Author Topic: Turok Level Editor  (Read 150474 times)

Offline Spartan

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Re: Turok ATR viewer/exporter
« Reply #120 on: October 22, 2015, 09:22:45 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.
The Uintatheriums from the second lake from level 3, chapter 1. Those are only in PC, Gamecube and Xbox
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Offline operative lm

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Re: Turok ATR viewer/exporter
« Reply #121 on: October 22, 2015, 09:58:34 PM »
Interesting. Must've missed it, if that's the case. :V

Super Late Edit: Loaded the game up and briefly played through Chapter 1. Looks like most of the baboons from Into the Jungle, most/all of the birds from Jungle Hunter, and the Doedicurus from Hunter's Peril are also missing. Granted, when I played through all of the console versions, I was mostly investigating claims that the Tenontosaurus was replaced by the Parasaurolophus in certain versions, but this is a crazy oversight on my part. :P
« Last Edit: October 23, 2015, 09:46:50 AM by operative lm »

Offline Adon

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Re: Turok ATR viewer/exporter
« Reply #122 on: October 27, 2015, 09:06:53 AM »
Oh also, I have some screenshots of my progress after the past few nights.





So is this a menu and you can select which model to import into a map?
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Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #123 on: October 27, 2015, 11:17:29 PM »
So is this a menu and you can select which model to import into a map?

Yes. On the right is every ACTOR_CODE used in every .atr file. I've alphabetized that list since the screenshots. It was the easiest way I could think of to organize the thousands of objects that there are.

I haven't actually written the code to import the actor into the level yet, but assuming it's as straightforward as I'm imagining, I can have it done in a few days if I get back to work soon. Once that is done all I have to do is fix the rotation tool before I can release another revision.

Offline Duke64

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Re: Turok ATR viewer/exporter
« Reply #124 on: October 29, 2015, 05:19:17 PM »
Its great to hear and the menu does look awesome though I like the look of a clean interface there you got so far with this so far nice job :)
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Offline Jay Doomed

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Re: Turok ATR viewer/exporter
« Reply #125 on: November 02, 2015, 12:35:18 PM »
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Offline Adon

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Re: Turok ATR viewer/exporter
« Reply #126 on: November 18, 2015, 02:40:07 PM »
Wondering if there is any progress lately stinkee can't wait to see more :)
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Offline Jay Doomed

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Re: Turok ATR viewer/exporter
« Reply #127 on: November 19, 2015, 10:29:03 AM »
With the amount of work done on this project and the way you have handled it on your own mostly honestly tells me you could land a job with this somewhere. Maybe if Turok 1 and 2 do good on steam/gog they could be interested in bringing this one to steam also. Of course it all depends on where the rights of this game are but from the looks of things Acclaim/Iguana still owns there rights to previous titles and they only don't own the rights to make new Turok games.

Anyway, keep up the hard work man I honestly could see this getting ported one day to and with all the work you already got done on it I could see them using you as lead developer on the project(maybe Night Dive). Sure its a long shot but hey got to think big :) Even if it doesn't go that way at least all of us can be satisfied playing/editing this game. Thanks for your work man
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Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #128 on: November 19, 2015, 05:22:32 PM »
Hey everyone, sorry for the extreme lack of progress for a while. I've sort of lost my momentum. It happens occasionally. Hang tight I'll be back sometime. Thanks for not losing interest!

Unfortunately given my work patterns, the way I kind of drop off the earth every now and then, I don't think I'm lead developer material for anybody. I don't know if being paid would help either. It's just me. I don't see programming as a job really, it's more of a thing that I do because I love it. It's weird though. It's like.. sometimes I get a kind of creative block and I don't have any internal programming coach to snap me out of it. So I can go on not programming indefinitely until something inspires me.

Don't worry, I haven't forgotten this project or you all. I just need some time to get my fire lit again.
« Last Edit: November 19, 2015, 05:53:08 PM by Stinkee2 »

Offline Rok

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Re: Turok ATR viewer/exporter
« Reply #129 on: November 21, 2015, 02:17:47 PM »
No need to rush either and breaks are fine to buddy never want to over do it and wear yourself out. I'm sure its alot of work. What you done already to me seems like a hole lot! If i can move models around in a map now that's pretty big. Pretty much ppl could be almost redesigning the levels some like this :)
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