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Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 18, 2015, 12:46:30 AM »
Since you already need part of it for the actor browser, would you be willing to make a separate model viewer once you have everything up and running? Perhaps with viewable animations and the ability to add accompanying models (weapons, helmets), if it's not too much to ask?
(let's just lob more things to do at stinkee)
But seriously, I'm incredibly excited by all of this. Thank you for your work!
Do you mean just for the animated models or for any model in the game?
I'm not sure yet where the actor accessories come in, I mean whether they're added through the game's code or defined in the files. If they are defined in the files then I will write the code that will give them their accessories in the viewer. Otherwise I can make it a manual process in a separate model viewer. I know that the accessory attachment points are defined in the actor files along with some skeleton and animation information. So animation viewing is definitely possible and I plan to implement it in the future. That will come after the next revision.
I like when people suggest things. It makes me feel like what I'm doing isn't a waste of time. I'm excited as well, mostly to see what people do with it but also because I love this game and I want to get just a little more life out of it if I can. The PC version is a less quality product than the PS2 version. I think that with a tool like this we could improve it enough that it actually becomes worth playing for me.
It would be a dream come true if I could somehow enable online multiplayer. Unfortunately I think the best we could possibly get would be "multiplayer" with a constant flow of enemies from enemy generators placed around the maps. Even that might be a stretch depending on how much is hard coded into the game.
I've been taking a break for a few days by the way, I haven't made much progress since my last screenshots.