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Messages - Stinkee2

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31
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 03, 2015, 03:26:58 AM »
Speaking of the lighting, I have a question for either or both of you: how broken is the PC version's lighting? It's something that's always bugged me. All of the foliage looks like it's fullbright, the muzzle flashes don't reflect onto the environment, and some textures, like the temples in Chapter 6, are glowing pretty obnoxiously. The console versions don't have these problems. So I'm wondering, since you guys are poking around in the game's files anyway, what's different with the PC version? Was it that there was some code that never made it during the porting process, or is something just not checked to "yes"? :P

Judging from some information I've found in the shader files (Turok/data/effects/) I'd say that the lighting is very limited in terms of functionality. It seems to me that even though they have files and naming conventions that suggest they have support for point lights, the shader code I've seen and the files I've analyzed suggest that, in the PC version at least, there is only directional lighting and ambient lighting. I think I also saw something about "self luminance" somewhere, and if that's the case then I'd imagine that's a factor behind that building lighting up. Otherwise my next guess would be a light map error. I'll post more information about this investigation into the lighting methods once I discover it.

EDIT: Also, I think maybe Revision A was re-uploaded in place of Revision B. Unless I'm just missing something, which is entirely possible. :V
Does it select things when you click on them? I am almost certain that I uploaded the correct file. I'll test it once I get back to my PC.

32
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 01, 2015, 02:34:30 PM »
Do these use your post processing effects? Btw amazing work man seriously.

No, those are in-game screenshots. In the future I would like to explore the possibility of "baking" the ambient occlusion onto high resolution textures for each level, but this would require duplicating all of the textures used in a level for each level. So it would require a lot more space on the hard drive. It could be worth it though to make the game look better.

Also thank you, there's more to come.

Here are some features I am expecting to have implemented in the next build:
-Easier and more precise actor movement
-Easy way to rotate/scale actors
-Ability to load new actors and place them throughout the levels (might be very tricky)

33
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 01, 2015, 07:57:03 AM »
I come bearing updates this day, glorious updates.
I have written the code to save the actor transformations, and made a simple way to move objects around. In the current build, you can only translate dynamic objects. No rotations or scaling yet, and only dynamic objects because most of the static objects are huge and caused annoying problems when trying to click on small things. Once there is a UI there will be an option to enable static object selection. There will also be a way to rotate and scale objects of course.

Controls:
-W: Forward
-S: Backward
-A: Left
-D: Right
-Left Click: Select/drag dynamic objects (Must hold button down)

Warning:
Remember to back up the .ATI file of the level you're editing or else you'll need to reinstall in order to put it back to its original state, or PM someone for a clean copy.

Notes:

-In order to enable antialiasing, rename "FinalDeferredPass.mtrl" to "FinalDeferredPassNoFxaa.mtrl" (It's hacky, I know)
-It's kind of difficult to place actors precisely due to the way the camera works and the actors translating just a little bit when you click on them.
-Some actors are "immune" to being moved around, they are automatically moved somewhere else when the level loads. Trees and plants seem to always work, as do power ups and weapons. Some enemies can also be moved.
-This is all kind of crude at the moment, but I figure it would be worth it to let this out now as a kind of... appetizer.
-It is possible to "break" the game by moving objects. I discovered this by placing a dinosaur on the bridge at the start of level one.



Here are some screenshots:
These two are from a level I edited and then played on



The mysterious intro screen lizard:


I've never seen one of these guys up close


I placed him at a wall so that as soon as the level starts he will explode.


I'll add the build files to the original post of this thread.

34
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: September 29, 2015, 08:54:58 PM »
Hello everyone, sorry for the lack of activity.. The lacktivity. I am just experiencing a little bit of a side effect of too many programming binges too close together. When I spend too much time in the zone it is kind of hard to get back into it once I take a short break. It's been slowish. As djdduty said, we've been working on the renderer lately. We haven't forgotten about the Turok viewer, though. I don't have much to offer you in terms of progress on the viewer, but I have two screenshots of a turok level using our new deferred renderer with SSAO and antialiasing enabled. It doesn't mean much for this project, but it's kind of interesting to see how things look. These by default will not be enabled for the viewer when I release it, since it would not be accurately displaying the Turok level as it will appear in game, however if anyone would like I could make it possible to enable post processing effects.




Here are those two scenes again without using any post processing:



There are obviously some erroneous regions of those images, but it's still in the works.
I won't make any promises for later this week because I know how time just slips away from me, but expect the next update to have some new features that everyone can enjoy.

