Topic Summary
Posted by: Jay Doomed
« on: June 05, 2017, 12:54:20 PM »
100% agree with 64 here appreciate this very much. I don't need to use this yet but when I get to that point I know for sure this will help me a shit ton. I was experimenting with it though. It is top of the line pro work agreed.  Yes thank you for including the forum here and the other related communities sanctum and the facebook looks like you got them all. Really damn good work, there's no way I can do that programming yet and make my own app that does custom things for a specific game/engine! Thanks dooooood. I might get some questions when I go to use it for real on my project but I see you have guides coming soon so who knows.
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  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?
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