BehemothProgrammer

Turok 3 General Modding Details

Sep 11th, 2024
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  1. -----------------------
  2. |Model Texture Details|
  3. -----------------------
  4. Must be in .dds format and place in the "HiResTextures" folder and
  5. you must also have a matching named low res .tga texture in the "textures" folder in order for it to work in game.
  6.  
  7. -----------------------------
  8. |New Game Sequence of Events|
  9. -----------------------------
  10. After starting a new game and selecting your difficulty Cinema 140 will play ("Cinemas/Dream Cinema.json").
  11. Then the Character select screen is displayed.
  12. Which characters are shown can be changed through defs/SPCharacters.txt unlock_state property. (0=Normal, 1=Always Show, 2=Never Show)
  13. After the character is selected that characters select_cinema will play then the player is warped to map 0.
  14.  
  15. --------------------
  16. |defs/actorInfo.txt|
  17. --------------------
  18. scriptClass: The name of the script class this actor should use
  19. intelligenceID: The loose intelligence ID value defined in intelligence/generators as "Id". This is only used when SpawnActorWithTypeID is called and the intelligence passed in is null.
  20. model: The model file to use when SpawnActorWithTypeID is called
  21. override_scale: Overrides actors scale
  22. faction: Sets this actors faction. Can be overridden by the intelligence "OverrideFaction" value.
  23. override_collide_radius: Overrides the collision radius
  24. override_collide_height: Overrides the collision height
  25. override_collide_offset: Overrides the collision height offset
  26. override_turn_delta: Overrides Turn Delta Speed
  27. bAllowTargetEnemies: If this actor is an Enemy AI then it will be able to target other enemies that use a different model and are in a different faction.
  28. bTargetIgnored: If this actor is an Enemy AI no other enemies will be able to target this actor.
  29. bCanEnterWater: Can enter water
  30. bCanExitWater: Can exit water
  31. bAllowAutoAim: Does nothing except enables the turokCommonIntelligenceFlags_e::UNKNOWN2000 flag.
  32.  
  33. -------------------------------
  34. |intelligence/generators files|
  35. -------------------------------
  36. "Id": Intelligence lookup Id value
  37. "Type": The type of intelligence.
  38.     0  = Static
  39.     1  = Enemy
  40.     2  = Platform
  41.     3  = Generator
  42.     4  = Turret
  43.     5  = Throwable
  44.     6  = Door
  45.     7  = Destructible
  46.     8  = Pickup
  47.     9  = Interactive Anim
  48.     10 = Action
  49.     11 = Player
  50.     12 = Morpher
  51.     13 = Warp Entrance
  52.     14 = Weather Generator
  53.     15 = Camera Placement
  54.     16 = Empty
  55. "ModelGroup1": Model Group index to use
  56. "Texture": The alt texture index to use
  57. "Tag": Tag value
  58. "OverrideFaction": Overrides faction
  59. "Flags": turokCommonIntelligenceFlags_e
  60.     ALIASING_REDUCED    = BIT(0),   // Not used
  61.     ALIASING_FULL       = BIT(1),   // Not used
  62.     TRACK_GROUND        = BIT(2),   // If actors are walking on a slope they will rotate according to the slope
  63.     EASY_DIFFICULTY     = BIT(3),
  64.     MEDIUM_DIFFICULTY   = BIT(4),
  65.     HARD_DIFFICULTY     = BIT(5),
  66.     USE_STATIC_LIGHTING = BIT(6),   // The mesh will use vertex lighting
  67.     CAN_BE_LANDED_ON    = BIT(7),   // Not used
  68.     ENABLED             = BIT(8),   // Draws, and enables collision. Flag is toggle-able via triggers
  69.     ENABLED_CINEMA      = BIT(9),   // Same as Enabled except while a Cinema is playing
  70.     NO_TARGETING        = BIT(10),  // Enemies won't target the player and won't be alerted. Also the player won't be able to target the enemy.
  71.     UNKNOWN800          = BIT(11),  // Not used
  72.     BLOCKER             = BIT(12),  // Never draws. Collision still considered
  73.     UNKNOWN2000         = BIT(13),  // Not used
  74.     UNKNOWN4000         = BIT(14),  // Not used
  75.     UNKNOWN8000         = BIT(15),  // Not used
  76.     UNKNOWN10000        = BIT(16),  // Not used
  77.     UNKNOWN20000        = BIT(17),  // Not used
  78.     UNKNOWN40000        = BIT(18),  // Not used
  79.     UNKNOWN80000        = BIT(19),  // Not used
  80.     UNKNOWN100000       = BIT(20),  // Not used
  81.     NO_DAMAGE           = BIT(21),
  82.     FLAG_NODES_ON_PATHS = BIT(22),  // For Enemy AI only. If the enemy has a path set in it's properties and it's not walking then If the path was going forward, or there wasn't a direction installed, go forward, otherwise continue in reverse mode.
