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Messages - Stinkee2

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1
Turok Evolution / Re: Turok Evolution Models
« on: November 09, 2017, 02:56:27 AM »
I've got the new textures and .mtl files uploaded. It's just the .png and .mtl files though, just drag the actors/levels folders on top of the existing ones and overwrite the .mtl files.

Actors: https://www.sendspace.com/file/gno0pk
Levels: https://www.sendspace.com/file/ee4tpc


2
Turok Evolution / Re: Turok Evolution Models
« on: November 06, 2017, 07:14:38 PM »
Glad I could be of assistance!


Thanks Stinkee, kinda been waiting for that ability to export the models as obj with the mtl intact and talking about this xD. Great job though I am definitely going to use some of this, and credits for model rips to you in my T2 mod.

Random for this thread but:

I finished the dm map ruins already and have level 1 in full wip right now, had a lot of motivation :) Screenshots are just example of day 1 there is still somethings to do to these even on the material file. Anyways, I'll make a thread in T2 modding for this once I get even more done.

Keep up the good work on the editor there.  :turok:

Wow, that was fast. Looking great, I'd play it.

I see there's some weird stuff going on with the alpha channel of those .BMPs, I'll see about converting the textures to .png instead when I get a chance.

3
Turok Evolution / Re: Turok Evolution Models
« on: November 05, 2017, 02:40:02 AM »
I wrote a program that converted all the levels and actors to .obj/.mtl files. They're not all perfect (especially the animated actors), but I uploaded them for anyone who wants them:

Levels: https://www.sendspace.com/file/2bq0fl
Actors: https://www.sendspace.com/file/2cuu9y

The textures are included as .bmp files alongside each .obj file


4
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 25, 2017, 10:41:44 PM »
Where is the raining slegs?? xD

Here are the three videos I uploaded showing the enemy spawners at work:




I spawned one in the sky and set it to spawn a few different types of enemies, but it might be able to spawn non-enemies as well

5
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 17, 2017, 04:32:29 AM »
Update: Actors can now be spawned into levels by dragging and dropping them from the actor panel at the bottom


There's still more work to do, the game crashes when trying to load certain actors added with the editor but this is good progress.

7
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 14, 2017, 07:49:34 AM »
Getting closer

8
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 13, 2017, 02:44:20 AM »
I just managed to make the editor able to duplicate actors. That brings it one large step closer to being usable.



Modded the dinosaurs to attack the player


Modded the dinosaurs to be so light that you could run into them and send them flying into the air


A screenshot of the new editor


I'll give much more details here once it's ready for a first release.

9
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: May 04, 2016, 09:09:32 PM »
I've started a code repository so that anyone can use my source code to write their own programs to interface with the Turok formats if they wish. The repository is https://github.com/mdecicco/T4Loader and I also put a link in the original post.

Currently it's pretty limited since I started writing it all over again, but give me about a week and it'll be able to open/save all actor data and all level data. Once I'm done with that I'm going to do a quick rewrite of the actual editor I've been working on using the new code I'm writing now. It might be kind of buggy at first but I want to get something out as fast as possible that you can all use and experiment with.

There is something that I need some help with though. I've learned that there are about a thousand different types of variables that can be modified in the actor files... I do not expect to learn how to use all of these but I plan on making a hierarchical data editor that will allow us to modify any actor variable and any other data in the files, even if we don't know what it is. Using this we can mess with one thing at a time to see how it affects the game. Then maybe we can make a new thread and post our findings so that I can make the editor use the data better.

10
I don't have much experience with d3d either, but in opengl I use glClear, and with 3D games usually graphics programmers set it to also clear the depth buffer and stencil buffer. Sometimes those two buffers are even combined. I doubt this game does anything with the stencil buffer though.

This is the kind of thing I've missed in the past, even when I've written it myself. Then worn myself out for a week trying to figure out why something isn't rendering properly. It's kind of interesting to me that that's a problem that exists in the PC version at all. That's the kind of thing I'd think they'd notice and fix early on in the development of the multiplayer.

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