Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - raul

Pages: [1] 2 3
1
Hello, im trying to create some more automated features for myself and hopefully to share. Just had a few questions since im a bit new to blender scripting.

The first one is how would i call your addon from my own. I tried calling different things based on what ive seen on the source code but i just cant figure it out.

Is it?
Code: [Select]
from turok_export_model import save or
Code: [Select]
import turok_object. turok_export
Code: [Select]
import bpy
from turok_export_model import save

def export_bin_model(filepath):
    # Set export options
    exportSettings = {
        "filepath": filepath,
        "use_selection": True,
        "global_matrix": None,
        "path_mode": "AUTO",
        "exportMaterials": False,
        "copyTextures": False,
        "copyTextureSets": False,
        "exportAnim": False,
        "animNLATracks": False,
        "useModelsDir": True
    }

   

    # Call the TurokEXBlenderTools export_models operator with the export settings
   
    bpy.ops.turok_object.export_model(**exportSettings)

selected_obj = bpy.context.object
# Set the export path and filename
export_path = "C:/Users/raule/Desktop/junk"
export_filename = selected_obj.name + ".bin"
filepath = export_path + export_filename
export_bin_model(filepath)

Another question is that i noticed that there are two functions to import and export map data. But when i run map import on blender 3.4 only the player start object comes through. Likewise if i export a map nothing happens.

I think this would be more idea to use since i can create the sectors in blender and not in the engine, but if thats not the case is ok. I just wanted to ask.

Thank you for such a great tool!

2
Im working on props for the world at the moment. Its weird before all these sweet plugins i made my own for maya that exported an obj at the correct scale for the turok engine. I am aware that from a modeling app to turok we have to scale stuff by 10x, when using fireseed it works fine. But for some reason when i try to scale stuff up in Unity it just wont take the changes into account. Is odd..im wondering im missing a step.

Anyway, to answer your question. im testing stuff out with a box that is 2 meters tall. I extracted a few models already and tried putting them into the unity engine to export them back in and even those show up tiny. So im definately doing something dumb. Thanks for helping!

EDIT---

I figured it out. I had to scale down my model 25%, so that it matches the  size of models in the game. And then scale it by 100 before exporting to unity to get it to export property. For some reason scaling my model in unity was not working. Oh well..

3
I tried doing some of those things, but maybe they are not the correct scale. Would you mind sending me one of yours? Or maybe i should extract one from the game? Thanks!

4
Thanks for sharing this tool with us! I went ahead and downloaded the tool and followed your tutorial. In unity everything looks good, but in the kex editor ( for turok dinosaur hunter) my model is insanely tiny. I must be missing a step. Ive tried several things, i need a bit of help please.

5
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 28, 2018, 12:59:20 AM »
Thank you BehemothProgrammer for taking the time to answer my question.  After reading your reply a few times outloud and making a diagram based on what was on the editor, i figured it out! :D

A lot of this is starting to make sense. Thanks a lot for your help guys!



I also wanted to ask one more thing, that has been bothering me. How does one rotate stuff properly? Specially lights. I feel that in the turok 1 editor, it was very simple to do that. In this editor it is the most difficult thing ever. Specially because when i try to rotate a light, i cant do it using the manipulators. I hit space and get the rotate manipulator but it doesnt work for me. Which is very sad. How do you guys get around that?

6
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 27, 2018, 11:33:16 AM »
Thanks Badger, here is a screenshot.


7
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 27, 2018, 02:46:19 AM »
Thank you guys! Slowly figuring stuff out, tonight i tried looking into the ai map, but cant seem to figure out how to make the ai actually show up on the map. Even though i was able to add it through the editor. Any help on this?

8
I had some fun with fireseed these past few evenings. I do have a few questions, maybe requests if you take them.  So far everything about it pretty great, i was able to figure things out rather quickly ( granted i have a bit of experience with these things )

We can view the skinned models, but i didnt see anything about being able to make your own. I did do a test to bring in my own custom model ( just a box for this test) and i rigged it with a very simple rig. Though, is a little unclear to me how to import the animations. It is a great future that Fireseed autodetects whats in the folders and displays the information quickly, but i noticed there was no "import anim button".  Is that in yet?

How do you view the skeletons themselves, i see the names on the side. Was trying to see how the skeletons of the meshes are built. To get a sense of what i needed to do. Or maybe if i made a monster just name the bones the name and associate it with those animations files. But icant see the bones.

Anyway, thank you so much for putting in the time to craft this tool. It has been immensevly useful! :)  Give me a few weeks my goal is to make a small DM map. Thanks!

9
Turok 2 Seeds of Evil Modding/Mapping / raul's modding fun
« on: January 22, 2018, 01:57:46 AM »
Hello, i spent the last few evening getting familiar with Fireseed, and getting new content into the engine. This is pretty exciting! The fanboy in me is pretty thrilled to say the least. For starters i just wanted to show a random thing i did with custom meshes. Just testing the waters before deciding if i wanna commit.

First i thought i get familiar with fireseed and try out its features. It works so great!! As part of the test i made afew custom mesehse and tried some workflows. 



Since the editor is utterly primitive i will be building the maps in maya and exporting them out into the engine in pieces. I love the kmat maker that fireseed comes with. Now that i know how much i can push enviroment building. I decided trying skinned mesh to see if i could make some animated pieces for the enviroments i have in mind. I was able to import a model but still not sure how to import the anims. Maybe is not supported yet.



Custom material and mesh test.


This is a big mesh in maya, with different materials applied to it. Fireseed made a material with the surfaces definitions and applies the textures!

10
Turok 2 Seeds of Evil / Re: Darkest in series?
« on: January 16, 2018, 02:45:33 PM »
Turok 2 was the culmination of all the hard work put into turok 1. Combined with a stronger art direction and a bit more advanced tech they were able to really push the envelope. I will tell you guys, that 12 year old me was a really freaked out and in total awe at the 3 hours that it took me to get through the River of Souls the first time around. That part when you finally reach the first sister of despair..oh man..it was pretty spooky and at the time problably one of the coolest most detailed stuff i had seen in a video! hehe.  The lair of the blind ones also left a big impression on me. I know most people were not fans of the huge levels. For me half the fun was exploring these massive laberynths and find my way.  Tight litte caves with spiders..

I do agree that Turok 3 took it ways further by adding a real story, and sticking to a theme.  Turok evolution was fun..but meh. Turok ( mid 2000) had a lot of premise, but things got washed out like most super triple A games of those times ( and now ). I did like the art direction on that one.

Long live the n64 turok!

Pages: [1] 2 3
SimplePortal 2.3.6 © 2008-2014, SimplePortal