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Messages - Stinkee2

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21
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 16, 2015, 11:54:17 PM »
I am really loving that actor browser so far, do you think it would be possible to have a sound browser implemented with the program as well?

It's only possible if I can find out how the game references the sound files. As you may know, all of the thousands of sound files are not named descriptively at all. They're not even in separate directories. Not only that, but the actor files don't use filenames for sounds like they do for references to texture or mesh files. I haven't seen too much of how they do it so far, but if I can figure it out I would like to make some kind of sound browser thing.

22
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 14, 2015, 02:56:21 PM »
I Noticed it said "Clubpickup" in one of the pictures. Thats very odd seeing how you never pick up the club ingame. You start with it instead.

It gets more odd as you go through. I've seen some clown heads and rubber ducks, and this weird little cartoonish character called "JINX"

23
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 13, 2015, 09:54:48 PM »
Progress update:
I've updated part of the loading/saving code to make it even more forward-compatible with still unknown data block types.
I've also started working on both the object manipulators and the garry's mod style object loader. Here are some screenshots:








As you can see, it's still quite messy. I'm still working on it, when it's done the objects will be centered and viewed from an angle that makes them more easy to see. They also won't be upside down.

The list on the right is a list of actor types (named ACTOR_CODE in the .ATR files), and when you click on them the grid on the left displays all of the objects in the game with the same actor type. This was the easiest and most sensible way for me to sort the large amount of objects and make them easier to find. Interestingly, there are exactly 100 types of actors. The range of types is wide and gives me hope that the levels that can be made with this tool will be at least as immersive and intense as the actual game levels.

Here's the state of the object manipulator

24
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 08, 2015, 05:03:53 AM »
The new content that is posted in this thread every time I view it never ceases to amaze me. What started as a viewer is already now close to adding new things to existing maps. Do you have plans to give the ability to create entirely new maps with this program in the future?

I'm not sure how long things like this usually take, It does seem to be moving along pretty quickly with the exception of the week or two where I was doing nothing. And I do plan to add that functionality in the future. I'm not sure how it will work with the actual game though, new levels might have to go in place of an existing levels.

Another thing I plan to do is see what I can do about enabling the multiplayer capabilities. I imagine that it might be a data driven thing, meaning I can change the menus up to get it to load a multiplayer level with a game mode even without a second or third or fourth player. That's as far as I expect it to go though, the rest is probably in the game's code unfortunately. So we would only be able to get to fight AI in multiplayer mode and they'd probably never actually play the games. Just try to kill you.

If that's not a viable option, there must be some .ATR data in the menu files that means "Load this level when selected". If that's the case, then we might be able to get a main menu option for loading user created levels, which would be cool.

25
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 07, 2015, 04:13:28 PM »
Excuse me if I don't sound to bright UI is user interface right and allows you to control many aspects of how the level and actors operate? Sorry not the best on knowledge on programming or developing games. But I am learning because of people on this forum :P Anyway love how it looks now.

Correct, UI is user interface. Really I should be calling it a GUI since it's graphical, but I figure UI sounds cooler and isn't incorrect. Welcome to the amazing world of programming. Let me know if I can help at all.

26
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 07, 2015, 12:27:55 AM »
I Dont wanna sound weird but could you possibly do a test of the maximum actor limit in a level by placing a HUGE amount of monkeys in the level and firing it up later?

That'll make for a great screenshot. Though, recent discoveries lead me to believe that there is no limit on the number of actors other than available RAM. I do want to do that now just because, once I implement the ability to add/duplicate actors.

Also, here are some screenshots of the UI I've been working on:






The values you see are not yet editable, but they provide some neat insights to how the game works.
In the future these values will be easily changeable by clicking on them and just entering a new value. They will also be saved to the level to be tested with the game.

After that, a better move/scale/rotate tool, and the ability to add/delete actors I think it would be accurate to say that the project is more than half way completed.

27
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 06, 2015, 12:37:08 AM »
I'm hoping I'm not showing you anything you don't already know about, but I noticed that sometimes the Viewer decides that it only wants to render the part of the model that is furthest away from the camera. I don't really know how else to explain it other than saying that the nearest faces turn invisible.

