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  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by Rok
    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 :D
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by DoomMarine23
    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.
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by Nightstalker
    May 18, 2017, 04:28:24 PM
    What about keeping the nodes in their respective places and exporting the animations? Is that possible?
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by Rok
    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.
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by ChillyE
    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:

    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.

    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.
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by Smoke39
    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.
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by Duke64
    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
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by Rok
    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.
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by Gazer
    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.
  • -> Re: Exporting Turok Dinosaur Hunter Models (all nodes) guide by ChillyE
    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.

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