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Type ot the full word: TUR**:
Finish the word: Turok 2: Seeds of ****:
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Topic Summary

Posted by: Duke64
« on: December 14, 2018, 12:14:42 PM »

Hey Duke64 it would be an honor is you would add my mod to the Turok Sanctum page.

I've added it now, but the download just goes to your moddb file. Since I do run this site alone, I was weary of the possible updates and dealing with 1gb of the textures with each update. Maybe I will add a sanctum download in some time. As I have a feeling you will be updating. Do you think you would add some custom levels? Congrats on release btw.

https://turoksanctum.com/turok-2-ascension/
Posted by: Victorious_Games
« on: December 12, 2018, 08:09:43 AM »

:o
I liked this movie.

Me too. Sadly we'll probably never see a sequel any time soon. Legal issues.
Posted by: Victorious_Games
« on: December 11, 2018, 08:15:53 AM »

Hey Victorious, can you please list the name of of the track from the first trailer please.

Yeah it's called Full Tilt. It's from Mad Max Fury Road. ThePrimeCronus made it and did several songs like this. Check them out they're great. Very tribal.



Posted by: Victorious_Games
« on: December 10, 2018, 11:21:04 AM »

Hey Duke64 it would be an honor is you would add my mod to the Turok Sanctum page.
Posted by: Victorious_Games
« on: December 09, 2018, 12:44:07 AM »

Thanks man. Have fun with it.
Posted by: Badger
« on: December 08, 2018, 08:43:52 PM »

Congrats man!  :chronosceptor:
Posted by: Victorious_Games
« on: December 08, 2018, 08:02:16 PM »

T2A has been released. Link has been added to OP.
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).
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