I Think you should archive old versions of the program. Alot of old programs and games did it like for example Sonic Robo Blast 2.
By that do you mean the code? We use a code repository for all our source code which pretty much means that we indeed have old versions archived. Other than that, I planned on leaving all of the built packages pinned to the original post even as new ones roll out.

35
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: September 11, 2015, 05:34:59 PM »
This is just me being curious, but is Revision A different from the version you posted a few days ago? And would it be possible for you to write up some patch notes whenever you post a new version?

Nope, it's the same build. And yes I can do that, good idea. The next revision is almost complete so I'll update the post probably later today with the new build and a change list.

36
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: September 11, 2015, 06:24:25 AM »
Greetings comrades. I've updated the original post in this thread to make the status of this project more clear in less time than it takes to browse the posts and collect the information yourself. I hope this is acceptable. It's also for me to keep track of what is done and what needs to be done.

I haven't made much progress on the binary side of things in the past few days, I've been working on preparing the rendering engine for a more clean user experience so that you can hopefully browse and edit levels without dealing with ridiculously low frame rates. While I've been working on that, djdduty has been working on preparing the rendering engine for the creation of the tool's user interface as well as helping me with increasing the frame rates. These changes will be available for observing in the next revision which I'll add to the original post as soon as it's ready.

37
Turok Evolution Modding / Re: Turok level viewer/exporter
« on: September 08, 2015, 04:23:02 PM »
Hello djdduty, I see you've met my Turok friends. I'm glad you've taken a liking to this project. Plenty of fun to go around. Of course now that you're here I have to admit that in earlier posts I referred to the rendering engine as "mine" simply because it was easier than saying "the rendering engine my friend and I built". But in fact it was a joint effort, not just me.

In other news, I have made contact with one of the engine programmers from Acclaim during the Turok 4 days. I'll report back if I find out any new and useful information about the Turok 4 engine (Quagmire engine?) or the game files.

38
Turok Evolution Modding / Re: Turok level viewer/exporter
« on: September 08, 2015, 01:19:12 AM »
I'm glad you're enjoying it. There are some pretty funky placements of things I've noticed. In the one multiplayer level with the trains there is a cage floating way off in nowhere. My only guess is that that is used as a moving part and is placed when the engine initializes the level. I wonder if it is used to drop on opponents? I didn't see that in the PS2 version anywhere.

Thanks for the information, I'll get to debugging and report here if I find anything interesting worth sharing.

39
Turok Evolution Modding / Re: Turok level viewer/exporter
« on: September 06, 2015, 08:34:38 PM »
I've compiled the tool for windows and attached an archive containing the program, a brief instructional text, and a .bat file to make running the program more convenient since it's technically a command line tool.

All you should need to do is copy the level .ATR file which you want to load into the directory named "Resources" and rename the file to "Test.atr", then run "Run.bat". If that doesn't work, check if your installation of Turok: Evolution is in "C:/Program Files (x86)/Turok Evolution". If it's not, update Run.bat with the path that Turok is installed to. It must be in quotes.

Depending on how many actors are in the level (including bushes, enemies, animals, trees, etc), it might take a minute or two to load, but typically for me it loads in seconds. Let me know how it works out. Don't hesitate to post screenshots of anything you find curious or interesting.

The controls are simple, WSAD for moving around and use your mouse for rotating the camera.

Oh and sometimes turning the camera left/right is inverted, because the camera spawned upside down. I'm not sure why this happens yet, but if it happens to you, do this:
Turn around horizontally ~180 degrees, turn vertically ~180 degrees. Then just look around to relocate the level.

40
Turok Evolution Modding / Re: Turok level viewer/exporter
« on: September 05, 2015, 12:42:39 AM »
Nice progress!
Maybe you could make it into a whole game editor?
If you need any help with anything, I'm up for it.

That's the plan, Stan.

It wouldn't hurt to have a second programmer, I'm using C++. You'd need to install cmake in order to generate the project files if you use one of the supported IDEs. Everything is already portable from OS X to Windows so that wouldn't be a problem. You also of course would need to have Turok: Evolution installed. The tool takes a .ATR file and the path of the Turok installation as arguments. The ATR file can be anywhere, it doesn't have to be loaded directly from the Turok data directory.

Another thing I could use more help with is figuring out what the majority of the data means. It's usually pretty easy to identify some kind of structure among the bytes of data using a hex editor, but once I figure a block of data out I still have no idea what most of the values mean.

So if you want to do either of those things then I'll send you a link to a github repository that contains all of the code.

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