapon's pickup actor definition?  Or change its max ammo to 1?

Offline Jay Doomed

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #7 on: March 31, 2017, 01:57:45 PM »


I'm going through your kpf and trying to figure why you couldn't see.

First things first:

Why did you skip over Level 10?

Hub     kHub_Multiplayer
{
    title           ""
   multiplayer      "1"
   
    level_1        klevel_MP_City4
    level_2        kLevel_MP_City5
    level_3        kLevel_MP_Marshes5
    level_4        kLevel_MP_Harbor9
    level_5        kLevel_MP_Mosh_crypt
    level_6        kLevel_MP_Vulcans_Forge
    level_7        kLevel_MP_H_2_Whoa
    level_8        kLevel_MP_Cavern1
    level_9        kLevel_MP_OblivionDM
    level_11      kLevel_MP_gaz01
    level_12      kLevel_MP_GazCity
}

I don't know if that would effect it but I have a feeling it could. Checking more.....
« Last Edit: March 31, 2017, 02:02:44 PM by Jay Doomed »
"Whatever it is, it doesn't belong in this world."

Offline Gazer

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #8 on: March 31, 2017, 02:02:36 PM »
Well I got it in there finally, but only by cheating and swapping my map into another maps hub definition. Jay wtf? did you get it in there? I see your picture but the file I sent you is not named Gazers City?

the comment about the cerebral bore was just to be sarcastic, or ironic. I figure some people will use the editor for that right off.

« Last Edit: March 31, 2017, 02:08:34 PM by Gazer »
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Offline Jay Doomed

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #9 on: March 31, 2017, 02:05:32 PM »
Yep you skipped level 10 in hubinfo which breaks the flow change it to level 10 and 11 instead of 11 and 12. And you're good to go. Btw Duke64 helped me to understand all so I thank him myself.

Hub     kHub_Multiplayer
{
    title           ""
   multiplayer      "1"
   
    level_1        klevel_MP_City4
    level_2        kLevel_MP_City5
    level_3        kLevel_MP_Marshes5
    level_4        kLevel_MP_Harbor9
    level_5        kLevel_MP_Mosh_crypt
    level_6        kLevel_MP_Vulcans_Forge
    level_7        kLevel_MP_H_2_Whoa
    level_8        kLevel_MP_Cavern1
    level_9        kLevel_MP_OblivionDM
    level_10      kLevel_MP_gaz01
    level_11      kLevel_MP_GazCity
}

Well I got it in there finally, but only by cheating and swapping my map into another maps hub definition. Jay wtf? did you get it in there? I see your picture but the file I sent you is not named Gazers City?

the comment about the cerebral bore was just to be sarcastic, or ironic. I figure some people will use the editor for that right off.




Yeah I made it myself since yours was not working but yeah its just the level numbers in hubinfo :)

I'm dying to remove the cerebral bore from all maps.

Why don't you just stub out the weapon's pickup actor definition?  Or change its max ammo to 1?

They really need to edit this weapon its completely op and spam. Man give the thing 2-3 shots I'm tired of it. You know there is trolls trolling the servers they really rush to the cerebral bores and troll the fouck out of noobs. If the devs dont care about troll spammers chasing away general users then IDK. but seriously the bore is fucked up but the people who do it are idiots they even send little troll text's after bore kills and winning. They won't beat me though I will shove my shotgun so far up there ass they will wish I used a bore.
« Last Edit: March 31, 2017, 02:14:30 PM by Jay Doomed »
"Whatever it is, it doesn't belong in this world."

 

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