Author Topic: Turok Level Editor  (Read 149891 times)

Offline PNill

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Re: Turok ATR viewer/exporter
« Reply #130 on: December 13, 2015, 02:05:53 AM »
Very awesome project,
I was making an dynamic object placement/position editor based on 2D overhead view of the maps back in 07 due to the fact myself and 3D programming don't currently get along.

Seeing this and seeing life in Turok: Evolution in general after the work I put into it in the past is a breath of fresh air, I've been reversing a lot of the structures so if there's something you don't have yet let me know, I've also posted a file full of the object data on the forum here.

Hopefully we can all work together to bring Turok: Evolution HD+MP to life :)

P.S.
I noticed your post here:
http://assemblergames.com/l/threads/greetings-any-turok-1-or-turok-4-fans.41079/#post-605128

I made a similar post and spoke with ASSEMBLER about the Quagmire engine source before he did the huge acclaim dump.

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.

And I understand completely, I've had a similar "writers block" with my Halo 2 project ( http://www.thedefaced.org ) I call Project Cartographer which aims to improve the halo2 PC multiplayer as well as restore it's functionality because Microsoft shut it down.
« Last Edit: December 13, 2015, 02:53:01 AM by PermaNull »

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #131 on: December 13, 2015, 03:06:41 PM »
Very awesome project,
I was making an dynamic object placement/position editor based on 2D overhead view of the maps back in 07 due to the fact myself and 3D programming don't currently get along.

Seeing this and seeing life in Turok: Evolution in general after the work I put into it in the past is a breath of fresh air, I've been reversing a lot of the structures so if there's something you don't have yet let me know, I've also posted a file full of the object data on the forum here.

Hopefully we can all work together to bring Turok: Evolution HD+MP to life :)

What have you discovered about the formats? Right now I think I've got a problem with reading indices of animated actors. You may notice some stretched polygons between some of the actors.

(Note: I've fixed the bad rotations on the foliage since then)
I'm a bit intimidated by the task of writing a whole new engine just for Turok multiplayer, which is what I'm sure it would come down to, but with some help I think it would be very doable.
Also, Do you know anything about the way the game indexes sounds?

P.S.
I noticed your post here:
http://assemblergames.com/l/threads/greetings-any-turok-1-or-turok-4-fans.41079/#post-605128

I made a similar post and spoke with ASSEMBLER about the Quagmire engine source before he did the huge acclaim dump.
I forget what I said in that post, and I'm getting a gateway error when I try to visit the page even by looking it up on google. I think I read a post recently that said something about someone asking him not to release the source code that he found. How unfortunate.

And I understand completely, I've had a similar "writers block" with my Halo 2 project ( http://www.thedefaced.org ) I call Project Cartographer which aims to improve the halo2 PC multiplayer as well as restore it's functionality because Microsoft shut it down.
That must have been very frustrating and disappointing. I'm sorry you got shut down.
« Last Edit: December 13, 2015, 03:09:03 PM by Stinkee2 »

Offline PNill

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Re: Turok ATR viewer/exporter
« Reply #132 on: December 13, 2015, 06:50:58 PM »
I think there's been a lot of mis-understanding when you were reading my post.. So I'll clarify.

What have you discovered about the formats? Right now I think I've got a problem with reading indices of animated actors. You may notice some stretched polygons between some of the actors.

(Note: I've fixed the bad rotations on the foliage since then)
I'm a bit intimidated by the task of writing a whole new engine just for Turok multiplayer, which is what I'm sure it would come down to, but with some help I think it would be very doable.
Also, Do you know anything about the way the game indexes sounds?

What I've discovered about the formats has more to do with the stuff you're not specifically interested in like scripted events and such due to the fact I needed some of it to create my Multiplayer Modification, but I'm willing to assist in figuring out the things you're lacking and the whole thing is pretty simple to reverse.

I was not talking about writing a whole new engine and I've made an entire multiplayer (Online) modification for Turok: Evolution before, I just lost the code and stopped working on it after 2012 and that was something I was working on, on and off since 2007.

I have no idea how the game indexes sounds I know how the menu systems work so far, but I can figure that out and get back to you as I'm not just opening the files in hex editors and guessing  but reverse engineering how the game actually loads the data in it's engine.

