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Messages - raul

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11
Best news since slice bread! Im really excited now i really wanna start working on stuff right away. Been just writing notes for myself. Some stuff here and there but now its going down for reals!!  Thank you so much!

12
This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this?  Thanks.


13
Would you maybe take donations :)  I am really looking forward to this getting finished. I started figuring out the modding of turok earlier on the year. Life kicked in and i decided it was ok to give it some time specially after you announced this tool. I particularly looking forward for the animation tool. There a few custom animated meshes i would like to make.

14
Thank you so much BehemothProgrammer for taking the time to answer my questions! I am pretty excited about this tool! :D

15
Thank you so much for continuing working on this awesome tool! 

Few questions,
1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?

2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.

3) How do you play animations? i didnt see a "play" button.

4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?

I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!

16
Thanks! i made a post about it on the steam turok forums
https://steamcommunity.com/app/405820/discussions/1/135508031949085390/

and you may also read about it, and download from my website.
http://raparicio.com/turok-objexporter-v-1/

It is super hacky and experimental, so please let me know if you need help with it!

17
The process is extremely confusion for sure, specially if you have no experience looking up files with a text document.  Can be very daunting for sure. I almost gave up, im glad i didnt. It helped me push myself to learn new stuff and somehow managged to make a semi plugin for maya...lesson here...dont give up, take breaks and get back at it!

Nightdive did a very great job simply releasasing the game, bonus points for given us the tools. But they definately could have taken a bit of time for at least make a simple modern model viewer for importing assets, setting up materials. But i suppose nothing can be perfect.

18
Smoke39, how did you about importing the shotgun with animations into the game? This code kaiser posted is very confusing to me, because im not exactly what language even is or how to go about doing anything with it. Thanks!

19
Your model is not compiling simply because is not pointing to any materials.  Your .mtl file should read something like materials/mymaterial/materialDef. Where my material is a folder, "myMaterial" is the name of the file you are pointing to, and "materialDef" is the defined material within the .kmat file.   Again, this means that you have to create a folder called "materials" and inside of it crate a .kmat using notepad. Kaiser wrote a guide about this.  And i wrote a little hacky exporter and made a video to help others, as this gave me a lot of grief in the beggining. The script is for maya.


20
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: May 17, 2017, 11:13:46 PM »
Thank you so much Smoke39, this guide is pretty handy!

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