Drahsid’s Turok 3 RAM Editing Gallery
Badger Off Drahsid's Sketch Mod Shop, Turok Tools,
Henlo! I’m Jimminy Cricket! And I’m here to chronicle Drahsid’s RAM editing journey!
Turok 3 Base Game
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- A mesh of a miniature sized elevator is atop of the actual elevator you use to go down the building at the start of the game.
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- You were not supposed to see the top of this area with the engineer, so his top part remains in an untextured rainbow color.
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- A small model of a black box is under a building in the “City Streets” section of level 1. The purpose of which is unknown.
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- Not many players know that in the “City Streets” section, the building with the storm above it is fully rendered beyond the plasma fence.
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- Skipping the trigger that causes the oblivion hound to smash the glass, the guy in the office runs in front of the glass going nowhere.
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- You might not get to see this rooftop air conditioning unit up close during normal play, I took a snapshot of it just for kicks 🙂
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- Now this is something! the previous section “The Back Alleys” is rendered when you’re in the “Rooftop Journey Section”!
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- And again, when you go to the “Block Party” section, the previous section is rendered even though you would never see it during normal gameplay!
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- In the “To The Subway” section of level 1, a sewer fan from the previous section remains. Many sections of previous areas of levels 1 and 2 are unused and not culled, which may be a reason why Turok 3 is heavily un-optimized.
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- Skipping the trigger to this cutscene in “To The Subway”, we see that the officer is on the ground at the beginning doing it’s convulsion animation from the Stryder chewing on him.
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- In “To The Subway”, there is a black wall in the distance that you never get to come close to, and it’s only purpose seems to be to block the unmodelled area around 2 buildings in the back of it. I don’t think anyone would’ve been the wiser playing this on the N64, and there are a couple areas (the area with the bow upgrades and the rising that lets you jump to it) where you might’ve noticed this. Interesting fix to cover up perceived mistakes in design.
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- While possible in the vanilla game to see up close, apparently not a lot of people knew that the Rocket enemies in “To The Subway” were actually humans.
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- A view from the middle support pillar of the collapsed building, you’re able to actually walk ontop of it, despite never doing so in the normal game.
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- In the “On The Tracks” section, we can see the subway is one big circle, and it goes quite a ways away. Eventually the level’s model is culled, but only by a little bit.
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- The inside of this sky/storm model is not normally seen in a playthrough of the game. Found above the “Power Outage” section of level 1.
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- After the cutscene that plays after defeating the Oblivion Gunship, you briefly see yourself in 1st person view being warped to the next level. Manipulating the game to avoid being warped, you are able to see the arena has a small texture floating above the arena. This same texture is actually part of the cyclone storm seen above the building at the beginning of the level, only that is colored white and this is colored blue. No idea why this is here, might have been the original sky for the boss arena, but perhaps the developers changed their minds.
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- At the beginning section of Level 2, you can see an unused hallway floating in mid-air for some reason, along with part of the section that comes after.
Turok 3 Beta
About The Author
Badger
I am an admin of Turok Sanctum, generally responsible for keeping mods uploaded here up to date. You may contact me via the Turok Forums website or on our Turok Forums Discord group.