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Messages - BehemothProgrammer

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201
Awesome!

202
Yeah I just forgot to include something in the .zip file. It should work now...

203
Yup. it's the middleman from a modelling program to Turok 2 and back.
Blender-->Fireseed-->Turok 2
Blender<--Fireseed<--Turok 2

204
Is this a windows program we won't need unity or things like that? I agree with Rok its a really cool name. Great work!
Yeah it's just a windows program.

Just wanted to vouch my support for this. While someday the SDK may have comparable features to your tools, I think what you're doing is not only very awesome, but very important; it will be a huge shot in the arm for modding. Great work my man, best of luck.
Thanks! Yeah I hope once I'm done with this more people will want to start making mods for Turok.


The first version, v0.5, is available to download now. Right now you can only load, save, and edit values for Skinned Meshs and Animations. You can't import models yet - that's what I'm working on next. Because I'm still working on it, it's possible things might not work perfectly - so backup the animations/skinned meshs before loading/saving even though you probably don't need to, but...just in case.

Program Help:
Once you open a file a list of it's contents are displayed in a Tree on the left side of the window. You can click on certain items in the tree to display their properties that will show in the right side of the window. Most of the data is mesh related and you shouldn't change. The things you most likely do want to change are Hot Points for skinned meshs (You can add/remove them by right clicking them in the Tree view) and Key Frame Actions for Animations (You can add/remove them by right clicking them in the Tree view)

205

Description: Fireseed is a Model and Animation Editor for Turok 2: Seeds of Evil.

Download Link: Fireseed v0.9.2 (TurokSanctum) | Fireseed v0.9.2 (mediafire)
This is outdated. Please use the new Blender Addon Turok 2 tools - https://behemothprogrammer.github.io/Turok2Blender/index.html

Help:
  • Select the files you want to edit from a folder by clicking on the change folder button located in the top left of the skinned mesh/animation/static mesh windows. Once you open a file a list of it’s contents are displayed in a Tree on the left side of the window. You can click on certain items in the tree to display their properties that will show in the right side of the window. Most of the data is mesh related and you shouldn’t change. The things you most likely want to do are change Hot Points for skinned meshes (You can add/remove them by right clicking them in the Tree view) and Key Frame Actions for Animations. (You can add/remove them by right clicking them in the Tree view)
  • Right click on any number field to bring up a list of "What is this?" options. This will for example tell you what sound 1364 is with a description.

Version 0.9.2
  • Fixed Animation Block sorting. Animation blocks with animIDs below 0 will now be put at the end of the array instead of the beginning

Version 0.9.1
  • You can now Add/Remove/Copy/Paste Animation Blocks
  • You can now change the size of an Animation Blocks Frames/Translations/Rotations

Version 0.9
  • Skinned Meshes now animate with there animation and have a track at the bottom of the window that allows you to control it
  • You can now export static meshes to obj
  • Included with Fireseed is the databases in .txt files found in the "databases" folder
  • Skinned Mesh and Animation tabs combined into 1 tab
  • Skinned Mesh, Animation, and Static Mesh have a folder view where you can more easily view files
  • Skinned Meshes now display correctly
  • Clicking on a surface item will highlight that surface
  • Clicking on hot points will show there position relative to there Bone ID
  • Skinned Mesh and Animation Bones now display there symbols (name) next to the Bone ID
  • You can now multi select items in skinned mesh and animation
  • Animation Key Frame Action Event Type now also displays it's index value
  • You can see the key frame point as a vertex now
  • There's now a helper button for Key Frame Actions To set position to a bones position
  • For Key Frame Actions with a Radius - A wire Frame Sphere is now displayed
  • Selecting vertices in static meshes will display that vertex
  • Added options to hide unimportant animation data and to auto play animations
  • Fixed some text for the databases
  • Changing vertices now updates the mesh
  • New import options to rotate the pitch by 90 and scale the object right away

Version 0.8
  • Load, Save, Edit Static Meshes
  • Import models into Skinned and Static Meshes using Assimp library that supports a lot of file formats
  • Database lookup tables for all Turok 2 objects
  • View Skinned and Static Meshes in an OpenGL window
  • Update notifications
  • Added Tutorial and Community sections
  • Console window to show errors/warnings/info

Version 0.5
  • Load, Save, Edit Skinned mesh files
  • Load, Save, Edit Animation files
  • Undo/Redo framework
  • multi-platform support

TODO:
  • Import Skinned Mesh/Animation
  • Export Skinned Mesh/Animation
  • Video tutorials on how to use Fireseed

206
Turok Dinosaur Hunter Modding/Mapping / Re: Turok - Wolfenstein3D
« on: May 05, 2017, 08:53:47 PM »
Nice! I didn't even know it was Wolfensteins 25th anniversary lol. Happy Nazi Killing day!