Assembler Games
The source was released for Quagmire engine it's just outdated in comparison to what Turok: Evolution is actually based on so a lot of the new implementations aren't there and the information like ATR loading or god files is very specific to Turok itself so you won't find anything about those file formats from what I've seen.

There's not even actor objects/classes in the released engine source.
Code: [Select]
https://ia802707.us.archive.org/23/items/acclaim_discs/Quagmire_PSX_DREAMCAST_N64_devtools.iso

At this point in time I'm sure you know more about the ATR/ATI file formats then I'm aware of, but with the reversing knowledge I've got I'm sure I could be of some assistance.

I'm also curious if you've checked this link out yet,
http://www.turokforums.com/turok-evolution/turok4-god-aka-gameobjectdata-txt/

That must have been very frustrating and disappointing. I'm sorry you got shut down.

I didn't get shut down, what I meant was I've been lacking motivation to work on it due to the fact I went on a binge programming and reversing knocked a crap ton of stuff out and the now I'm just at a standstill unsure if I even want to work on it any longer.

Part of that has to do with the fact I was doing the development alone no one else involved knew any C/C++ nor assembly so it was quite boring.

What I meant when I said Microsoft shut it down was that they disable the original multiplayer functionality and my modification/hack brought it back in a new way so players could continue to play the game together even after it was shut down.

I also hooked various engine functions in order to make new game variants/game types like GunGame which halo has never seen before.

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #133 on: December 13, 2015, 07:55:50 PM »
Ah, okay. Sorry for the misunderstandings. My mind is in another place.

How did you manage to enable online multiplayer? I assumed that support for that was basically nonexistent since they greyed out the menu option. Also, I am interested in the scripting data as having the ability to change the behaviors of things would be absolutely useful in the level editor.

I just looked the file you posted, it could be very useful to me for decoding even more data more easily. I wish we had access to the files #included from it as well. It would be a GODsend.

Let me know if you'd like to see the source code I use for loading ATI/ATR/MTF files.

I can figure that out and get back to you as I'm not just opening the files in hex editors and guessing  but reverse engineering how the game actually loads the data in it's engine.

What tools do you use to do this? I have IDA Pro but I haven't learned how to use it effectively yet.

Offline Rok

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Re: Turok ATR viewer/exporter
« Reply #134 on: December 13, 2015, 08:06:09 PM »
A level editor and multiplayer could be pretty nice and co op mode if it was possible. I don't want to over reach but all of that would surely revive this game better then it was before.
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Offline PNill

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Re: Turok ATR viewer/exporter
« Reply #135 on: December 13, 2015, 08:34:25 PM »
A level editor and multiplayer could be pretty nice and co op mode if it was possible. I don't want to over reach but all of that would surely revive this game better then it was before.
I've seen various info about co-op in the engine, if it was in the actual game on other consoles (Xbox specifically) we could easily re-enable it and synchronize AI data over the network as well after completing the basic Multiplayer stuff.

Ah, okay. Sorry for the misunderstandings. My mind is in another place.
No problem.

How did you manage to enable online multiplayer? I assumed that support for that was basically nonexistent since they greyed out the menu option. Also, I am interested in the scripting data as having the ability to change the behaviors of things would be absolutely useful in the level editor.

There was no "Online" functionality previously, what I did was first enabled the split-screen multiplayer (This is a port of the Xbox Original version) so the code for the multiplayer split-screen is still there.

I reverse engineered the player structures, including the information needed to spawn the player's object using it's constructor which causes the player to actually be placed on the map then once you know the offsets of the flags that control things like jumping, animations, shooting etc you just synchronize it over the network and manipulate it using an injected dll.

Beyond that I disabled the split screen rendering (HUD elements, and separate view port), the camera was left in-tact due to the fact we were using the x/y of the camera to determine where the player should be shooting and just synchronizing the fire action, it was horribly synced and I need t come up with a better method to handle this in the future.

The only way anything was synchronized in the past was via constant while loops rather then hooks around things like damage functions which is when I should've synchronized the data but I'm starting to wonder if it'd be better to build a snapshot of information and send that.... I've got some obvious research to do there.

