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Messages - Stinkee2

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Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: April 25, 2016, 11:49:30 PM »
Maybe try porting the graphics rendering away from silk, there seems to be a good amount of performance issues in that engine. I would say use Bearclaw2 but I haven't open sourced that... It should be simple to make a renderer for that though, there's nothing special going on really.

Edit: Silk isn't open source either, no licenses setup, so you can't share that yet anyway, My bad. If you would like me to open source it so that you can share the editor let me know, you did most of the work in silk anyway.

If I don't rewrite the rendering I'll keep the Silk part closed source and only have the non-rendering code accessible. Unless you don't mind having it open source, but it doesn't really make a difference for me. I'll just write some kind of a wrapper class that hides the Silk functionality.

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Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: April 25, 2016, 09:34:53 PM »
Hello everyone, I am alive. For a while after my last update I was kind of worn out from programming too much. Then I got a job so I've been kind of busy during the week. I'm sorry for not posting in so long. I'm glad to see that there has been developments in other areas. The future of T:E mods looks positive.

I plan to continue work on my editor, though I'll be a bit slower than I was previously. I'm going to create a github repository or two for my code so that other people here can use it.

Before I address the bugs that I left off with I want to write a more straightforward and intuitive interface for loading/editing the Turok formats so that other people here can easily use it for whatever they want to do. I want to create a separate library and repository for this.

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It warms my heart to see T:E multiplayer on a PC. I'm excited to be able to play with you all in the future, if possible. Thank you Permanull and Dinomite for all of your work.

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Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: December 13, 2015, 07:55:50 PM »
Ah, okay. Sorry for the misunderstandings. My mind is in another place.

How did you manage to enable online multiplayer? I assumed that support for that was basically nonexistent since they greyed out the menu option. Also, I am interested in the scripting data as having the ability to change the behaviors of things would be absolutely useful in the level editor.

I just looked the file you posted, it could be very useful to me for decoding even more data more easily. I wish we had access to the files #included from it as well. It would be a GODsend.

Let me know if you'd like to see the source code I use for loading ATI/ATR/MTF files.

I can figure that out and get back to you as I'm not just opening the files in hex editors and guessing  but reverse engineering how the game actually loads the data in it's engine.

What tools do you use to do this? I have IDA Pro but I haven't learned how to use it effectively yet.

15
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: December 13, 2015, 03:06:41 PM »
Very awesome project,
I was making an dynamic object placement/position editor based on 2D overhead view of the maps back in 07 due to the fact myself and 3D programming don't currently get along.

Seeing this and seeing life in Turok: Evolution in general after the work I put into it in the past is a breath of fresh air, I've been reversing a lot of the structures so if there's something you don't have yet let me know, I've also posted a file full of the object data on the forum here.

Hopefully we can all work together to bring Turok: Evolution HD+MP to life :)

What have you discovered about the formats? Right now I think I've got a problem with reading indices of animated actors. You may notice some stretched polygons between some of the actors.

(Note: I've fixed the bad rotations on the foliage since then)
I'm a bit intimidated by the task of writing a whole new engine just for Turok multiplayer, which is what I'm sure it would come down to, but with some help I think it would be very doable.
Also, Do you know anything about the way the game indexes sounds?

P.S.
I noticed your post here:
http://assemblergames.com/l/threads/greetings-any-turok-1-or-turok-4-fans.41079/#post-605128

I made a similar post and spoke with ASSEMBLER about the Quagmire engine source before he did the huge acclaim dump.
I forget what I said in that post, and I'm getting a gateway error when I try to visit the page even by looking it up on google. I think I read a post recently that said something about someone asking him not to release the source code that he found. How unfortunate.

And I understand completely, I've had a similar "writers block" with my Halo 2 project ( http://www.thedefaced.org ) I call Project Cartographer which aims to improve the halo2 PC multiplayer as well as restore it's functionality because Microsoft shut it down.
That must have been very frustrating and disappointing. I'm sorry you got shut down.

16
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: November 19, 2015, 05:22:32 PM »
Hey everyone, sorry for the extreme lack of progress for a while. I've sort of lost my momentum. It happens occasionally. Hang tight I'll be back sometime. Thanks for not losing interest!

Unfortunately given my work patterns, the way I kind of drop off the earth every now and then, I don't think I'm lead developer material for anybody. I don't know if being paid would help either. It's just me. I don't see programming as a job really, it's more of a thing that I do because I love it. It's weird though. It's like.. sometimes I get a kind of creative block and I don't have any internal programming coach to snap me out of it. So I can go on not programming indefinitely until something inspires me.

Don't worry, I haven't forgotten this project or you all. I just need some time to get my fire lit again.

17
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 27, 2015, 11:17:29 PM »
So is this a menu and you can select which model to import into a map?

Yes. On the right is every ACTOR_CODE used in every .atr file. I've alphabetized that list since the screenshots. It was the easiest way I could think of to organize the thousands of objects that there are.

I haven't actually written the code to import the actor into the level yet, but assuming it's as straightforward as I'm imagining, I can have it done in a few days if I get back to work soon. Once that is done all I have to do is fix the rotation tool before I can release another revision.

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Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 21, 2015, 09:49:17 PM »
I could add a button to the window in the screenshots for opening a window with a larger view of the object. The new window could also have some stuff for selecting animations to view and adding accessories to character actors. Then after viewing/adding accessories to the actors, they could be imported to the scene if desired.

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Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 21, 2015, 08:49:43 AM »
I meant a viewer for every model
Do you mean like a stand alone application specifically for viewing the game models close up and independently? But also have it able to show animations for actors that are animated as well as have the ability to equip them with various attachments? I just want to be clear on what you want.

I wonder if it'd be possible to mod a replacement for the PC version's music? It's... of fairly poor quality.
That is definitely possible. That's a good idea actually, someone could probably even rip the music from the PS2 game disk.


Edit:
Oh also, I have some screenshots of my progress after the past few nights.




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Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 18, 2015, 12:46:30 AM »

Since you already need part of it for the actor browser, would you be willing to make a separate model viewer once you have everything up and running? Perhaps with viewable animations and the ability to add accompanying models (weapons, helmets), if it's not too much to ask? :P

(let's just lob more things to do at stinkee)

But seriously, I'm incredibly excited by all of this. Thank you for your work!

Do you mean just for the animated models or for any model in the game?

I'm not sure yet where the actor accessories come in, I mean whether they're added through the game's code or defined in the files. If they are defined in the files then I will write the code that will give them their accessories in the viewer. Otherwise I can make it a manual process in a separate model viewer. I know that the accessory attachment points are defined in the actor files along with some skeleton and animation information. So animation viewing is definitely possible and I plan to implement it in the future. That will come after the next revision.

I like when people suggest things. It makes me feel like what I'm doing isn't a waste of time. I'm excited as well, mostly to see what people do with it but also because I love this game and I want to get just a little more life out of it if I can. The PC version is a less quality product than the PS2 version. I think that with a tool like this we could improve it enough that it actually becomes worth playing for me.

It would be a dream come true if I could somehow enable online multiplayer. Unfortunately I think the best we could possibly get would be "multiplayer" with a constant flow of enemies from enemy generators placed around the maps. Even that might be a stretch depending on how much is hard coded into the game.

I've been taking a break for a few days by the way, I haven't made much progress since my last screenshots.

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