Author Topic: Turok Level Editor  (Read 150463 times)

Offline Froglegs

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Re: Turok ATR viewer/exporter
« Reply #100 on: October 08, 2015, 12:05:26 AM »
The new content that is posted in this thread every time I view it never ceases to amaze me. What started as a viewer is already now close to adding new things to existing maps. Do you have plans to give the ability to create entirely new maps with this program in the future?
« Last Edit: October 08, 2015, 12:11:11 AM by Froglegs »

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #101 on: October 08, 2015, 05:03:53 AM »
The new content that is posted in this thread every time I view it never ceases to amaze me. What started as a viewer is already now close to adding new things to existing maps. Do you have plans to give the ability to create entirely new maps with this program in the future?

I'm not sure how long things like this usually take, It does seem to be moving along pretty quickly with the exception of the week or two where I was doing nothing. And I do plan to add that functionality in the future. I'm not sure how it will work with the actual game though, new levels might have to go in place of an existing levels.

Another thing I plan to do is see what I can do about enabling the multiplayer capabilities. I imagine that it might be a data driven thing, meaning I can change the menus up to get it to load a multiplayer level with a game mode even without a second or third or fourth player. That's as far as I expect it to go though, the rest is probably in the game's code unfortunately. So we would only be able to get to fight AI in multiplayer mode and they'd probably never actually play the games. Just try to kill you.

If that's not a viable option, there must be some .ATR data in the menu files that means "Load this level when selected". If that's the case, then we might be able to get a main menu option for loading user created levels, which would be cool.

Offline Rok

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Re: Turok ATR viewer/exporter
« Reply #102 on: October 08, 2015, 10:59:15 AM »
This is nothing short of amazing :) dream coming true.
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Offline djdduty

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Re: Turok ATR viewer/exporter
« Reply #103 on: October 08, 2015, 02:03:24 PM »
I am still really unhappy with the frame rate, I constantly pester Stinkee about it. so you guys probably won't see much from me in the way of visual improvements, I'll be busy investigating and possibly re-doing our back end rendering for a while until I'm satisfied that there isn't some core problem eating up frame time.

Offline Adon

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Re: Turok ATR viewer/exporter
« Reply #104 on: October 09, 2015, 01:54:53 PM »
Take your time. Better late than never.

Exactly this ^ plus we aren't going anywhere :P There hasn't been a Turok editor since 1997 so even another year or so wouldn't even hurt take as much time as you guys need really :)
« Last Edit: October 09, 2015, 01:55:24 PM by Adon »
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Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #105 on: October 13, 2015, 09:54:48 PM »
Progress update:
I've updated part of the loading/saving code to make it even more forward-compatible with still unknown data block types.
I've also started working on both the object manipulators and the garry's mod style object loader. Here are some screenshots:








As you can see, it's still quite messy. I'm still working on it, when it's done the objects will be centered and viewed from an angle that makes them more easy to see. They also won't be upside down.

The list on the right is a list of actor types (named ACTOR_CODE in the .ATR files), and when you click on them the grid on the left displays all of the objects in the game with the same actor type. This was the easiest and most sensible way for me to sort the large amount of objects and make them easier to find. Interestingly, there are exactly 100 types of actors. The range of types is wide and gives me hope that the levels that can be made with this tool will be at least as immersive and intense as the actual game levels.

Here's the state of the object manipulator
« Last Edit: October 13, 2015, 10:40:33 PM by Stinkee2 »

Offline The_EyeofTurok

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Re: Turok ATR viewer/exporter
« Reply #106 on: October 14, 2015, 11:38:02 AM »
Wow! every time I check back here you are making mile stone updates my man.

Progress update:




Here's the state of the object manipulator


These 3 images are beauties! Looks like enemy placement and enemy spawn points...This is just getting closer and closer and its so exciting. You guys rock!
They are watching

Offline Adon

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Re: Turok ATR viewer/exporter
« Reply #107 on: October 14, 2015, 12:58:19 PM »
It is very exciting seeing the dinosaurs and weapons in this format Stinkee!

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Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #108 on: October 14, 2015, 02:56:21 PM »
I Noticed it said "Clubpickup" in one of the pictures. Thats very odd seeing how you never pick up the club ingame. You start with it instead.

It gets more odd as you go through. I've seen some clown heads and rubber ducks, and this weird little cartoonish character called "JINX"

Offline operative lm

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Re: Turok ATR viewer/exporter
« Reply #109 on: October 14, 2015, 05:10:15 PM »
But the clown was the best part about Evolution. :V



Jinx was the original name for Acclaim's Vexx. Why a couple of Vexx models got packed in with Evolution is a mystery (probably the same reason for all of the random test models: nobody bothered to delete them :P ).

 

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