Author Topic: Turok 2 SoE SP user map/mod - Fossil Cavern  (Read 30792 times)

Offline Jay Doomed

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #30 on: July 03, 2017, 09:56:38 AM »
Yes Fireborn fest featuring all these variants its pretty fun so far I bet you will like it.

Sounds pretty cool :) will it only have them or it will still have all the other enemies? I think it should maybe just have the fireborns and variants.
« Last Edit: July 03, 2017, 09:56:58 AM by Jay Doomed »
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Offline Duke64

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #31 on: July 04, 2017, 03:29:52 AM »
Yes Fireborn fest featuring all these variants its pretty fun so far I bet you will like it.

Sounds pretty cool :) will it only have them or it will still have all the other enemies? I think it should maybe just have the fireborns and variants.

Yeah most likely it will just be them just so its different sounds okay to me. There will be a little twist to it ;)

I would have to watch video tutorials on modding, I learn much better with videos.

Doom 64: That map, I have been working more on again. Sometimes the little things can still be frustrating. Remember one of the halls with the water candle features I made? I had to readjust the texture because the sky box from the outside area was clipping through on certain angles. If you stood there long enough you'd hear the thunder. xD The cage texture I used. I moved the bar parts until it touched the sides because the sides have no texture and that's how I could see the purple sky through it.

Even though I probably won't understand it, you can PM some shots of the script or whatever the values are for damage/HP and so on... It's still interesting to try and learn how it's all done.

It would also be cool to make a larger Fireborn with the larger Undead fire attack. It's kinda disappointing they never got that or at least some slightly different move-set based on fire attacks.

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I have quite a few mods in progress everyone so I need some time because lord knows these turok mods take some time especially including maps :D This isn't the only project there's more. But this is my main project here. Updates will come over time so just enjoy this atm. Thanks :)
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Offline AbyssalDragon86

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #32 on: July 04, 2017, 10:31:47 AM »

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I meant them more as in them being an elite type of enemy. Slightly bigger than the regular ones but a boss would be cool if it's possible.

On the Doom map, I'd really like to know how to create dart traps and also, which directory is the textures in? I see door textures but not in full form. Some textures are only like half or a quarter of the full one and I'm not sure you can flip the textures around like a mirror image?

I might post more about it in the Doom thread, in the afternoon.

Offline Duke64

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #33 on: July 04, 2017, 02:00:32 PM »

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I meant them more as in them being an elite type of enemy. Slightly bigger than the regular ones but a boss would be cool if it's possible.

On the Doom map, I'd really like to know how to create dart traps and also, which directory is the textures in? I see door textures but not in full form. Some textures are only like half or a quarter of the full one and I'm not sure you can flip the textures around like a mirror image?

I might post more about it in the Doom thread, in the afternoon.

Yeah its really easy to make them a different scale and have a different health scale also. But I would also change the bounding boxes of there hit detection and give him more powers or something. I kind of started working on it but nothing to mention yet though except that he will have more fire features than usual :)

About the Doom door its fine yeah you just have to flip the texture. Use this checkbox on the texture you want to mirror. "UV Wrap H mirror"

« Last Edit: July 04, 2017, 02:01:04 PM by Duke64 »
Dinosaur Hunter
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"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline Mon-Ark

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #34 on: July 04, 2017, 02:02:05 PM »
It would be cool to have something similar to the extended Doom bestiary, but on the turok games.

Offline Rok

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #35 on: July 04, 2017, 05:53:35 PM »
It would be cool to have something similar to the extended Doom bestiary, but on the turok games.

What do you mean by this explain a little further? Just curious  what you had in mind for that is all.

Duke the shock enemy shocking others is cool.
« Last Edit: July 04, 2017, 05:54:11 PM by Rok »
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Offline Mon-Ark

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #36 on: July 04, 2017, 06:03:54 PM »
I mean some reskins (or slight model alterations) but with different attacks and such. Like in project brutality.

Offline Rok

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #37 on: July 04, 2017, 10:33:17 PM »
In a way i think thats what happening here except altered models the blue one have new attack and look like one will shocks the player now 8) but never played any brutality or brutal doom before yet
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Offline Duke64

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #38 on: July 05, 2017, 12:39:28 AM »
It all started with the icelord/iceborn he is in Rage Wars but definitely different here, attacking you in sp lol. But I also did think about the doom 64 baron of hell and hell knight may have inspired more colors but I forget it, kind of just happened by interest. When these are done they should have a few more features then now. But idk about doing any model changes yet since these are not fully done yet :) played project brutality in mp not to long ago now pretty nice though.
 
The Baron of hell flashes red, throws red fireballs, and is more powerful and hell knight is green! but they are nearly the same.
Boo
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline AbyssalDragon86

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Re: Turok 2 SoE SP user map/mod - Fossil Cavern
« Reply #39 on: July 05, 2017, 12:46:18 AM »

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I meant them more as in them being an elite type of enemy. Slightly bigger than the regular ones but a boss would be cool if it's possible.

On the Doom map, I'd really like to know how to create dart traps and also, which directory is the textures in? I see door textures but not in full form. Some textures are only like half or a quarter of the full one and I'm not sure you can flip the textures around like a mirror image?

I might post more about it in the Doom thread, in the afternoon.

Yeah its really easy to make them a different scale and have a different health scale also. But I would also change the bounding boxes of there hit detection and give him more powers or something. I kind of started working on it but nothing to mention yet though except that he will have more fire features than usual :)

About the Doom door its fine yeah you just have to flip the texture. Use this checkbox on the texture you want to mirror. "UV Wrap H mirror"



Thanks, it worked.

I changed all those door textures to CDOR4BB and did both H & V Mirror.

It was right there in front of me all along and I didn't think of trying it... It looks much better.

 

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