  83.     DRAW_IF_DANI        = BIT(23),
  84.     DRAW_IF_JOSEPH      = BIT(24),
  85.     BLOCK_AI            = BIT(25),  // Only AI collides with this
  86.     UNKNOWN4000000      = BIT(26),  // Not used
  87.     UNKNOWN8000000      = BIT(27),  // Not used
  88.     DRAW_IF_JOSHUA      = BIT(28),
  89.     DRAW_IF_RAPTOR      = BIT(29),
  90.     OBLIVION_DIFFICULTY = BIT(30)
  91. "LODDist2": Not used
  92. "Model": Not used
  93. "Model2": Not used
  94. "ModelGroup2": Not used
  95. "ModelGroup3": Not used
  96. "ModelGroup4": Not used
  97.  
  98.  
  99. ---------------------
  100. SoundFX (.ksnd)
  101. ---------------------
  102. "Volume" values range from 0 to -91. (0 = Full Volume)
  103. 0   = 1.0
  104. -1  = 0.9456653709630987,
  105. -2  = 0.8937186350319225,
  106. -3  = 0.8440802057613169,
  107. -4  = 0.7966722850513982,
  108. -5  = 0.7514188428254499,
  109. -6  = 0.708245596707819,
  110. -7  = 0.6670799917018072,
  111. -8  = 0.6278511798675676,
  112. -9  = 0.5904900000000001,
  113. -10 = 0.5549289573066435,
  114. -11 = 0.521102203085573,
  115. -12 = 0.48894551440329226,
  116. -13 = 0.4583962737726294,
  117. -14 = 0.4293934488306322,
  118. -15 = 0.401877572016461,
  119. -16 = 0.3757907202492844,
  120. -17 = 0.3510764946061745,
  121. -18 = 0.3276800000000001,
  122. -19 = 0.30554782485732185,
  123. -20 = 0.28462802079628785,
  124. -21 = 0.26487008230452685,
  125. -22 = 0.24622492641704344,
  126. -23 = 0.2286448723941134,
  127. -24 = 0.21208362139917689,
  128. -25 = 0.19649623617673456,
  129. -26 = 0.18183912073024103,
  130. -27 = 0.16806999999999994,
  131. -28 = 0.15514789954105912,
  132. -29 = 0.1430331252011042,
  133. -30 = 0.13168724279835387,
  134. -31 = 0.1210730577994547,
  135. -32 = 0.1111545949973751,
  136. -33 = 0.10189707818930038,
  137. ...
  138. -91 = 0.0
  139.  
  140. "RadioVolume"
  141. 0 = Scales volume by 0.5, and sets max sound distance to GAME_SCALE(150.0f)
  142. 1 = Scales volume by 0.75, and sets max sound distance to GAME_SCALE(150.0f)
  143. 2 = Scales volume by 1.0, and sets max sound distance to GAME_SCALE(300.0f)
  144. Other Values = Scales volume by 1.0, and sets max sound distance to GAME_SCALE(150.0f)
  145.  
  146. "DistanceType" Overrides max sound distance.
  147. 1 = GAME_SCALE(400.0f)
  148. 2 = GAME_SCALE(1200.0f)
  149. 3 = GAME_SCALE(800.0f)
  150. 4 = GAME_SCALE(20000.0f)
  151.  
  152. "Pitch" Values range from -6000 to 1200. (-1200 = Normal Pitch)
  153. 1200  = 4.0
  154. 1000  = 3.5599997
  155. 700   = 3.0
  156. 400   = 2.5266664
  157. 0     = 2.0
  158. -500  = 1.4986665
  159. -1200 = 1.0
  160. -2400 = 0.5
  161. -3600 = 0.25
  162. -4800 = 0.125
  163. -6000 = 0.0
  164.  
  165. "PitchRandMin" and "PitchRandMax"
  166. Amount (in cents, same as pitch values detailed above) by which to randomize pitch when sound starts.
  167. PitchRandMin is the lower bounds for the pitch randomization,  and
  168. PitchRandMax is the upper bounds within which the pitch will be randomized.
  169. Both of these values are RELATIVE to the original pitch of the sound.
  170.  
  171. "VolumeRandMin" and "VolumeRandMax"
  172. The percentage amount by which to randomize the volume when the sound starts. values range from 0 to 100.
  173.  
  174. "FXMix": Not used.
  175.  
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