Author Topic: Turok Lives Again Mod  (Read 27519 times)

Offline Revenant32

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Re: Turok Lives Again Mod
« Reply #40 on: February 06, 2018, 03:23:48 PM »
I finally played this in entirety and its just amazing how you made that map from scratch in Doom for Turok. Before I only got to play that dm map bodies. Now I just played them all and the sp!

You should definitely make another sp map here and put some more of the blood maps in mp. Sometime...no rush.

Offline Jay Doomed

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Re: Turok Lives Again Mod
« Reply #41 on: September 10, 2018, 11:57:50 AM »
Time is flying like crazy because this is already a year old!?

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Offline Dinomite

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Re: Turok Lives Again Mod
« Reply #42 on: September 10, 2018, 03:44:45 PM »
Time flies like crazy.

Offline Victorious_Games

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Re: Turok Lives Again Mod
« Reply #43 on: September 11, 2018, 07:56:43 PM »
What exactly are you using to make the weapon model and the animations?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Raptor Dan

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Re: Turok Lives Again Mod
« Reply #44 on: September 12, 2018, 12:25:59 PM »
What exactly are you using to make the weapon model and the animations?

Don't know where he got the model, but judging from its detail it's probably downloaded from a model resource site.
The animation is just the shotgun animations sped up very fast, and honestly it's very messy from how its made. I've made some general improvements to it like putting it on the Pistol animations and giving it spread, but I have to come home to tinker some more with it.

Actually, here's a video of what progress I've done with it. Looks a ton better than it did initially.
« Last Edit: September 12, 2018, 12:31:21 PM by Raptor Dan »

Offline Victorious_Games

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Re: Turok Lives Again Mod
« Reply #45 on: September 12, 2018, 01:37:32 PM »
So you just import a model and then use another weapon's animation? This works for other models too like character models?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Jay Doomed

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Re: Turok Lives Again Mod
« Reply #46 on: September 12, 2018, 02:14:19 PM »
Hopefully more levels get added into this. If you get the motivation do it! I see you have a cut level from v1.0 description even add that one. But more Blood maps will be great though.
« Last Edit: September 12, 2018, 02:16:20 PM by Jay Doomed »
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Offline Raptor Dan

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Re: Turok Lives Again Mod
« Reply #47 on: September 12, 2018, 08:09:24 PM »
So you just import a model and then use another weapon's animation? This works for other models too like character models?

If the models have the same kind of bones, then probably! These can be defined in the def/actors/weapons.txt
I had to modify the pistol animation and save it as a separate file to incorporate a new bullet particle, since it looks like OP wanted the gun to have unique sounds.
Code: [Select]
Tommy kActor_Wpn_Tommy
{
    className                   "kexPlayerWeapon"
    initialScale                "0.2 0.2 0.2"
   
    Begin_Component "kexRenderMeshComponent"
        mesh                    "char/tommyturok64.skinnedmesh"
        anim                    "anims/Weapon_BloodTommy.anim"
        bRenderAsWeapon         TRUE
    End_Component
   
    Begin_Component "kexAnimTrackComponent"
    End_Component
   
    Begin_Component "kexScriptComponent"
        scriptClass             "Tommy"
    End_Component
}

Offline Victorious_Games

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Re: Turok Lives Again Mod
« Reply #48 on: September 12, 2018, 09:44:36 PM »
Yeah I see what you’re saying. Thanks for the tip.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Raptor Dan

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Re: Turok Lives Again Mod
« Reply #49 on: September 12, 2018, 10:21:23 PM »

More tinkering with the Tommy gun. Muzzle flash and bullet particles are a bit of an issue in regards to aiming (though you don't really have to with this bullet hose), but it's not as big as an issue as the gun not consuming ammo after I had changed the animation. Anyone knows how to fix this?

 

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