Turok: Dinosaur Hunter Forums!
Turok Games => Turok Dinosaur Hunter => Turok Dinosaur Hunter Modding/Mapping => Topic started by: Duke64 on February 09, 2016, 01:14:34 AM
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Small guide on how to export the models for your viewing. The models are packaged inside .bin files. Which is simply a file that has 1 or more objects in each model. The .bin packages them as one. So we need to open the .bin files to extract the obj files from it.
1.) Go inside your game.kpf
2.) Open the models folder and pick the model you want. (Here in my example I will just use the knife)
3.) Make a copy of the .bin file
Here I am copying my choice dyn_knife.bin
(https://duke64nukem.files.wordpress.com/2016/02/exportingturoka.jpg)
4.) Paste the copy of the .bin file directly into Turoks game directory.
5.) Launch Turok and at the main menu open the console by pressing the ~ key.
6.) In the console you need to type exportobj (then insert your file name) and hit enter
Example for me using the knife I must do:
exportobj dyn_knife.bin (hit enter)
(https://duke64nukem.files.wordpress.com/2016/02/exportturokb.jpg)
(be sure to put a space between exportobj and your model choice)
7.) Once you do this you can exit the game and in your Turok folder directory (steam or gog) you should have the file and models ready for view in your choice of software. I use blender and misfit 3d. They should be in your folder like this after the console command.
(https://duke64nukem.files.wordpress.com/2016/02/exportturokc.jpg)
This obj file can be opened in most model software.
Here it is opened in blender
(https://duke64nukem.files.wordpress.com/2016/02/knife-in-blender.jpg)
Since we did exportobj we will have access to all node parts (pieces of the model)
If you want control over the model as one hole object I will write this in another guide.
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Very good Dukey
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Your guides are well explained dude. Worked perfectly! I been trying to get the models out of the bin files but had no idea how. Hope to see more guides like this
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Oh don't worry you will see many more its just a matter of time. I am really busy almost all of my time. But even more on top of that will come out once the editor releases ;) Oh btw thanks very much hope it helps. They will also be featured here. https://duke64nukem.com/category/turok-dinosaur-hunter-guides/
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Small guide on how to export the models for your viewing. The models are packaged inside .bin files. Which is simply a file that has 1 or more objects in each model. The .bin packages them as one. So we need to open the .bin files to extract the obj files from it.
1.) Go inside your game.kpf
2.) Open the models folder and pick the model you want. (Here in my example I will just use the knife)
3.) Make a copy of the .bin file
Here I am copying my choice dyn_knife.bin
(https://duke64nukem.files.wordpress.com/2016/02/exportingturoka.jpg)
4.) Paste the copy of the .bin file directly into Turoks game directory.
5.) Launch Turok and at the main menu open the console by pressing the ~ key.
6.) In the console you need to type exportobj (then insert your file name) and hit enter
Example for me using the knife I must do:
exportobj dyn_knife.bin (hit enter)
(https://duke64nukem.files.wordpress.com/2016/02/exportturokb.jpg)
(be sure to put a space between exportobj and your model choice)
7.) Once you do this you can exit the game and in your Turok folder directory (steam or gog) you should have the file and models ready for view in your choice of software. I use blender and misfit 3d. They should be in your folder like this after the console command.
(https://duke64nukem.files.wordpress.com/2016/02/exportturokc.jpg)
This obj file can be opened in most model software.
Here it is opened in blender
(https://duke64nukem.files.wordpress.com/2016/02/knife-in-blender.jpg)
Since we did exportobj we will have access to all node parts (pieces of the model)
If you want control over the model as one hole object I will write this in another guide.
Hey Duke I read your tutorials that are here and there, great job. I noticed in a few of them you refer to models obtained via exportanimobj as "the model as a hole" and you refer to a model obtained via export obj as "peacies" or was it... " all peacies/parts of a model" followed by if you would like cool over the model as a hole I'll right another tutorial about that, witch led me to your exportanimobj. Correct me if I got this incorrect understandin or something. But I wanted to ask you what you mean by this. Is it now possible for users to utilize exportanimobj for any reason. Just I'm under the impression that it's a I completed cvar command declaration for the console holdin it back from working at all or something. I recall herring down he grape vine ( Kaiser ) that the exportobjanim was incompletely or improperly implemented as featured in there final product ( Turoks kex engine) last time I checked exportanimobj exported in some cases each node as a model into its own file, and in other cases would for some reason... Export the models in a few nodes here and also ever so often a node would be braked up into 2 to 4 faces, then just those faces exported as a model wile the rest of the node is in a ore file. Maby I'm stoned or maby somethings have changed on the scene lol sorry. Also turok4lif and duke64 your the man.
