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Topic Summary

Posted by: Victorious_Games
« on: October 02, 2018, 11:56:58 PM »

That did the trick. Thanks man. Now I can bring back some of that foggy jungle goodness from Turok 1. It’s not necessarily a jungle, but it’s the closest thing Turok 2 has to one. Ill probably do the same for the non underground sections of the Lair of the Blind Ones maps too. Thanks again.
Posted by: Sharev
« on: October 02, 2018, 05:21:23 PM »

Thanks for the warm welcome Vis! A horror vibe is absolutely what I'm going for with that map, largely in part to how much fun messing around with the lighting and fog can be. Right now I'm focused on balancing it for a single player experience which may be a bit tricky because the player can visit any of the maps as soon as you get to their warp point (which are all in the main town area), but I think that can managed by careful ammo placement. While I still intend to make 2-3 more maps for this set before I release it, I may upload an alpha build of the first 3 that've been shown already when they're done since they're getting close, rather than waiting to release anything until it's 100% done.

To answer Victorious_Games, if you open up the maps for the Death Marshes, select a sector and then right click "Select-All" sectors, you should be able to change the fog for the entire map under Properties, and then "Fog Settings". "On Land" changes the color of the land-based fog, while "Under Water" changes it for when you're under water.   ZFar and ZNear change the distance the fog sits at, with an option for the water variants listed under that. Black fog/Skybox appear as the default for new sectors, and I've yet to figure out a way to re-enable black fog after changing it past it's default, but what you're proposing should be easy enough to accomplish. The fact there's 11 maps to tweak for the Marshes will likely be more time consuming than the act of actually changing the fog color lol.

Edit: I found the post by ilgm about holding Shift while moving the vertex to move the ceiling sector, and what do you know- it worked. Now the Hive Map pieces won't be broken by jumping through the ceiling constantly!
Posted by: Victorious_Games
« on: October 02, 2018, 08:22:28 AM »

How would I go about replacing the black fog in the death marshes with white fog? I never understood why there was so much black fog when it should have been white fog.
Posted by: vis
« on: October 02, 2018, 06:02:28 AM »

Welcome on forum!  :feather:
Imo, i would play, day and night, all maps with red-ish fog and sky, plus oblivion force in, (horror vibe to, a bit, hehehe, can't go wrong!) Well done! And i would like to see it, in mp and co op mods, one day! (still waiting updates for remaster, to make it near classic quality, for mp part) Have good work on your all T2 projects!
Posted by: Sharev
« on: October 02, 2018, 02:35:07 AM »

Hello everyone! After months of lurking and using these forums as a guide for Turok 2's Kex Editor, I've finally decided to make an account to show off what I've made so far. The three shown maps are all a little further along than these videos show and you can finally travel between them using the teleporter, I just decided to hold off on recording again I have more to show.





Additionally, does anyone happen to know how to raise the ceiling sector height? Any time I make them they default to a height of 0, and I can't find anything to fix this.

Edit Immediately After Posting: Of course I'd manage to post this before I finished writing it out and figuring out how to embed links...
Posted by: Raptor Dan
« on: August 24, 2018, 09:25:55 PM »

-snip-

Sorry for the late reply, but I had tried this and unfortunately it did not work.
I'll have to cut it out completely since I don't know anything about scripting, and I don't want this mod to get too ambitious with things that don't need to be changed. Thanks for the help, though!
Posted by: Raptor Dan
« on: August 22, 2018, 12:14:36 PM »


Found the sound Terminator 2 uses for its shotguns, wanted to test it in Turok 2 if it fits the shotgun. Result is, kind of?
Posted by: Victorious_Games
« on: August 20, 2018, 09:27:03 AM »

Hey that's a good tip. I could use this myself in the future. Thanks Behemoth.
Posted by: BehemothProgrammer
« on: August 19, 2018, 11:00:57 PM »

Maybe try doing one of the play sound events on tick in the particle.

Code: [Select]
[11] //active
{
eventID = 0 //Play Sound
params = { 15210.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 }
}

If one of the play sound events don't work try the others. And if the sound keeps playing every tick set bOneInstancePerSource = 1 in the sounds .ksnd file. And if none of that works then I guess you'd need to do scripting.
Posted by: Victorious_Games
« on: August 18, 2018, 01:59:50 PM »

That sucks.
Posted by: Raptor Dan
« on: August 17, 2018, 09:51:30 PM »

If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.

That's exactly what I did, Endtrail_grenade.particle with my custom sound. The problem is that the sound does not follow the particle at all, just where it was spawned.
Posted by: Victorious_Games
« on: August 17, 2018, 02:50:57 PM »

If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.
Posted by: Raptor Dan
« on: August 15, 2018, 12:24:57 AM »


Testing out a grenade trail SFX from bioshock on the Endtrail's grenades, not too pleased with the result as it doesn't follow the projectile so no matter where you are the sound will be at where the endtrail grenade particle was created.
Posted by: thebestmlTBM
« on: August 13, 2018, 03:08:28 PM »

Not bad.
Posted by: Raptor Dan
« on: August 12, 2018, 10:57:39 PM »

EVEN MORE PROGRESS!
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