Turok Evolution Level Editor

Author: Stinkee2, djdduty

Turok Forums Release Thread: https://www.turokforums.com/index.php?topic=74.0

Turok Sanctum Download: https://turoksanctum.com/download/turok-evolution-level-editor/

NOTICE:
The original contents of this post have been removed to make room for a more informationally comprehensive view of this project’s status.

Overview
Summary
The Turok: Evolution ATR editor project aims to create an interface for modding existing levels and creating new ones as well as creating new and modding existing menus and menu hierarchies.

Current feature list (new features in bold)

  • Loads animated meshes
  • Loads static meshes
  • Loads pickups
  • Loads AI objects (waypoints, cover positions)
  • Loads textures
  • Loads lights
  • Loads cameras
  • Loads skybox
  • Loads invisible collision boxes
  • Loads invisible “ladder planes”
  • