Turok: Dinosaur Hunter Forums!
Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: Duke64 on March 18, 2017, 11:40:50 PM
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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/
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How to run a MP map All this will be updated please give me time!!
https://duke64nukem.com/2017/03/30/turok-2-mapping-mod-guide-how-to-get-a-mp-map-modded-into-the-game/
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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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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
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Thanks 64! Worked perfect! Really appreciate that since I was one of the guys who asked haha.
(https://doomforever.files.wordpress.com/2017/03/20170329132148_1.jpg)
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.
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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
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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?
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(https://doomforever.files.wordpress.com/2017/03/20170331135635_1.jpg)
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.....
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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.
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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.
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No Shit! Just because I skipped level 10? MF * SOB * BFG -RoTfLmao
Do you know how long I spent on this. OMFG.
Well then this map is not complete, but it's playable and a lot better than "City 4" for multiplayer. Although the one that I sent you has a vertex error that I have since fixed.
So Jay Doomed you are a stud. Thanks - Gazer - lol
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Thanks xD I actually just learned that also. So skipping a level number in the hub info breaks the flow. Something I also learned today so thanks too. :)
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Jay you are right I have the map working.
You know I think the "devs" (I hate that - dev's my a$$) the guys at nightdive are going to put out some kind of dedicated server for G0G version and that will probably have settings for the weapons. It's just a matter of not enuff time and manpower to 'git er done". But it's just my best guess. I can't see them NOT releasing multiplayer to the G0G users.
So I'll fix up the lighting a bit on this GazCity4-Reloaded map and we can try it out later. I changed a lot of things on it that I hope will improve gameplay. I did remove the bore. ;D
Thanks for the help Jay -Gazer
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Im pretty sure there at least two people working on T1 and T2, at least by checking who are the developers answering the boards. Edward is in charge of the netcode, and apparently was the responsible of the netcode for zanondrum, according to some guy who didnt really like him at all.
Then theres DanielDNS, shadow and maybe quadrasaw but I he only appeared on the T1 boards
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Yo @ RoK, you can do it man. It just takes hours and hours sitting alone with your kex editor of choice. I'm about spinning out of my mind right now trying to redo the lighting on this map and I'm going insane :o and whacha - whosaiddat. As I've said before we learn more from our mistakes than we do from success. I will have the "City 4" map customized and ready for MP today. Then we will see if it's any good or not. Somebody get your IP ready for a custom MP match.
-Gazer
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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
}
Good job Doomed pretty awesome catch there dude. I know my guides is not very detailed yet you have to at least somewhat know a bit of it to really understand my guides but i will be updating. Good job guys interesting. Yeah a single number and it can cause hell xD
I will be updating all guides that I have and adding more and will add that fact to that part also. Hope they help, be sure to read Behemoths Scripting guide when you really want to get Knee Deep.
Anyways, hell I will try your guys mp maps out I just updated my net today too :)
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can try to make a map i dont have the patience it takes. But im going to get questions lol. I like being a player though can admit not everyone is a mapper. Just interest its Turok :) and hope the editor gets a update someday seems even harder than t1 right now. But I would like to put monsters and kill them i like sp the most.
Old post: i removed my own old post on accident when modified. As far as I know Kaiser is the man. Dinomite is right Quasar does a lot from what I see. And yes Edward does the mp. 64 did testing and made a map. He knows this stuff and will help us do mods with knowledge he picked up being involved such as these posts above.
Speaking of its quite annoying to see a mp lobby that players can't join and is being teased as an official map by him with videos and pics. Theres a fucking option to host private you know. Makes me think he just wants everyone to see that.... whatever. Can't listen to steam discussions imo though.
Thanks Duke for saying how to do it. I can't really make maps but I can take a sp map out of the kpf and load it into editor and try majke it a mp map .
Good job Jay and Gazer! End of old post thanks
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Yeah, I figured the engine would continue right past 10 because I know that some software edit programs will have a problem when they query 1, 01, 10 and so I numbered it started at 11 thinking that would work the best. I wonder what would have happened if I used 01. So I'm gonna post this map up ready to play MP. For the guys who are following this. I'll put it in a new thread so people can post errors.
Keep up the good work. Gazer
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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.
There's a trick, works each time if other things worked, but it's all jacked ATM, but I know they'll have it sorted out soon. For exsample:
If the networking is allowing for a stable game, if players pings are good. IF the conditions are how they are Kent to be then....
