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Finish the word: Turok 2: Seeds of ****:
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Topic Summary

Posted by: Duke64
« on: June 04, 2017, 09:36:55 PM »

This is top of the line work, I wont be able to set it down once I get into :o I have already started, what I did was hilarious.. it was just a test to get a feel how things work. I really want to get into this, this and the editor together is killer for specifics. Database is really good and right clicking 'what is this particle/sounds/etc' and it tells you. Got to say a few thanks for adding my editor video guide and also including the forums in communities like that very appreciated.

Thanks for your hard work definitely can't wait to see the next update.

Posted by: BehemothProgrammer
« on: June 03, 2017, 04:44:38 PM »

Version 0.8 is available now. Everything with Static Meshes is done so you can import custom models and view them. Same for Skinned Meshes although without an initial pose from the animation file they might look a little weird to you...you'll see. I added the Assimp library for importing and possibly exporting later. Importing a model supports the following formats (so they say):

Wavefront Object (*.obj), Collada (*.dae), Autodesk (*.fbx), Blender 3D (*.blend), 3ds Max 3DS (*.3ds), 3ds Max ASE (*.ase), glTF (*.gltf, *.glb), Industry Foundation Classes (IFC/Step) (*.ifc), XGL (*.xgl, *.zgl), Stanford Polygon Library (*.ply), AutoCAD DXF (*.dxf), LightWave (.lwo), LightWave Scene (*.lws), Modo (*.lxo), Stereolithography (*.stl), DirectX X (*.x), AC3D (*.ac), Milkshape 3D (*.ms3d), TrueSpace (*.cob, *.scn), Biovision BVH (*.bvh), CharacterStudio Motion (*.csm), Ogre XML (*.xml), Irrlicht Mesh (*.irrmesh), Irrlicht Scene (*.irr), Quake I (*.mdl), Quake II (*.md2), Quake III Mesh (*.md3), Quake III Map/BSP (*.pk3), Return to Castle Wolfenstein (*.mdc), Doom 3 (*.md5*), Valve Model (*.smd, *.vta), Open Game Engine Exchange (*.ogex), Unreal (*.3d), BlitzBasic 3D (*.b3d), Quick3D (*.q3d, *.q3s), Neutral File Format (*.nff), Sense8 WorldToolKit (*.nff), Object File Format (*.off), PovRAY Raw (*.raw), Terragen Terrain (*.ter), 3D GameStudio (3DGS) (*.mdl), 3D GameStudio (3DGS) Terrain (*.hmp), Izware Nendo (*.ndo)

I've found .obj, .dae, and .3ds, and the video game file formats to be the most reliable so far.

I added a list of all Turok 2 objects for - Particles, Sounds, Actors, Voices, Aimations, and Impact Types in the Database tab. You can Right click on any number field to bring up a list of "What is this?" options. This will for example tell you what sound 1364 is with a description.

That's the main highlights. You can see a bit more in the first post as well as a link to download the new version.

Posted by: Dinomite
« on: May 24, 2017, 03:19:26 PM »

Posted by: Revenant32
« on: May 24, 2017, 01:19:44 PM »

Holy fucking fuck. Hey amazing job with this makes me want to use it to bad I am a noob :/ I'm not really sure what I am looking at but I know what it can do to a degree.
Posted by: vis
« on: May 15, 2017, 03:18:27 AM »

 :) Ty for opening new doors, in modding of MP! (gonna use it to make sp char equal to standard mp char : )
Posted by: raul
« on: May 15, 2017, 02:46:17 AM »

Thank you so much  BehemothProgrammer, im really looking foward to using this app to craft tons of static meshes for level ideas i have! Looking forward to more updates and support for static meshes!
Posted by: Duke64
« on: May 14, 2017, 01:05:41 AM »

Awesome!

Great tool, that quick fixing lol. Hey I already understand it. Great work its very interesting to look through. The plans you have that you told me are going to make this one of the best tools I have seen in my times not just for Turok. Its already beneficial and very good layout of a program, I appreciate this work and sure many others do and will also. Keep it up!

Added to Turok Sanctum and on the mappers modders page you can find it under your name also. https://turoksanctum.com/mappers-and-modders/
Posted by: BehemothProgrammer
« on: May 13, 2017, 11:15:19 PM »

Awesome!
Posted by: ilgm
« on: May 13, 2017, 11:02:16 PM »

Works now, thanks. This is great, definitely gonna be useful for modding
Posted by: BehemothProgrammer
« on: May 13, 2017, 10:31:38 PM »

Yeah I just forgot to include something in the .zip file. It should work now...
Posted by: ilgm
« on: May 13, 2017, 09:06:43 PM »

Aight, I might have missed something but upon starting the program I'm hit with this error. I'm running Windows 10 64bit. Is there any kind of dependencies Fireseed requires?

Registered to also post this. Getting the same error
Posted by: DoomMarine23
« on: May 13, 2017, 09:05:38 PM »

Aight, I might have missed something but upon starting the program I'm hit with this error. I'm running Windows 10 64bit. Is there any kind of dependencies Fireseed requires?
Posted by: BehemothProgrammer
« on: May 13, 2017, 07:16:47 PM »

Yup. it's the middleman from a modelling program to Turok 2 and back.
Blender-->Fireseed-->Turok 2
Blender<--Fireseed<--Turok 2
Posted by: Mon-Ark
« on: May 13, 2017, 06:53:11 PM »

So basically the main funciton of this is opening and compilling in wathever format turok2 model files are, right?
Posted by: BehemothProgrammer
« on: May 13, 2017, 05:40:28 PM »

Is this a windows program we won't need unity or things like that? I agree with Rok its a really cool name. Great work!
Yeah it's just a windows program.

Just wanted to vouch my support for this. While someday the SDK may have comparable features to your tools, I think what you're doing is not only very awesome, but very important; it will be a huge shot in the arm for modding. Great work my man, best of luck.
Thanks! Yeah I hope once I'm done with this more people will want to start making mods for Turok.


The first version, v0.5, is available to download now. Right now you can only load, save, and edit values for Skinned Meshs and Animations. You can't import models yet - that's what I'm working on next. Because I'm still working on it, it's possible things might not work perfectly - so backup the animations/skinned meshs before loading/saving even though you probably don't need to, but...just in case.

Program Help:
Once you open a file a list of it's contents are displayed in a Tree on the left side of the window. You can click on certain items in the tree to display their properties that will show in the right side of the window. Most of the data is mesh related and you shouldn't change. The things you most likely do want to change are Hot Points for skinned meshs (You can add/remove them by right clicking them in the Tree view) and Key Frame Actions for Animations (You can add/remove them by right clicking them in the Tree view)
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