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Topic Summary

Posted by: BehemothProgrammer
« on: June 11, 2017, 02:33:34 AM »

1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?

2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.

3) How do you play animations? i didnt see a "play" button.

4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?

I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!

1) I haven't done anything for viewing Animations yet. What you're seeing is the skinned mesh with no bone transforms.

2) You create your animated model in an appropriate format that supports bones and animation like you normally would in your modelling program. Then you'll be able to import it in. You can import the skinned mesh right now but theres no animation yet.

4) I haven't done exporting yet. not sure I will, well maybe....we'll see. If you need to check scale right now you can import a static mesh and compare it to a model in the game such as the endtrail enemy.
Posted by: raul
« on: June 10, 2017, 12:43:06 PM »

Thank you so much for continuing working on this awesome tool! 

Few questions,
1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?

2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.

3) How do you play animations? i didnt see a "play" button.

4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?

I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!
Posted by: Jay Doomed
« on: June 09, 2017, 11:01:38 AM »

A white texture in game means it didn't create a .kmat file. When you imported it did you check the create .kmat file and copy textures checkboxes? Did it look okay in Fireseed and have textures? (if not it should have a white and purple texture) And did you get any messages warnings/info after importing it?

Also note that Turok 2 accepts only .png files for textures, so gotta make sure they are that format in order to successfully copy the textures over.

Thanks dude and it wasn't a problem in your program but a problem on my end not properly setting the model up for importing! Works fine now :) Awesome!
Posted by: BehemothProgrammer
« on: June 07, 2017, 09:18:28 PM »

A white texture in game means it didn't create a .kmat file. When you imported it did you check the create .kmat file and copy textures checkboxes? Did it look okay in Fireseed and have textures? (if not it should have a white and purple texture) And did you get any messages warnings/info after importing it?

Also note that Turok 2 accepts only .png files for textures, so gotta make sure they are that format in order to successfully copy the textures over.

Posted by: Jay Doomed
« on: June 07, 2017, 11:26:36 AM »

So I have converted an obj into a static mesh and I have it in the editor and placeable. So at least I got passed all that but I have one issue.

When importing an obj I always end up with only one surface and its a blank white one. I'm not sure how to import a model with all the surfaces intact if you know what I mean? Any help greatly appreciated.
Posted by: ilgm
« on: June 06, 2017, 09:09:47 PM »

This is great. The database of objects is gonna save a ton of time, thanks
Posted by: Rok
« on: June 05, 2017, 01:36:45 PM »

Yeah I'm one of the first members of this forum and I just want to say THANK YOU for including us. To me it means a lot. You should of seen the forum when it first started... It has grown a lot and things like this here really show that. Anyhow enough about that...just saying +rep +respect for that.

Good work buddy very skilled.
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. :D

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 :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/
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