Right now the state I'm at is I'm attempting to track down the main rendering loop in the engine again so I can disable the split screen rendering stuff,
There are graphics issues that come along with enabling the split-screen multiplayer (all players are invisible, I have no idea why I wasn't the one who fixed it previously) though they're visible in the death camera so I'm not 100% sure what's changing but I think it's a rendering setting.

Here's the video I've posted in the other thread I created about the Multiplayer functionality.



There are tons of bug fixes I applied the first time I did this, like a fix for the pistol zoom crash which I've already re-done again, a fix for the spider mine crash, as well as the invisible players.
I just looked the file you posted, it could be very useful to me for decoding even more data more easily. I wish we had access to the files #included from it as well. It would be a GODsend.

Let me know if you'd like to see the source code I use for loading ATI/ATR/MTF files.

That'd be pretty cool, so far the way I handled it was just writing a 010 template and doing manual modifications I just started working on this all again last night and stumbled across this forum,
So far what I've modified is I've replaced the MainMenu's "Cheats" option with the Multiplayer screen atr and then modified MultiplayerJoin.ati to disable the 3rd and 4th player's input removed the "back" definition from player 2 as it technically has no ability to control the menu option then forced it to select a player to begin with as if a second player had already completed the join action once you've reached the menu and is ready to play.

Then there was some trickery with the player 1 that had to be done to allow them to select their player.


What tools do you use to do this? I have IDA Pro but I haven't learned how to use it effectively yet.

IDA Pro, OllyDBG, and memory tools like http://www.memoryhacking.com and Cheat Engine in order to find player objects faster in memory.

I.E. search player's health, break point on write access to the area of memory and then reverse engineer the offset to determine the base player object pointer
Which I've just done and it's allowed me to determine the x,y,z cords of the player position in real time as well as their camera position so far just by guessing information.

Not only that but watching the memory change in real time you can easily determine things like current weapon, ammo, scaling information, animation indexes, 'firing' and etc.

P.S.

I believe I've added you on Skype Stinkee.

Update
I also made a video demonstrating the rendering issues maybe with your knowledge of 3D/D3D/OpenGL programming you can provide some insight on possible theories of why this would happen and ways to fix it,
http://www.turokforums.com/turok-evolution/pc-version-multiplayer-online-modification/msg3140/#msg3140

EDIT:

I'm also curious if you've looked into the .tre files or their format at all I decided to grab the Game Cube and Xbox copies of the game and it seems they each pack all of the game's data into these archives, I could attempt to figure it out but don't want to re-invent the wheel if it's been done.
« Last Edit: December 14, 2015, 10:53:15 AM by PermaNull »

Offline Duke64

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Re: Turok ATR viewer/exporter
« Reply #136 on: December 16, 2015, 02:34:19 PM »
There are a lot of people asking for this game on the steam Turok discussions.... Might want to keep it up man its getting a lot of demand
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Offline Rok

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Re: Turok ATR viewer/exporter
« Reply #137 on: December 19, 2015, 02:05:50 PM »
Night dive publishes games I mean even on the store page it says Night Dive is the publisher. Kaiser is the developer but it still says Iguana Entertainment. So if anything a few names could be in the credits like in t1 it has developer credits additonal level design and quality assurance people. if Night Dive published it wouldn't be a bad thing though. Something like getting the rights to publish a game could be pricey. I think if you all really make this game better and what not maybe it will grab interest to use you guys work and marked as the dev team? But you should keep your sources hidden besides a few ppl who work on it so you can keep this hardwork within the group here.
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Offline MaxMan

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Re: Turok ATR viewer/exporter
« Reply #138 on: December 21, 2015, 03:16:25 PM »
But you should keep your sources hidden besides a few ppl who work on it so you can keep this hardwork within the group here.

Yeah guys since Turok is becoming a bit more available with its rights and stuff I got to agree with this. People aren't nice they could just take your work here.

Offline Rok

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Re: Turok ATR viewer/exporter
« Reply #139 on: January 21, 2016, 01:36:54 AM »
Still hoping your in gear or at least still motivated buddy. Made so much progress here.
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