As some examples, this is from pod02_03_flighttraining, and this is from pod01_01_ttjungle (it's way more noticeable when you're actually floating around the model). Again, sorry if you already knew about this, but I thought that I'd bring it to your attention.

Also, I'm super excited for a Garry's Mod-esque actor menu.

No need to be sorry, feedback is important. I didn't realize that it was that way until after I uploaded it. It's a very simple fix and I think djdduty may have already fixed it as it doesn't look that way for me anymore. That was my fault I think, I was messing with glCullFace and forgot to clean up after myself.

Once I implement a better method of moving objects around I'll upload another build.

28
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 05, 2015, 10:57:42 PM »
From what I know things are moving great here instead of just viewing it, you can interact and trust me just looking at models is a big tease I know. Interacting is a great sign. I really look forward to the stuff you are implementing. Thanks because I really would make some levels for sure keep it up. But the project has been very interesting to follow so far :)

Did you post them yourself there? These guys are funny here :P

I placed them there just for fun. Also, I think I now have the ability to actually add other actors to a level. My next updates will be to the UI. I plan to add a nice scrollable view of every actor in the game. Something like this:


That could be used to select actors to add to a level. This is fine for editing existing levels, but it won't get REALLY interesting until I find a way to import meshes from 3D editors to make new objects and new levels.

29
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 03, 2015, 02:35:48 PM »
Alright, so the revision B I uploaded was indeed a copy of revision A, I fixed it in the first post, here's the link http://www.mediafire.com/download/rdy7fc0wpej9l7c/T4Viewer%283%29.zip

I have rewritten the loading code now that I understand the format a little better than when I started, and now all of the data that can be understood can easily be modified and saved to the .ATI files (where the actor transforms and other actor instance specific data is located).

And more good news: from the looks of it, the actor variables data structure contains A LOT of meaningful data that can easily be manipulated once we write the UI code.
Here are some examples of data that can now be modified:
-The maximum radius around an object that sounds emitted from it can be heard from
-"Close range distance", seems to be only present in enemy actor variables, possibly the maximum distance that melee attacks will be successful with
-Health (health at spawn maybe?)
-Maximum health
-Whether or not the actor ignores the player
-Whether or not the actor will attack when "provoked"
-"FDMULT", possibly damage multiplier?
-"COLLIDES", possibly whether or not the actor is included in the physics simulation
-"ALWAYSRUN", possibly whether or not the actor runs everywhere rather than walks
-Rotation speed around the y axis, used for ammo and other pickups which normally rotate slowly above the ground
-Light color
-Light intensity

Here is a list of actor data for anyone interested in seeing where I'm getting all of this from: http://m.uploadedit.com/ba3k/1443897237976.txt

Edit:

30
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 03, 2015, 03:26:58 AM »
Speaking of the lighting, I have a question for either or both of you: how broken is the PC version's lighting? It's something that's always bugged me. All of the foliage looks like it's fullbright, the muzzle flashes don't reflect onto the environment, and some textures, like the temples in Chapter 6, are glowing pretty obnoxiously. The console versions don't have these problems. So I'm wondering, since you guys are poking around in the game's files anyway, what's different with the PC version? Was it that there was some code that never made it during the porting process, or is something just not checked to "yes"? :P

Judging from some information I've found in the shader files (Turok/data/effects/) I'd say that the lighting is very limited in terms of functionality. It seems to me that even though they have files and naming conventions that suggest they have support for point lights, the shader code I've seen and the files I've analyzed suggest that, in the PC version at least, there is only directional lighting and ambient lighting. I think I also saw something about "self luminance" somewhere, and if that's the case then I'd imagine that's a factor behind that building lighting up. Otherwise my next guess would be a light map error. I'll post more information about this investigation into the lighting methods once I discover it.

EDIT: Also, I think maybe Revision A was re-uploaded in place of Revision B. Unless I'm just missing something, which is entirely possible. :V
Does it select things when you click on them? I am almost certain that I uploaded the correct file. I'll test it once I get back to my PC.

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