You can spin your player around the heat seeking bore bullet untill it's gone, but the networking and changes and pings, will call it bad connection for the sake of me not going deeper into it'll.
The bad connection always seems to it the bore gets the player, at least in most cases.
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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?
(http://i881.photobucket.com/albums/ac15/Gazervapes/turok%20errors1-5-2x3_zpsi8kdwkmg.jpg)
seems like the editor assets are tagged to not function
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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.
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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
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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.
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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.
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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.
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)
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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.
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)
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?
Am I on the right track or did I miss something?
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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?
Am I on the right track or did I miss something?
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"
}
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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."
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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. ::) cool little number 9, upside down it looks like 6.
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. ??? ty -Gazer
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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.
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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."
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 ;)
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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.
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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.
Very good video and new guide :o That should help a lot of people out it even helped me out some so far. If anyone wants to start working on a map they should really watch that video! Must of taken sometime to put that video all together with text explaining. Good job! And nice that you also started adding these on the Turok Sanctum
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Thanks Dukey now blobs like I can understand. You know what... I'm going to make a dm map. Mark my words lmao
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I'm eager to get the editor, anyone wanna share that info? :P
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I'm eager to get the editor, anyone wanna share that info? :P
Just type kexstudio in the console
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Has it literally been that all along? fml lol
thanks Rok :)
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I'm eager to get the editor, anyone wanna share that info? :P
Just type kexstudio in the console
Yes and sorry I left that out of my get started guide I have been using it everyday for awhile I forget minor things like how to start it xD I updated my editor get started post with how to access the editor also now.
Has it literally been that all along? fml lol
thanks Rok :)
Yes that's all you do xD good luck :)
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No worries!
Very helpful guide :)
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Just another quick heads up Duke, you may want to mention about extracting the game.kpf file in your Turok Sanctum guide :)
edit: noticed you have it in this forum post btw :)
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So this isn't much of a guide its more like some info but it could guide in a way.
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/
I am making a push to make more in depth guides using the editor like that video guide soon. We are going to go over a lot. But I'm a bit busy making some maps right atm.
Just another quick heads up Duke, you may want to mention about extracting the game.kpf file in your Turok Sanctum guide :)
edit: noticed you have it in this forum post btw :)
I will look into including that for sure might as well cover all angles in one go, thanks. Updated my original post much neater I say ;)
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READ FIRST! Turok 2 Modding Get Started Basic Guide: https://turoksanctum.com/turok-2-modding-get-started-basic-guide/
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/
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/
Yes your op update is much better nice updates :) i'm taking a long time but I did start a map.
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Thanks mate. Hey I forgot that map I made in the video guide 'building a room'. I never showed a test play of it working but this should do ;) I'm going to build more on to this map and do most the guides right on it. It will turn into something I don't know what yet but it will form hehh.
(https://duke64nukem.files.wordpress.com/2017/05/20170523194308_1.jpg)
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Good guides man thanks for your work. I saw this video when you first shared it, this is really nice of you. I'm interested nice documentation and yeah just build that test guide map up with different guides and see what it turns into. I like that idea.
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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."
Thanks for the guides, really helpful.
I'm having a problem with jumppads though. They work fine but there's something that I keep getting stuck on when I run onto the jumppad, almost like I'm getting stuck on the jumppad sector. Any idea why?
(http://i.imgur.com/ZL3rW77.png)
I'm fixing up some unfinished n64 maps to put into my dodgeball mod. Escheria has a bunch of ladders (2 of which are missing) that I'm trying to turn into jumppads. This section in particular had a ceiling collision on the sector which ended up getting in the way of the jumppad so I had to remove it. Not sure if that's causing the weird collision, but I've tried a bunch of different angles for these sectors and still can't find what I'm getting stuck on
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Thanks for the guides, really helpful.
I'm having a problem with jumppads though. They work fine but there's something that I keep getting stuck on when I run onto the jumppad, almost like I'm getting stuck on the jumppad sector. Any idea why?
I'm fixing up some unfinished n64 maps to put into my dodgeball mod. Escheria has a bunch of ladders (2 of which are missing) that I'm trying to turn into jumppads. This section in particular had a ceiling collision on the sector which ended up getting in the way of the jumppad so I had to remove it. Not sure if that's causing the weird collision, but I've tried a bunch of different angles for these sectors and still can't find what I'm getting stuck on
That sounds odd. My first thought would be a ceiling sector yeah. Another thought without seeing it, is 'Camera Movement Scaler' make sure its set to 1. I also updated the jumppad guide with some additional info (at the bottom of guide) that I didn't go over just yet. Was planning that for a more detailed sector guide but it makes sense to go in there. Try these out. If it still does it, I would be very interested to see the map actually :) And thanks.
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Thanks for the guides, really helpful.
I'm having a problem with jumppads though. They work fine but there's something that I keep getting stuck on when I run onto the jumppad, almost like I'm getting stuck on the jumppad sector. Any idea why?
I'm fixing up some unfinished n64 maps to put into my dodgeball mod. Escheria has a bunch of ladders (2 of which are missing) that I'm trying to turn into jumppads. This section in particular had a ceiling collision on the sector which ended up getting in the way of the jumppad so I had to remove it. Not sure if that's causing the weird collision, but I've tried a bunch of different angles for these sectors and still can't find what I'm getting stuck on
That sounds odd. My first thought would be a ceiling sector yeah. Another thought without seeing it, is 'Camera Movement Scaler' make sure its set to 1. I also updated the jumppad guide with some additional info (at the bottom of guide) that I didn't go over just yet. Was planning that for a more detailed sector guide but it makes sense to go in there. Try these out. If it still does it, I would be very interested to see the map actually :) And thanks.
Thanks for the info. Does "allow player control" make it possible to move after you hit the jumppad? That'd be pretty useful for multiplayer
I tried the Camera Movement Scaler setting but I'm still getting stuck. You can check out the map here
https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0
I'm including my entire mod because I can't actually get the map working with the console, I had to add the map into hubinfo and mapinfo in /defs
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Hmm this is a weird one and I'm going to chalk it up in the category of 'the struggles of editing existing maps' lmao and believe me there are struggles of editing existing maps.
However, I was able to fix it. I actually gave the jump pads ceiling sectors. Guessing- if the sectors surrounding the jump pad have ceiling properties and the jump pad doesn't, it may or may not effect the jump pad... I also deleted the sectors surrounding the jump pad and remade them. It seems fine on my end now give it a test and please let me know if it is resolved. Sorry I can't give a definite answer on what the heck was happening there... I really think it was due to ceiling sectors. Ceiling sectors are connected to the actual vertices. And in this case they were linked to the jumppad.
Gosh I hope I uploaded my edited one lol. Please let me know. Btw that's a crazy ass mod lol! Download of the map is attached.
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Thanks for the fix! I still got stuck on the jump pad, but that was only once in about 15 tries and only from one side, maybe just a big with the editor.
I also noticed the jump pad ceiling is actually on the ceiling this time, is there a way to set the height of that? The original map's ceiling was pretty low, and it was getting in the way of projectiles. Nevermind, found out it's hold shift while moving the vertex
Actually I think I figured it out. Found out what region I was getting stuck on by turning on "showcollisions"
(http://i.imgur.com/aqSuWH4.png)
I don't know why, but the sectors I added had 0 set for everything which I guess somehow stopped movement. You fixed it by redrawing them but missed one region. All I had to do was put the same numbers in that one and now its working fine. Thanks for the help
Edit:
I think my problem was making a new region with selected vertices rather than using the region create mode, which carries over all the region settings. I can add in more jumppads without any problems now
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I think I just found it out I was messing around with my jump pads trying to make them really fast. I decided to try jumpad time '0' and I ended up with this bug. Jumppad time must have a value of at least 1 lol! Guides updated.
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Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well?
(http://i.imgur.com/lpxfGzO.jpg?1) <-- these (from lightship4)
i probably am missing something but any help would be gr8
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The color of the sector depends on what flags are set. You want to turn on "Block" to turn it green. And place the door actor over top the blocked sectors.
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Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well?
If the sector is turning white and always blocking maybe there is a different sector property on it. As BP mentioned the Block property under behavior should turn it green. Well I made a quick guide now on how to do doors feel free to read it over. I will update it and organize more later when I get some time. But it should help out I didn't revise it much. Hope it helps.
https://turoksanctum.com/turok-2-editor-kex-studio-how-to-make-a-door/
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Which script controls what spawns in ammo/health drop zones?
I wanna make it so that only 10 health pick ups spawn there.
