Author Topic: Turok Level Editor  (Read 149889 times)

Offline Stinkee2

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Re: Turok ATR viewer/exporter
« Reply #150 on: May 04, 2016, 09:09:32 PM »
I've started a code repository so that anyone can use my source code to write their own programs to interface with the Turok formats if they wish. The repository is https://github.com/mdecicco/T4Loader and I also put a link in the original post.

Currently it's pretty limited since I started writing it all over again, but give me about a week and it'll be able to open/save all actor data and all level data. Once I'm done with that I'm going to do a quick rewrite of the actual editor I've been working on using the new code I'm writing now. It might be kind of buggy at first but I want to get something out as fast as possible that you can all use and experiment with.

There is something that I need some help with though. I've learned that there are about a thousand different types of variables that can be modified in the actor files... I do not expect to learn how to use all of these but I plan on making a hierarchical data editor that will allow us to modify any actor variable and any other data in the files, even if we don't know what it is. Using this we can mess with one thing at a time to see how it affects the game. Then maybe we can make a new thread and post our findings so that I can make the editor use the data better.

Offline djdduty

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Re: Turok ATR viewer/exporter
« Reply #151 on: May 05, 2016, 01:31:31 AM »
I've started a code repository so that anyone can use my source code to write their own programs to interface with the Turok formats if they wish. The repository is https://github.com/mdecicco/T4Loader and I also put a link in the original post.

Currently it's pretty limited since I started writing it all over again, but give me about a week and it'll be able to open/save all actor data and all level data. Once I'm done with that I'm going to do a quick rewrite of the actual editor I've been working on using the new code I'm writing now. It might be kind of buggy at first but I want to get something out as fast as possible that you can all use and experiment with.

There is something that I need some help with though. I've learned that there are about a thousand different types of variables that can be modified in the actor files... I do not expect to learn how to use all of these but I plan on making a hierarchical data editor that will allow us to modify any actor variable and any other data in the files, even if we don't know what it is. Using this we can mess with one thing at a time to see how it affects the game. Then maybe we can make a new thread and post our findings so that I can make the editor use the data better.

Expect contributions form me, I've recently learned a lot about reverse engineering byte data! What do you think about using the QT library for the editor? It's cross platform and has all the widget features the editor would need?

Currently I'm spending my free time trying to get the new version of the software started but then I'll have some free time, hopefully.

Offline djdduty

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Re: Turok ATR viewer/exporter
« Reply #152 on: May 05, 2016, 01:56:26 AM »
I made a pull request, https://github.com/mdecicco/T4Loader/pull/1

With that change you can use premake5 to generate project files that will build the library binary for inclusion into other projects. If you use premake in your own project you can even include this premake5 to automatically include the loader library.
« Last Edit: May 05, 2016, 01:28:43 PM by djdduty »

Offline Rok

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Re: Turok ATR viewer/exporter
« Reply #153 on: May 05, 2016, 05:29:28 PM »
Wish that I understood source codes and what not but i feel its to hard to just learn for me. But thanks a ton for continued work towards an editor and stuff. Maybe it will be the only Turok editor
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Offline Duke64

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Re: Turok ATR viewer/exporter
« Reply #154 on: May 06, 2016, 05:16:17 PM »
I've started a code repository so that anyone can use my source code to write their own programs to interface with the Turok formats if they wish. The repository is https://github.com/mdecicco/T4Loader and I also put a link in the original post.

Currently it's pretty limited since I started writing it all over again, but give me about a week and it'll be able to open/save all actor data and all level data. Once I'm done with that I'm going to do a quick rewrite of the actual editor I've been working on using the new code I'm writing now. It might be kind of buggy at first but I want to get something out as fast as possible that you can all use and experiment with.

There is something that I need some help with though. I've learned that there are about a thousand different types of variables that can be modified in the actor files... I do not expect to learn how to use all of these but I plan on making a hierarchical data editor that will allow us to modify any actor variable and any other data in the files, even if we don't know what it is. Using this we can mess with one thing at a time to see how it affects the game. Then maybe we can make a new thread and post our findings so that I can make the editor use the data better.

Thanks very much Stinkee for this and djdduty really nice to see and it gives me hope. It seems I had a github account already so I followed you guys and Permanull on there and of course all the projects themselves to.
« Last Edit: May 06, 2016, 05:16:54 PM by Duke64 »
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Offline djdduty

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Re: Turok ATR viewer/exporter
« Reply #155 on: May 06, 2016, 07:51:07 PM »
If anyone IS interested in contributing, I've started a repository for a QT based editor using the T4Loader library here: https://github.com/djdduty/T4Editor I've just started it and haven't had much time to work on it, but hopefully it blossoms into something great!
« Last Edit: May 06, 2016, 07:52:55 PM by djdduty »

Offline PNill

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Re: Turok ATR viewer/exporter
« Reply #156 on: May 07, 2016, 06:33:31 PM »
If anyone IS interested in contributing, I've started a repository for a QT based editor using the T4Loader library here: https://github.com/djdduty/T4Editor I've just started it and haven't had much time to work on it, but hopefully it blossoms into something great!
Since getting a hold of my old friend he had also reminded me that he had created a Map editor using blender scripts if you're familiar with python you can find em here,
http://www.mediafire.com/download/u3he8m6vh97ci0t/BlenderTurok.rar

Not sure if they'll offer anything you two don't already know but I know he was able to load MTF properly and such.

Offline Jay Doomed

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Re: Turok ATR viewer/exporter
« Reply #157 on: May 25, 2016, 09:48:58 AM »
If anyone IS interested in contributing, I've started a repository for a QT based editor using the T4Loader library here: https://github.com/djdduty/T4Editor I've just started it and haven't had much time to work on it, but hopefully it blossoms into something great!

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Offline Revenant32

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Re: Turok ATR viewer/exporter
« Reply #158 on: August 11, 2016, 01:33:04 PM »
Damn good work please do more :(

Offline djdduty

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Re: Turok ATR viewer/exporter
« Reply #159 on: November 17, 2016, 04:14:30 AM »
Stinkee and I have both been pretty busy with work lately, so we of course haven't had time to work on my hobby projects sadly. I got a bit restless and decided to finally jump back in to something at least, so I rebooted this project. It no longer relies on our game engine (Silk) but unfortunately that means that it has gone backwards in progress significantly.

Currently I have ported over Stinkee's parsing library and have a scene mostly rendering correctly, You'll all be glad to know that it is WAY faster than it was previously.

If you don't know how to read performance numbers, it was previously running at around 80 or 90 fps on my machine, which means it took about 12 milliseconds per frame.

The total frame time in these screen shots is between 1.1ms and 4ms(although that one was an outlier, I haven't observed it being that slow since.) Which is aproximately 250fps - 900fps (VSync is on, so it's locked at 60fps, that's why it says 59.xx up there). It won't run this fast when it's done, as there will be UI and other things, along with the fact that my computer is a bit beefier than most, but you should be able to expect smooth performance on almost any computer.



Transparency still needs to be fixed, some times there is a visual artifact that I suspect has to do with sorting.

Here it is without any transparency.


I still have to figure out why actors in the world aren't loading / displaying and then I have some work to do before a release.

Current TODO:
Fix dynamic objects to display in the world properly (Probably has something to do with the object transform making them somewhere offscreen?)
Create a proper camera implementation.
Port windowing and input to SDL.
Implement imGui rendering for basic gui support.
Resource management.
Create proper scene classes and add the ability to modify scene objects.

At that point it will be caught up with where it was previously, and real progress can be made!

 

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