Turok
Turok Modding and Modding Questions
im not the man to answer modding questions, but ill try to make something. ill ask questions and try to keep them here. also i know not much but i can try to answer things myself for others.



what do you think the deal is with the .bin files in the models folder. there is only two possiblitys: 1. its a container file and the 3d model itself and futher materials for it are inside.

or

2: the file is a model of somekind itself and the file format was simply renamed to .bin ( this use to be commen practice)

what model format you think they use in gmae? maby mdl , md2 or something of some sort? if anybody gets further then i have on these .bin files please will you let me know? thanks for any reply. <3
Last edited by Snake Plissken; Dec 20, 2015 @ 11:55am
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Showing 1-15 of 17 comments
DoomMarine23 Dec 20, 2015 @ 12:08pm 
Yeah I'm trying to figure it out myself. I thought they were a container but I can't seem to find anything in them.
Snake Plissken Dec 20, 2015 @ 12:17pm 
i found something. i checked out random parts of the bin file in hex and came across this: materials/mat_
weapon_rifle01/s
urf_499_0200A.

this could be a hint to aid us in better understanding the model or model container. wicth ever it may be. small chance it may be a container file after all becuse it may have a folder named materials in it. but idk yet still researching myself.

also nice to here someone else is intrested in how the game works. or modding.

i did come across a reference of nintendo 3d models with a .bin extension

i have also came aross references of 3d model file formatts being renamed for use with nintendo consoles.

i will keep looking into it myself and ill let you know what i do or come up with. it sure would be nice to get new animated models into the game. and with some script refrence and a level editor i would be made in the shade ;) ( happy)

edit: sorry for my spelling.
Last edited by Snake Plissken; Dec 20, 2015 @ 12:20pm
DoomMarine23 Dec 20, 2015 @ 12:38pm 
Your spelling is alright. Yeah I'm very into modding and game development myself as well. I hope we can figure something out.
Kaiser  [developer] Dec 20, 2015 @ 1:01pm 
Originally posted by Snake Plissken:
im not the man to answer modding questions, but ill try to make something. ill ask questions and try to keep them here. also i know not much but i can try to answer things myself for others.



what do you think the deal is with the .bin files in the models folder. there is only two possiblitys: 1. its a container file and the 3d model itself and futher materials for it are inside.

or

2: the file is a model of somekind itself and the file format was simply renamed to .bin ( this use to be commen practice)

what model format you think they use in gmae? maby mdl , md2 or something of some sort? if anybody gets further then i have on these .bin files please will you let me know? thanks for any reply. <3

This should go into the modding forums, but whatever.

Bin is a custom binary format for models. There's two versions of .bin, one for models and the other for animations. There are tools to export these models as .OBJ and import .OBJ back to .BIN files and I will be making a post on that very soon.
Kaiser  [developer] Dec 20, 2015 @ 1:03pm 
Originally posted by Snake Plissken:
i found something. i checked out random parts of the bin file in hex and came across this: materials/mat_
weapon_rifle01/s
urf_499_0200A.

this could be a hint to aid us in better understanding the model or model container. wicth ever it may be. small chance it may be a container file after all becuse it may have a folder named materials in it. but idk yet still researching myself.

also nice to here someone else is intrested in how the game works. or modding.

i did come across a reference of nintendo 3d models with a .bin extension

i have also came aross references of 3d model file formatts being renamed for use with nintendo consoles.

i will keep looking into it myself and ill let you know what i do or come up with. it sure would be nice to get new animated models into the game. and with some script refrence and a level editor i would be made in the shade ;) ( happy)

edit: sorry for my spelling.


Its the reference to the material file. To find it, go into the /materials directory and look for a file named mat_weapon_rifle01.kmat. Open it up in notepad or any other text editing software and you'll see multiple entires. One of those entires is named "surf_499_0200A"

The way materials are referenced in models is like this: <file><entry name>. So you got materials/mat_weapon_rifle01 + surf_499_0200A.

