Post reply

Name:
Email:
Subject:
Message icon:

Attach:
(Clear Attachment)
(more attachments)
Restrictions: 4 per post, maximum total size 1024KB, maximum individual size 1024KB
Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
Type ot the full word: TUR**:
Finish the word: Turok 2: Seeds of ****:
Finish the word: Turok Dinosaur ******:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: raul
« on: June 10, 2017, 11:14:19 AM »

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!
Posted by: Jay Doomed
« on: June 07, 2017, 11:17:26 AM »

Nice guide and plug in for Maya btw. Where can I download it?
Posted by: raul
« on: June 07, 2017, 09:49:01 AM »

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.
Posted by: Duke64
« on: June 04, 2017, 03:06:41 AM »

Its not as hard as it seems at first. People have got it right already and I can tell you its not that hard. It just first seems near impossible because of obstacles. But its not, there are a few specifics that's all..
Posted by: Badger
« on: June 02, 2017, 11:42:18 PM »

Thanks for uploading that vid raul, i'm gonna gloss over it for sure.
Posted by: raul
« on: May 31, 2017, 03:39:45 AM »

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.

Posted by: Badger
« on: May 26, 2017, 02:23:38 PM »

So a friend of mine made this neat model that I could use, but this is my first time importing anything.

Not totally sure what is going on, but whenever I type "convertobj TotemPole_MDL.obj" it gives me the error:

Code: [Select]
kexParser::Open: TotemPole_MDL.objTotemPole_MDL.mtl not found
TotemPole_MDL.mtl not found

They're both in the "Turok: Dinosaur Hunter" folder, and of course I get an empty .bin for my troubles.

My friend doesn't Turok mod, and i have no modelling exp, so I'm clueless as how to correct the contents.

.obj conents:





.mtl contents:



If it helps, "template.png" is the name of the texture, I can't make heads or tails on what to do next.

Edit: DoomMarine23 helped me import the model I had trouble with, this thread would best be used as a tutorial thread of sorts.
SimplePortal 2.3.6 © 2008-2014, SimplePortal