Author Topic: Turok ATR viewer/exporter  (Read 69890 times)

Offline Drahsid

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Re: Turok level viewer/exporter
« Reply #20 on: September 01, 2015, 04:57:31 PM »
Wow! I'm impressed. Great work.
Well that didn't work

Offline Stinkee2

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Re: Turok level viewer/exporter
« Reply #21 on: September 01, 2015, 05:27:42 PM »
Really nice work history in the making in my eyes
I hope you're right about that, because this is taking a minimal amount of effort for me compared to other things I've coded. Perhaps my future will not be as eventless and depressing and homeless as I had previously projected. I've never worked with a professional programming team in the actual games industry before so I have almost no reference level for how skilled I am.
Did you mean that I'm developing a nice work history, or that this is history in the making?

Thank you so much for this tool my friend! Im going to try it! I really want to remake this in UE4!
You're welcome. I'll post the windows/os x binaries and a quick set of instructions in the near future so that anyone who wants to look at things can have that chance without having to wait until it's done. Currently all you can do with it is fly through the level and look at stuff, but it is pretty cool to see how things look from perspectives not normally achievable through the game.

And thank you everyone who has said encouraging things about this project. Feels good man.
« Last Edit: September 02, 2015, 12:27:35 AM by Stinkee2 »

Offline Spartan

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Re: Turok level viewer/exporter
« Reply #22 on: September 01, 2015, 08:52:23 PM »
One question, where I can download the viewer?
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Offline Stinkee2

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Re: Turok level viewer/exporter
« Reply #23 on: September 01, 2015, 09:07:49 PM »
Nowhere yet. If you're on a Mac then I can get you a version as soon as I get it working again, it's currently in a broken state between not having support for actor instances and having support for actor instances.

Offline Stinkee2

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Re: Turok level viewer/exporter
« Reply #24 on: September 02, 2015, 12:41:38 AM »
I've made progress!
The program can now successfully load all types of formats except for the skeletal animation files (.AMC), unless I'm forgetting something.

Some notes on the formats (PC version):
-.MTF static models only
-.ATF animated models (only?)
-.ATR actor definition files (meshes, textures, actor properties referenced/defined here)
-.ATI actor instance data (only present with level files, defines actor placement, rotation,scale, and some other things I haven't figured all the way out yet)

Since I started this project with not much knowledge about the formats, my code is full of experimental and messy stuff and it's not optimally structured. So I'm going to rewrite the loading code and try to remove all of the bugs I can and then after that I will add support for displaying (not animating, yet) the animated meshes (tal'set, enemies, animals, dinosaurs). After that's completed I'll see what I can do about editing and saving the files again in a way that the T4 engine can read without crashing.

Enjoy these screenshots. Or don't. Some of them reveal some never before visualized (for the public) information such as camera placement, enemy "cover" positions, possibly enemy path markers? I'm not entirely sure what the green things are yet.










Don't mind the Z-buffer fighting in the following images, or the rainbow textures. The rainbow is an animated color gradient texture that my rendering engine uses when objects that require textures are rendered without textures. Apparently there is a water plane with a texture and another one without one, I'm not sure what that's about either.



I also found this in the first level, I don't think I've ever seen this gun in the game before.
« Last Edit: September 03, 2015, 01:22:15 PM by Stinkee2 »

Offline Spartan

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Re: Turok level viewer/exporter
« Reply #25 on: September 02, 2015, 09:43:15 PM »
Probably was a prototype of the minigun
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Offline Adon

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Re: Turok level viewer/exporter
« Reply #26 on: September 03, 2015, 12:04:16 PM »
This is really amazing Stinkee you are awesome at this. I doubt anyone has seen this stuff before from this perspective, besides the development team of course. ^^

Also, its both. Your making a great work history plus making history. I am sure if you finish this and possibly some other stuff for Turok you could land a job somewhere since no one has really broke the universe of Turok coding and level editors etc etc. So its both keep it up!
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Offline Stinkee2

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Re: Turok level viewer/exporter
« Reply #27 on: September 03, 2015, 01:20:41 PM »
I can load most levels now complete with all of the static meshes and dynamic actors that are contained within it. I'm having some trouble with the index lists for the .ATF files though, you'll notice in each of the character models there will be some stretched polygons. I'm not entirely sure how the index lists (Header type CBUS) work yet.

Unfortunately I won't be able to have level/actor editing capabilities until I understand and can rebuild all of the data in any of the files exactly the way that the original engine tools did. I think I can do it, I might need to get back in contact with some people from Acclaim otherwise it could take a while if I don't get lucky.

Anyway, I've taken a bunch of screenshots for peeps to look at.


















Here's a funny thing that happened:
« Last Edit: September 03, 2015, 01:23:20 PM by Stinkee2 »

Offline Komenja

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Re: Turok level viewer/exporter
« Reply #28 on: September 03, 2015, 01:57:24 PM »
^ Well, I know what I'm going to have nightmares about for the rest of the month...

Dude, this is crazy awesome what you're doing here. Keep up the good work!
"I am Turok, Son of Stone! Turok of the Kiowa-Apache! Turok, the Hunter! I won't forget these things, nor will I forget how to use my weapons: my bow... my brain... my knife! However, I'm no fool... I'll keep the gun, too."
- Turok #0, 1995

Offline Adon

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Re: Turok level viewer/exporter
« Reply #29 on: September 03, 2015, 02:07:20 PM »
Don't worry Stinkee take your time :) its amazing I don't think another word could quite explain this.

^ Well, I know what I'm going to have nightmares about for the rest of the month...

Yes nightmares of Tal'Chest :P
I AM ADON