This too, I will be making a post on sometime soon.
DoomMarine23 Dec 20, 2015 @ 1:06pm 
Well ♥♥♥♥♥♥♥♥♥, thanks Kaiser. I been pining and hoping for this for awhile now. You're a pretty good guy, you know that?
Kaiser  [developer] Dec 20, 2015 @ 1:58pm 
Originally posted by DoomMarine23:
Well ♥♥♥♥♥♥♥♥♥, thanks Kaiser. I been pining and hoping for this for awhile now. You're a pretty good guy, you know that?

Material documentation is now up: http://steamcommunity.com/app/405820/discussions/1/494632768631300230/
DoomMarine23 Dec 20, 2015 @ 2:02pm 
Originally posted by Kaiser:
Originally posted by DoomMarine23:
Well ♥♥♥♥♥♥♥♥♥, thanks Kaiser. I been pining and hoping for this for awhile now. You're a pretty good guy, you know that?

Material documentation is now up: http://steamcommunity.com/app/405820/discussions/1/494632768631300230/
Good stuff, interesting read and well written/understandable. Good job so far man.

Need any help with anything?
Snake Plissken Dec 20, 2015 @ 2:29pm 
Originally posted by Kaiser:
Originally posted by DoomMarine23:
Well ♥♥♥♥♥♥♥♥♥, thanks Kaiser. I been pining and hoping for this for awhile now. You're a pretty good guy, you know that?

Material documentation is now up: http://steamcommunity.com/app/405820/discussions/1/494632768631300230/


quick questions im reading your posts there and i wanted to ask what engine is turok runing on or comprised on top of? this seta developer "1" command i know i have seen it before in a few diffrent games.
Kaiser  [developer] Dec 20, 2015 @ 2:40pm 
Originally posted by Snake Plissken:
Originally posted by Kaiser:

Material documentation is now up: http://steamcommunity.com/app/405820/discussions/1/494632768631300230/


quick questions im reading your posts there and i wanted to ask what engine is turok runing on or comprised on top of? this seta developer "1" command i know i have seen it before in a few diffrent games.


Using Kex Engine. A custom engine I built.
Snake Plissken Dec 20, 2015 @ 4:05pm 
Originally posted by Kaiser:
Originally posted by Snake Plissken:


quick questions im reading your posts there and i wanted to ask what engine is turok runing on or comprised on top of? this seta developer "1" command i know i have seen it before in a few diffrent games.


Using Kex Engine. A custom engine I built.


just a quick comment: this is great stuff. a level editor would take some time and effort and one may think to what avail. but i have been looking through the scripts in the scripts folder. ( c++ right? again im new (>^,^)> ) there is some really impressive stuff in here. i see alot of possibilitys within the open scripting of this game. it is what it is but its editable and easy to see what changes take effect in game. there is some really impressive stuff in here. i could be incorrect but i think i see the calling of things organised by id numbers :


//ID for a warp point i think? ID would be refrenced in editor and new warp points can be added in script
mapid_1 4
mapid_2 5

// 2 is the ID number for refrenceing human_grunt_soilder?
Human_Grunt_Soldier 2

//another exsample of what i thought was defining a ID for wpn_minigun.
Wpn_Minigun 413

and it gives me ideas of a level editor with the ability to place entities/actors onthe map and the ability to mount effects to actors. at the same time custom software for editing the game may not be needed as a custom engine can exsist wile also useing map file formats realitive to a already known devlopment kit or map editor.


also i like the script that defines ambient sounds in jungle levels. cool ;)

at the momment ill try figuring out more about the scripts. thanks for the good times btw. great game, i just realized your the developer :)

ill need to learn more about the scripting in the scripts folder if thats going to be the means of triggering events in game ( im so use to "another game" i mod and makeing new events via eventhandlers then calling those events to happen during key points in game.. )

most of this was just rambles so no need to reply if not needed.

