Posted by: Rok
« on: May 18, 2017, 10:01:31 PM »Yeah I tried and had 0 luck alsoits not easy. But judging by smokes t2 shotgun. Its somehow possible I think I seen him mention c++ code. That's far out of my range 

Posted by: Rok« on: May 18, 2017, 10:01:31 PM »Yeah I tried and had 0 luck alsoits not easy. But judging by smokes t2 shotgun. Its somehow possible I think I seen him mention c++ code. That's far out of my range
![]() Posted by: DoomMarine23« on: May 18, 2017, 09:39:31 PM »What about keeping the nodes in their respective places and exporting the animations? Is that possible? What do you mean about keeping nodes in their places? As for animations, I have honestly had very little luck. I can't seem to be able to export animations nor keep multiple nodes when converting obj to bin. So as far as I know, it seems impossible right now, to actually edit and produce entirely new models with animations. Posted by: Nightstalker« on: May 18, 2017, 04:28:24 PM »What about keeping the nodes in their respective places and exporting the animations? Is that possible?
Posted by: Rok« on: February 17, 2017, 01:02:03 AM »Wont have to apoligize for missing getting started things. You aren't the first one to do it. Its caused a few ppl to trip themselves. Hope all is good.
Posted by: ChillyE« on: February 16, 2017, 12:58:42 AM »There seem to be some persistent misconceptions about this stuff. You don't need to extract any files, and you don't need dev mode. You just need to specify the full file path: Hey. Thanks for all the help everyone. Setting my game to dev one allowed me to get the node objs. I apologize for not reading the start up guide first. I'll be going through it before I post more questions. Thanks again. Posted by: Smoke39« on: February 16, 2017, 12:15:30 AM »There seem to be some persistent misconceptions about this stuff. You don't need to extract any files, and you don't need dev mode. You just need to specify the full file path:
exportobj models/whatever.bin By exporting the model to the game's root, all you're doing is saving yourself from having to type the file's path, while also introducing the need for dev mode, because the game doesn't load any unpackaged files without it. Posted by: Duke64« on: February 15, 2017, 11:29:02 PM »You may need to set your game to developer 1 if you haven't yet. Its always the first thing that should be checked from my experience. If this doesn't work let me know. Using gog or steam should be no issue, I also mostly use the gog version. Here is how if you needed it. http://www.turokforums.com/t1-moddinguser-content/t1-modding-(get-started)/msg3301/#msg3301 Posted by: Rok« on: February 15, 2017, 11:15:31 AM »I have the gog version and this works for me. Which model are you trying to export? Are you putting the .bin into your gameroot? Also, be sure to follow the getting started guide from Duke also. You may need to set your game to developer 1 if you haven't yet.
Posted by: Gazer« on: February 15, 2017, 04:00:27 AM »in the console yeah: kex 3.3 EX 1.4.8
I was using the export/convert a lot today, and it seemed to be working correctly for me but I was having problems with the results. My scripting skills need help. Posted by: ChillyE« on: February 15, 2017, 12:35:52 AM »I dunno where Duke is at he must be taking a break, I'll try to help. GoG version might not work right. Steam has updated the editor to v1.0.3, check your version number at the very top border of the editor. I can send you files and see if your engine will import (convertobj). Your using windows eh? which version? I'm win7 home x64 and Turok (steamapps) runs in programs(x86). Thanks for being so willing to help! I am running windows 10. At the bottom right corner of the console it said it was Kex Engine 3.3 and Turok Ex 1.4.7. I am not sure if that is right though because last I heard the level editor had not yet been released for the GoG version which is already available for steam. Posted by: Gazer« on: February 14, 2017, 06:19:05 PM »I dunno where Duke is at he must be taking a break, I'll try to help. GoG version might not work right. Steam has updated the editor to v1.0.3, check your version number at the very top border of the editor. I can send you files and see if your engine will import (convertobj). Your using windows eh? which version? I'm win7 home x64 and Turok (steamapps) runs in programs(x86).
Posted by: ChillyE« on: February 14, 2017, 12:09:13 AM »Hi Chilly, this tutorial worked for me just fine. But not gog version, I used the steam version, right that's the difference. You used the regular in game console and not the editor console? And you moved the model (bin) file out of models folder into turok root folder? Worked every time for me. When I made an error there was a note in console that would say .mtl not found or obj not found. Yes I have followed the steps above and moved the model into the root file and used the in game console. I have also tried different models and it still gives me the .mtl for any model I export, just not the .obj Posted by: Gazer« on: February 13, 2017, 07:23:12 AM »Hi Chilly, this tutorial worked for me just fine. But not gog version, I used the steam version, right that's the difference. You used the regular in game console and not the editor console? And you moved the model (bin) file out of models folder into turok root folder? Worked every time for me. When I made an error there was a note in console that would say .mtl not found or obj not found.
Posted by: ChillyE« on: February 13, 2017, 12:32:36 AM »Hey all. I have been having some trouble with the model export and could use some help. Any time I use the exportobj command, it only exports the .mtl file and not the obj file. Is there something I am doing wrong? I am using the gog version if that makes any difference.
Hope no one minds me resurrecting an old thread. Posted by: Mon-Ark« on: September 29, 2016, 01:39:50 PM »I used to model some stuff back in the day, but this "nodes" things i never heard before.
I kinda understand the model is split into pieces or groups as N64 textures where all separate pieces instead of a single texture sheet containing everything for a single model. |