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Topic Summary

Posted by: Victorious_Games
« on: December 07, 2018, 09:51:40 PM »

Uploaded a lot of video clips at ModDB for T2A. Be sure to check it out.

Tomorrow I'll be releasing version 1 of T2A at ModDB.
Posted by: Victorious_Games
« on: December 06, 2018, 11:16:21 PM »

I appreciate the offer but I got some voice clips from another game already. However I plan on making different variants of these guys in future releases. I could definitely use some more voice clips at that time. I’ll keep u in mind.
Posted by: Victorious_Games
« on: December 06, 2018, 09:27:04 PM »

New trailer released. It's in the OP.
Posted by: Victorious_Games
« on: October 28, 2018, 10:18:19 PM »

You could have told me this from the beginning. LOL Thanks for the help man. I’ll just leave the almost invisible lightmaps alone. It’s not worth messing up the rest of the map. Plus it’s not a huge deal. The maps look 100% better with my changes anyways. Even with the lightmap bugs.

I’m very close to releasing a beta for testing. If anybody is interested in getting involved hit me up at ModDB. It’ll be demanding and will require u to play a lot of the game in hopes of finding bugs and any imbalances in the gameplay.
Posted by: BehemothProgrammer
« on: October 28, 2018, 07:16:40 PM »

No. You'd need to make all the meshes not overlap. Which all the meshes unfortunately do especially in the Death Marshes maps. And if you never noticed throughout the entire game there are dark lines and light bleeding in through walls if you look around a bit, but it's definitely less then however the remaster builds lightmaps. So you can:
  • Somehow fix the entire level so no meshes overlap (Nope)
  • Remove lightmaps all together which would make the map look worse (nope again and you can't do this in the editor)
  • Create a program to read the .map files and all the static meshes in the map and create and apply your own lightmapping technique to increase the resolution of the textures and save it back out to a .map file (definitely not happening)
  • Live with it because this game is not perfect (this one)
  • Don't touch the map (or this)
Posted by: Victorious_Games
« on: October 28, 2018, 02:39:00 PM »

Ok so I did what you said and it definitely fixed the issue I was having. But now u can see dark lines in between the floor sectors. Like every single one of them. It looks terrible. Is there any way to get around this or not?
Posted by: Victorious_Games
« on: October 28, 2018, 10:07:40 AM »

Oh ok. I knew I was missing something. This should be added to the duke64 tutorial. Thanks Behemoth. U saved the day once again.
Posted by: BehemothProgrammer
« on: October 28, 2018, 04:01:03 AM »

They are the Lightmap meshes. When the Lightmaps are built all the static meshes are duplicated and their textures are additive to give the look that the mesh is brighter or darker in that area. When you delete or move a static mesh the lightmap mesh does not update so you're still seeing the baked lightmap mesh. There's no way to delete them in the editor except by rebuilding the lightmaps for the entire map. To build the lightmaps for a map open the console and type: buildlightmap levels/whatever.map

Depending on the map it could take a bit of time. Building lightmaps also correctly updates the games grid bounds which you will need to do if you ever create or move objects to an area outside of the existing grid bounds (which are invisible to you in the editor, but can be seen in game by typing showgridbounds in the console, but really don't worry about that unless you get an error message that says something about gridbounds).
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.
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