also: i love the bin data storage method in games development. less load time when the system only has to refrence 1 file. (bin)

when i move to a new software/ engine / platform, sometimes i know little but i like to think i learn quick. im starting to feel really passionate about this engine. thanks again.
Last edited by Snake Plissken; Dec 20, 2015 @ 4:07pm
Snake Plissken Dec 21, 2015 @ 7:48am 
Originally posted by Kaiser:
Originally posted by Snake Plissken:
i found something. i checked out random parts of the bin file in hex and came across this: materials/mat_
weapon_rifle01/s
urf_499_0200A.

this could be a hint to aid us in better understanding the model or model container. wicth ever it may be. small chance it may be a container file after all becuse it may have a folder named materials in it. but idk yet still researching myself.

also nice to here someone else is intrested in how the game works. or modding.

i did come across a reference of nintendo 3d models with a .bin extension

i have also came aross references of 3d model file formatts being renamed for use with nintendo consoles.

i will keep looking into it myself and ill let you know what i do or come up with. it sure would be nice to get new animated models into the game. and with some script refrence and a level editor i would be made in the shade ;) ( happy)

edit: sorry for my spelling.


Its the reference to the material file. To find it, go into the /materials directory and look for a file named mat_weapon_rifle01.kmat. Open it up in notepad or any other text editing software and you'll see multiple entires. One of those entires is named "surf_499_0200A"

The way materials are referenced in models is like this: <file><entry name>. So you got materials/mat_weapon_rifle01 + surf_499_0200A.

This too, I will be making a post on sometime soon.

ehh. i know people are bizzy. and i do not suspect you to be around to hold our hands so i wont worry if something goes without a reply. you do your thing as im really greatfull for when you do and the outcome of it ( i.e: a toruk game)

so i was takeing a look at these custom bin containers. first thing anyone dose is like i, to try and open the .bin with and old .bin file opener software they may have on there computer. i still look on the web but cant find something out there that will export and import .obj files from the .bin container provided so i looked up ways to make a extractor for a custom-encrypted bin container. but all my attempts produced a out of index range error as i could not create a proper header that matched up. but then again i never done this before so im sure im doing something incorrect. i guess ill wait for the 3d model and the bin container info talked about. i could attempt to make a extractor for the bin. but that would take possibly weeks for me to learn followed by createing a working extractor, and since you stated that you would be posting that model/bin info soon i wont bother myself with doing all of that .

any game where the models do not need to be a very high poly count for it to be a good experince is my cup of tea! i have alot of models i worked on and collected over the years from when i worked with, quake, quake2, gzdooom, and related engines, alot of mdl, md2, and md3's . also a whole bunh of player models. i never studyed it but ill have to look into the ability to animiate OBJ models. i always used them as level design or static objects and did not know they could be animiated ( im sure its frame based animations tho but no problem) looking into that now...

EDIT: i been a bit out of it as of late. i just realized what im doing. ill keep my posts comments and questions to a professional and minimal importent stuff only basis.

Last edited by Snake Plissken; Dec 21, 2015 @ 7:50am
When modding support will be done via steam workshop, does this mean mods wont be compatible with the gog Version of the game?
(Shadow) Dec 21, 2015 @ 7:59am 
Originally posted by DGALord_Arschbacke:
When modding support will be done via steam workshop, does this mean mods wont be compatible with the gog Version of the game?

The mods should work with the gog version if the modders release the files for download separately
Madz Dec 21, 2015 @ 8:01am 
Originally posted by DGALord_Arschbacke:
When modding support will be done via steam workshop, does this mean mods wont be compatible with the gog Version of the game?

I guess as they will be compatible but installation might be different. (I hope as not too much complicated)
Not even sure if those files can be downloaded without from workshop without owning the game on steam?
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Date Posted: Dec 20, 2015 @ 11:54am
Posts: 17