Author Topic: Turok Level Editor  (Read 150498 times)

Offline Froglegs

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Re: Turok ATR viewer/exporter
« Reply #110 on: October 16, 2015, 10:13:06 PM »
I am really loving that actor browser so far, do you think it would be possible to have a sound browser implemented with the program as well?

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #111 on: October 16, 2015, 11:54:17 PM »
I am really loving that actor browser so far, do you think it would be possible to have a sound browser implemented with the program as well?

It's only possible if I can find out how the game references the sound files. As you may know, all of the thousands of sound files are not named descriptively at all. They're not even in separate directories. Not only that, but the actor files don't use filenames for sounds like they do for references to texture or mesh files. I haven't seen too much of how they do it so far, but if I can figure it out I would like to make some kind of sound browser thing.

Offline Duke64

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Re: Turok ATR viewer/exporter
« Reply #112 on: October 17, 2015, 12:29:02 AM »
Great job so far though Stinkee this is great, I can't give much programming advice I am not into deep for that i got out while I could.. but I understand some of it xD. Its a bit much for me because I am to busy seriously but if you make it possible to make levels I will show you something :P Thanks for hard work keep it up.
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Offline operative lm

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Re: Turok ATR viewer/exporter
« Reply #113 on: October 17, 2015, 12:35:00 AM »
It's only possible if I can find out how the game references the sound files. As you may know, all of the thousands of sound files are not named descriptively at all. They're not even in separate directories. Not only that, but the actor files don't use filenames for sounds like they do for references to texture or mesh files. I haven't seen too much of how they do it so far, but if I can figure it out I would like to make some kind of sound browser thing.

Since you already need part of it for the actor browser, would you be willing to make a separate model viewer once you have everything up and running? Perhaps with viewable animations and the ability to add accompanying models (weapons, helmets), if it's not too much to ask? :P

(let's just lob more things to do at stinkee)

But seriously, I'm incredibly excited by all of this. Thank you for your work!
« Last Edit: October 17, 2015, 12:35:39 AM by operative lm »

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #114 on: October 18, 2015, 12:46:30 AM »

Since you already need part of it for the actor browser, would you be willing to make a separate model viewer once you have everything up and running? Perhaps with viewable animations and the ability to add accompanying models (weapons, helmets), if it's not too much to ask? :P

(let's just lob more things to do at stinkee)

But seriously, I'm incredibly excited by all of this. Thank you for your work!

Do you mean just for the animated models or for any model in the game?

I'm not sure yet where the actor accessories come in, I mean whether they're added through the game's code or defined in the files. If they are defined in the files then I will write the code that will give them their accessories in the viewer. Otherwise I can make it a manual process in a separate model viewer. I know that the accessory attachment points are defined in the actor files along with some skeleton and animation information. So animation viewing is definitely possible and I plan to implement it in the future. That will come after the next revision.

I like when people suggest things. It makes me feel like what I'm doing isn't a waste of time. I'm excited as well, mostly to see what people do with it but also because I love this game and I want to get just a little more life out of it if I can. The PC version is a less quality product than the PS2 version. I think that with a tool like this we could improve it enough that it actually becomes worth playing for me.

It would be a dream come true if I could somehow enable online multiplayer. Unfortunately I think the best we could possibly get would be "multiplayer" with a constant flow of enemies from enemy generators placed around the maps. Even that might be a stretch depending on how much is hard coded into the game.

I've been taking a break for a few days by the way, I haven't made much progress since my last screenshots.

Offline operative lm

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Re: Turok ATR viewer/exporter
« Reply #115 on: October 18, 2015, 01:40:06 PM »
I meant a viewer for every model, but I'll take what I can get. :P  And I'm sure enabling multiplayer is possible somehow; the PC version's just the Xbox version deep down, right? It might take entirely more code work than you might be willing to do, but still. :V

If you ever figure out how the sounds work, I wonder if it'd be possible to mod a replacement for the PC version's music? It's... of fairly poor quality.

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #116 on: October 21, 2015, 08:49:43 AM »
I meant a viewer for every model
Do you mean like a stand alone application specifically for viewing the game models close up and independently? But also have it able to show animations for actors that are animated as well as have the ability to equip them with various attachments? I just want to be clear on what you want.

I wonder if it'd be possible to mod a replacement for the PC version's music? It's... of fairly poor quality.
That is definitely possible. That's a good idea actually, someone could probably even rip the music from the PS2 game disk.


Edit:
Oh also, I have some screenshots of my progress after the past few nights.



« Last Edit: October 21, 2015, 08:54:12 AM by Stinkee2 »

Offline operative lm

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Re: Turok ATR viewer/exporter
« Reply #117 on: October 21, 2015, 12:13:51 PM »
Do you mean like a stand alone application specifically for viewing the game models close up and independently? But also have it able to show animations for actors that are animated as well as have the ability to equip them with various attachments? I just want to be clear on what you want.

It doesn't really matter, I guess. I was originally thinking a stand alone application, but if it's easier to run it in the main Viewer, then that's perfectly acceptable. :P

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #118 on: October 21, 2015, 09:49:17 PM »
I could add a button to the window in the screenshots for opening a window with a larger view of the object. The new window could also have some stuff for selecting animations to view and adding accessories to character actors. Then after viewing/adding accessories to the actors, they could be imported to the scene if desired.

Offline operative lm

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Re: Turok ATR viewer/exporter
« Reply #119 on: October 22, 2015, 08:55:49 PM »
A few months ago I played through the three console versions to investigate the claims of console-exclusive content for the wiki, and I couldn't find anything. If anything had been cut, it was likely smaller things (bugs, birds, etc.), as all of the other (readily noticeable) creatures/enemies were accounted for across the board.

 

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