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Which script controls what spawns in ammo/health drop zones?
I wanna make it so that only 10 health pick ups spawn there.
They are generator actors. In T2 those are just actors like placing a weapon etc except they're 'generators' which could spawn ammo, weapons, and health. You could open the editor and change what's spawning there in the maps. Package them in a levels/kpf and that should replace the maps with your versions.
If you select and right click the generator then go to the kexGeneratorComponent tab you will see this.
(https://duke64nukem.files.wordpress.com/2017/05/singleobjecttypes.jpg)
singleObjectType # defines what the actor generates.
Health's singleObjectType numbers
#define kActor_Item_Health2 1701
#define kActor_Item_Health10 1702
#define kActor_Item_HealthFull 1703
#define kActor_Item_HealthUltra 1704
You can use the number to make sure you know which generators are health's and use it to change what it generates, that number controls what it will be even if you place a mag60 generator and change it to a different number it will change.. On the actor tab find generatorsPickUps and Health10 should be there for placing new ones if needed.
intervalTime1 means how long it takes to spawn in the first time. 0 would spawn right away the first time.
intervalTime2 means how long it will take to respawn after you pick it up
intervalTime is 15=1 second
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Which script controls what spawns in ammo/health drop zones?
I wanna make it so that only 10 health pick ups spawn there.
They are generator actors. In T2 those are just actors like placing a weapon etc except they're 'generators' which could spawn ammo, weapons, and health. You could open the editor and change what's spawning there in the maps. Package them in a levels/kpf and that should replace the maps with your versions.
If you select and right click the generator then go to the kexGeneratorComponent tab you will see this.
(https://duke64nukem.files.wordpress.com/2017/05/singleobjecttypes.jpg)
singleObjectType # defines what the actor generates.
Health's singleObjectType numbers
#define kActor_Item_Health2 1701
#define kActor_Item_Health10 1702
#define kActor_Item_HealthFull 1703
#define kActor_Item_HealthUltra 1704
You can use the number to make sure you know which generators are health's and use it to change what it generates, that number controls what it will be even if you place a mag60 generator and change it to a different number it will change.. On the actor tab find generatorsPickUps and Health10 should be there for placing new ones if needed.
intervalTime1 means how long it takes to spawn in the first time. 0 would spawn right away the first time.
intervalTime2 means how long it will take to respawn after you pick it up
intervalTime is 15=1 second
Nice, thanks.
I have another question, is there a way to give each weapon it's own crosshair?
Like adding a small line of code in weaponinfo.txt.
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Theres 3 types of crosshairs you can set for each weapon in weaponInfo and they are:
trackingCrosshair
lockonCrosshair
scopeCrosshair
You can see examples of them for the bore/rocket launcher/plasma rifle/tek bow. I don't see any default crosshair or something like that so you only got those 3 to work with.
Doing this with a weapon forces the weapon to always use the tracking crosshair and it won't actually track because of the maxTrackingDegrees set to 0. But it kinda lags behind like the bore and rocket launcher. Best I could get it.
trackingCrosshair "gfx/hud/crosshair_bore_track.png"
lockonCrosshair "gfx/hud/crosshair_bore_lock.png"
scopeCrosshair "gfx/hud/crosshair_tekbow_scope.png"
allowTracking TRUE
maxTrackingDegrees 0.0
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Added how to create a local teleport/portal guide: Updated op also.
https://turoksanctum.com/turok-2-creating-a-local-teleport/
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This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this? Thanks.
(https://www.dropbox.com/s/bphd1basilmaebj/kexstudio_cantsave.JPG?dl=0)
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This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this? Thanks.
(https://www.dropbox.com/s/bphd1basilmaebj/kexstudio_cantsave.JPG?dl=0)
Haven't come across an error like that yet D:
Ye, maybe uninstalling, delete root folder for good measure, and reinstalling will help...
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This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this? Thanks.
(https://www.dropbox.com/s/bphd1basilmaebj/kexstudio_cantsave.JPG?dl=0)
Do you have sectors in your map? How about a player start? Not sure that it matters but possibly it does.
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I have added an example mod that shows how to do a secondary fire on a weapon its a kpf that you can download and view. I added it to main post also under Modding Guides section.
https://turoksanctum.com/secondary-fire-weapons-guide/
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That's awesome though lol that mag 60 is dangerous lmao