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The stuff you did with models how you did as much as possible and you talked to me the hole time. I learned a thing or two from you while you did that dude so you're the man I think that you could do whatever you set your thoughts to. You understand it almost completely :P But its true its like each piece of a model was connected to a node of its own. I couldn't find anyway to change it, its like it is hard coded. Kaiser is a good guy if he had his way everything would be legally processed and good ready to go :P I was writing those guides and got a little discouraged when the thing I'm best at wasn't here publicly. I like to spill knowledge on to the next and what I am best at is mapping. DooM has been holding my sanity together. If I don't map I will be insane.
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You are already insane Sixty xD. But you put your insanity into your maps and they turn out great ;)
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I used to model some stuff back in the day, but this "nodes" things i never heard before.
I kinda understand the model is split into pieces or groups as N64 textures where all separate pieces instead of a single texture sheet containing everything for a single model.
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Hey all. I have been having some trouble with the model export and could use some help. Any time I use the exportobj command, it only exports the .mtl file and not the obj file. Is there something I am doing wrong? I am using the gog version if that makes any difference.
Hope no one minds me resurrecting an old thread.
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Hi Chilly, this tutorial worked for me just fine. But not gog version, I used the steam version, right that's the difference. You used the regular in game console and not the editor console? And you moved the model (bin) file out of models folder into turok root folder? Worked every time for me. When I made an error there was a note in console that would say .mtl not found or obj not found.
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Hi Chilly, this tutorial worked for me just fine. But not gog version, I used the steam version, right that's the difference. You used the regular in game console and not the editor console? And you moved the model (bin) file out of models folder into turok root folder? Worked every time for me. When I made an error there was a note in console that would say .mtl not found or obj not found.
Yes I have followed the steps above and moved the model into the root file and used the in game console. I have also tried different models and it still gives me the .mtl for any model I export, just not the .obj
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I dunno where Duke is at he must be taking a break, I'll try to help. GoG version might not work right. Steam has updated the editor to v1.0.3, check your version number at the very top border of the editor. I can send you files and see if your engine will import (convertobj). Your using windows eh? which version? I'm win7 home x64 and Turok (steamapps) runs in programs(x86).
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I dunno where Duke is at he must be taking a break, I'll try to help. GoG version might not work right. Steam has updated the editor to v1.0.3, check your version number at the very top border of the editor. I can send you files and see if your engine will import (convertobj). Your using windows eh? which version? I'm win7 home x64 and Turok (steamapps) runs in programs(x86).
Thanks for being so willing to help!
I am running windows 10. At the bottom right corner of the console it said it was Kex Engine 3.3 and Turok Ex 1.4.7. I am not sure if that is right though because last I heard the level editor had not yet been released for the GoG version which is already available for steam.
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in the console yeah: kex 3.3 EX 1.4.8
I was using the export/convert a lot today, and it seemed to be working correctly for me but I was having problems with the results. My scripting skills need help.
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I have the gog version and this works for me. Which model are you trying to export? Are you putting the .bin into your gameroot? Also, be sure to follow the getting started guide from Duke also. You may need to set your game to developer 1 if you haven't yet.
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You may need to set your game to developer 1 if you haven't yet.
Its always the first thing that should be checked from my experience. If this doesn't work let me know. Using gog or steam should be no issue, I also mostly use the gog version.
Here is how if you needed it.
http://www.turokforums.com/t1-moddinguser-content/t1-modding-(get-started)/msg3301/#msg3301
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There seem to be some persistent misconceptions about this stuff. You don't need to extract any files, and you don't need dev mode. You just need to specify the full file path:
exportobj models/whatever.bin
By exporting the model to the game's root, all you're doing is saving yourself from having to type the file's path, while also introducing the need for dev mode, because the game doesn't load any unpackaged files without it.
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There seem to be some persistent misconceptions about this stuff. You don't need to extract any files, and you don't need dev mode. You just need to specify the full file path:
exportobj models/whatever.bin
By exporting the model to the game's root, all you're doing is saving yourself from having to type the file's path, while also introducing the need for dev mode, because the game doesn't load any unpackaged files without it.
Hey. Thanks for all the help everyone. Setting my game to dev one allowed me to get the node objs.
I apologize for not reading the start up guide first. I'll be going through it before I post more questions. Thanks again.
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Wont have to apoligize for missing getting started things. You aren't the first one to do it. Its caused a few ppl to trip themselves. Hope all is good.
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What about keeping the nodes in their respective places and exporting the animations? Is that possible?
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What about keeping the nodes in their respective places and exporting the animations? Is that possible?
What do you mean about keeping nodes in their places?
As for animations, I have honestly had very little luck. I can't seem to be able to export animations nor keep multiple nodes when converting obj to bin.
So as far as I know, it seems impossible right now, to actually edit and produce entirely new models with animations.
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Yeah I tried and had 0 luck alsoits not easy. But judging by smokes t2 shotgun. Its somehow possible I think I seen him mention c++ code. That's far out of my range :D