207
I made a quick implementation of this in Unity. If you have and know Unity then you can download the scripts for the editors here: https://www.dropbox.com/s/nvl8ebt73v1j1sj/T2%20Model%20Editor%20%28Unity%29.zip?dl=0 or through my sig. This allows you to more easily edit the values in .skinnedmesh and .anim files.

208
Turok 2 Seeds of Evil / Update #2
« on: April 10, 2017, 08:51:48 PM »
Update #2 has been released that hopefully will improve performance and gameplay. The official patch notes can be viewed here: http://steamcommunity.com/games/405830/announcements/detail/575740768226142774

Here's some additional information regarding the patch:

Singleplayer Weapon Changes
Shredder: damage decreased from 8 to 6. Scatter projectiles no longer trigger events and no longer bounce again when hitting actors.
RazorWind: damage is reduced by 75% when damaging the Mother, Queen, and Primagen bosses.
Charge dart: consumes 1 ammo for the first 5 levels of charge. Consumes 2 ammo on 6th level of charge. Consumes 3 ammo on 7th charge level.

Multiplayer Weapon Changes
Pistol: damage increased from 10 to 16
Mag60: damage increased from 14 to 17.5
Firestorm Cannon: damage increased from 3.75 to 7.5
Grenade Launcher: damage increased from 40 to 50. Damage Radius increased by 25%. Water Damage Radius increased by 250% to match non water damage radius.
Plasma Rifle: bNetSpawned and bNetLatencyComp flags added to particle. Firing Animation speed plays twice as fast.
Scorpion Missle Launcher: Firing animation time takes twice as long. damage increased from 20 to 50. Damage Radius increased by 25% on default/water/stone. Damage Radius increased by 187% on Humans/Creatures/Slime and when it's destroyed to match default/water/stone radius. On pickup, ammo has been reduced from 12 to 4
Shotgun: damage increased from 8 to 9. (13 bullets shoot out for a total of 117 damage at point blank range)
Shredder: Damage decreased from 8 to 6. Scatter projectiles no longer bounce again when hitting actors.
Charge dart: consumes 1 ammo for the first 5 levels of charge. Consumes 2 ammo on 6th level of charge. Consumes 3 ammo on 7th charge level.
Cerebral Bore: On pickup, ammo has been reduced from 10 to 1

N64 Multiplayer Weapon Changes
Assualt Rifle: damage increased from 14 to 17.5
Grenade Launcher: damage increased from 40 to 70. Damage Radius decreased by about 14%
Plasma Rifle: Impact damage increased from 40 to 80. Active damage increased from 4 to 8.

Enemies
Raptor: initialScale changed from 0.332031 to 0.5
SwampWasp: radius changed from -3.071999 to 3.071999. Start Animation changed. Other starting paremeter changes.
Turrents will no longer fire at you when they don't have a line of sight

Scripting
new class: kClipInfo
new WorldComponent method: void HitScan(kClipInfo&out, const kVec3&in origin, const kVec3&in targetOrigin, const uint EnumClipFlags, const float=0)

Audio
All instrument sounds files have been removed.

209
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 10, 2017, 08:35:45 PM »
Update #2 brings a little bit of new scripting functionality mainly the new HitScan method on the WorldComponent. Finally a non hacky way to do a raycast just like Turok 1 scripting.
- new Class: kClipInfo
- new WorldComponent Method: void HitScan(kClipInfo&out, const kVec3&in origin, const kVec3&in targetOrigin, const uint EnumClipFlags, const float=0)




210
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 08, 2017, 09:41:48 PM »
Updated with important notes on some of the event functions sent to ScriptObject as well as a execution order of the event startup functions.

ParticleFactory - IMPORTANT:
Particles are not guaranteed to spawn and may return null. Even with 100 probability set they may not spawn for unknown reasons (rare).

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