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Topic Summary

Posted by: Victorious_Games
« on: October 27, 2018, 11:20:37 PM »

I already read through that. It was very helpful. But clicking on the redraw lights button brings up the load map window and the other buttons don’t seem to help. What exactly do I need to do to edit these transparent objects?
Posted by: Duke64
« on: October 27, 2018, 03:35:35 PM »

The buttons on the interface. The last buttons on the list from my get started guide.

Redraw Lights/ Render Light Maps/ Trace Regions/ Grid Lock

https://duke64nukem.com/2017/05/09/turok-2-editor-basics-and-lets-build-a-room-guide/

Posted by: Victorious_Games
« on: October 27, 2018, 02:30:06 PM »

For this version I’ve only made changes to the Death Marshes. For the next release I’m gonna make more changes to the other worlds too.

Anybody got an answer for my question?
Posted by: thebestmlTBM
« on: October 26, 2018, 06:03:07 PM »

So not only you made the mod about weapons, but also maps too?
This oughta be interesting. :D
Posted by: Victorious_Games
« on: October 26, 2018, 08:07:28 AM »

As u guys may remember I was making some changes to the death marsh maps’ fog by getting rid of the black fog and replacing it with grey fog. I’ve got all that done and realized that the tops/cutoff points of the trees and the vines that hang from above are now very visible. I guess the black fog was used to hide this. So anyways I’m going through the maps again and adding tree tops and moving the hanging vines further up into the sky. It looks awesome and really makes the death marshes look like actual marshes. Here’s my problem.

After moving the vines I noticed that a transparent slightly visible version of them was left behind right where they use to be. I guess it was something that has to do with their lighting or hit detection? I’m really not sure. How do I remove this and add it to their new position?
Posted by: Victorious_Games
« on: September 27, 2018, 08:15:52 AM »

Ok that makes sense. I’ll look into that. Thanks for the tip.
Posted by: ひまわりくん
« on: September 26, 2018, 08:16:53 PM »

Could somebody please explain to me how to go about adding a thin layer of fog in the air for a map like the Death Marshes. I want to add that foggy sky look like the original Turok game had in the jungle levels. Is it a mesh or a particle effect? I got something going already with a custom particle effect I made but it doesn't get that same effect.
I think that's done under sector properties by setting sky height at ground level, that is if T2 sector properties are the same as T1.
Posted by: Victorious_Games
« on: September 20, 2018, 09:23:56 PM »

When you enable something like this:

Code: [Select]
self.Flags() |= AF_NODAMAGE;

how do you disable it? I've tried this:

Code: [Select]
self.Flags() &= ~AF_NODAMAGE;

but nothing changes.
Posted by: Victorious_Games
« on: September 08, 2018, 02:48:31 PM »

Could somebody please explain to me how to go about adding a thin layer of fog in the air for a map like the Death Marshes. I want to add that foggy sky look like the original Turok game had in the jungle levels. Is it a mesh or a particle effect? I got something going already with a custom particle effect I made but it doesn't get that same effect.
Posted by: Victorious_Games
« on: September 06, 2018, 09:41:42 PM »

Have you been visiting the ModDB site?
Posted by: Raptor Dan
« on: September 06, 2018, 08:59:31 PM »

I'm itching to see how everything looks in the final release, hoping to see more media of it soon!
Posted by: Victorious_Games
« on: September 06, 2018, 03:09:43 PM »

I forgot to post an update on this issue. I did the same thing but it didn’t fix the problem. It seems that if u don’t go through a portal then u don’t have a checkpoint. So if u load up a map and don’t go through at least 1 portal then you’ll get this error.
Posted by: Jay Doomed
« on: September 06, 2018, 12:07:55 PM »

I had that problem before where I had to reset my config.
Posted by: Victorious_Games
« on: September 04, 2018, 06:38:06 PM »

Never mind what I said before. This bug is only happening with my mod. It may have corrupted the original game some how but after removing the kexengine.cfg file and running the game without my mod it worked as it should. With my mod not so much.
Posted by: Victorious_Games
« on: September 03, 2018, 04:25:23 PM »

I just noticed that if I die the game won't send me back to my last checkpoint. Even when I'm not using my mod the game doesn't send me back to the last checkpoint I was at after the Regeneration cutscene where Turok is brought back to life. The game just dumps me off into the Regeneration map off to the side of the actual platform that Turok comes back to life on. He never walks through the portal like he's supposed to sending you back to the last checkpoint.

The last console message I get is: "kexGameModeSP::DoPlayerWarp: Could not warp to -1 in level -1"

I get this message whether or not I'm using my mod and whether or not I died on a map that I loaded up via the console with the "map" command or if I died after starting a proper new game.

Anybody else have this issue?
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