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Messages - Stinkee2
41
« on: September 04, 2015, 10:18:59 PM »
It's the third level of Chapter 1; I guess it'd be pod01_03_ttjungle? At the player spawn, there's a river that must be followed around to the left, and on the bank just before the waterfall, there are Sleg Scouts pumping some River Villagers full of bullets.
"Hah hah hah. We don't even need weapons!" I remember that part. I thought he meant Slegs killing baboons. I'll upload a screenshot of that scene when I get back to my code. EDIT:
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« on: September 04, 2015, 12:08:08 PM »
I Am intrested to see what happens to the indians at the beginning of the level with the baboons before the slegs kill them
What part of which level is that? I haven't played the game through in a long time.
43
« on: September 04, 2015, 08:08:37 AM »
that unused minigun, what map is that placed in?
Also, are there any placements for ambient sounds in any of the maps or did the developers code them in?
Actually, the mini gun thing seems to be in more than just one level. I've noticed it in the very beginning of a few levels now. Also, There are some meshless actors which I think might be for things like what you mentioned. Of the meshless actors I know for a fact there are lights, I haven't bothered yet to connect those to my rendering engine for authentic Turok lighting. I have to explore the .ATR files for the meshless actors before I can know what they are and display them properly in the viewer, unless some things are named descriptively enough to give hints. Something tells me that the programmers just hard coded the ambient noise functions to play throughout each level regardless of player location. I think that the actual audio file name must be listed somewhere, somehow within the level definitions, but I haven't seen any references to it. The apparent lack of evidence of sound information could be evidence of the possibility that sounds are referenced by a unique ID number rather than a descriptive name or file name. If you check the sounds directory all sounds in the game are named using numbers rather than more descriptive names. There could have been some internal enumeration or external data file that associated these numbers with actual game events, the original level editor could have used something like this to give the level creators the ability to choose what sounds to use for what.
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« on: September 03, 2015, 01:20:41 PM »
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« on: September 02, 2015, 12:41:38 AM »
I've made progress! The program can now successfully load all types of formats except for the skeletal animation files (.AMC), unless I'm forgetting something. Some notes on the formats (PC version): -.MTF static models only -.ATF animated models (only?) -.ATR actor definition files (meshes, textures, actor properties referenced/defined here) -.ATI actor instance data (only present with level files, defines actor placement, rotation,scale, and some other things I haven't figured all the way out yet) Since I started this project with not much knowledge about the formats, my code is full of experimental and messy stuff and it's not optimally structured. So I'm going to rewrite the loading code and try to remove all of the bugs I can and then after that I will add support for displaying (not animating, yet) the animated meshes (tal'set, enemies, animals, dinosaurs). After that's completed I'll see what I can do about editing and saving the files again in a way that the T4 engine can read without crashing. Enjoy these screenshots. Or don't. Some of them reveal some never before visualized (for the public) information such as camera placement, enemy "cover" positions, possibly enemy path markers? I'm not entirely sure what the green things are yet.         Don't mind the Z-buffer fighting in the following images, or the rainbow textures. The rainbow is an animated color gradient texture that my rendering engine uses when objects that require textures are rendered without textures. Apparently there is a water plane with a texture and another one without one, I'm not sure what that's about either.   I also found this in the first level, I don't think I've ever seen this gun in the game before.
46
« on: September 01, 2015, 09:07:49 PM »
Nowhere yet. If you're on a Mac then I can get you a version as soon as I get it working again, it's currently in a broken state between not having support for actor instances and having support for actor instances.
47
« on: September 01, 2015, 05:27:42 PM »
Really nice work history in the making in my eyes
I hope you're right about that, because this is taking a minimal amount of effort for me compared to other things I've coded. Perhaps my future will not be as eventless and depressing and homeless as I had previously projected. I've never worked with a professional programming team in the actual games industry before so I have almost no reference level for how skilled I am.Did you mean that I'm developing a nice work history, or that this is history in the making? Thank you so much for this tool my friend! Im going to try it! I really want to remake this in UE4!
You're welcome. I'll post the windows/os x binaries and a quick set of instructions in the near future so that anyone who wants to look at things can have that chance without having to wait until it's done. Currently all you can do with it is fly through the level and look at stuff, but it is pretty cool to see how things look from perspectives not normally achievable through the game. And thank you everyone who has said encouraging things about this project. Feels good man.
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« on: September 01, 2015, 12:59:03 AM »
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« on: August 31, 2015, 09:36:50 PM »
This is the farthest I've seen one get hope you don't stop and keep going!
It's been less than a week, too. I hope it makes it twice as far by this time next week. I haven't been able to work on it much today because I was busy all day and now I'm kind of recovering from crashing on a couch for a few hours. Also, you could get a job doing this stuff it seems glad you are doing this first before you get to busy hehe 
That's the dream. Unfortunately I live in the middle of nowhere, New York. The best technology we have in this little section of the world are log splitters and ride-on lawn mowers. And as far as the people here are concerned, that's enough apparently. I'm not ready to leave yet either, but one day, I hope. Turok Evolution looks pretty good as is actually, and I personally like old school better
Turok Evolution held the title of "favorite game" for longer than any video game before it or after it, for me. However, even the first time I played it so long ago I considered it a very ugly game. It seems kind of crude if you know what I mean. There definitely is a feel to it though that I would want to preserve. The unrealistic explosions of blood, gore, wooden chunks from boxes. The sometimes unfitting animations. The overall visual buggyness of the game. Have you ever shot a lizard or a frog at any point in the game? That's the kind of priceless thing about this game that I love. I would like to see this game with high resolution textures and meshes without holes. And if I can find a way to enable multiplayer, that would be fantastic. More than better meshes and textures though I'd like to see some user created levels that are as good or better than the ones that come with the game.
50
« on: August 30, 2015, 10:15:09 PM »
will your viewer load static props and character models (both .atr and .mtf) as well?
Indeed, I plan to support static and dynamic/animated meshes. There is some other information in the files as well regarding events, and if what I'm thinking is correct, then that stuff can be modified to affect the gameplay. If that's the case then I will have to do a lot of experimenting in order to find out what a lot of things mean. I'm afraid it will be a painstaking process when it comes to it. At the very least I plan to implement the following features: -Windows and OS X executables (also Linux if anyone desires) -Import 3D meshes from other formats -Import textures for the meshes -Export all data to common formats -Move/scale/rotate objects -Build lightmaps (a feature I think the Turok 4 engine has support for, judging from the presence of a "lightmaps" folder for some levels) -Particle system creation/modification (if possible, it may very well be) There are some limitations regarding the meshes though. Every mesh uses an index list for object rendering, and the index data type they use is a 16 bit integer, which means that there can only be up to 65,535 vertices per mesh. I'm HOPING that there is no limitation on texture sizes, because that would mean that we couldn't improve the quality of the current textures in the game very much.
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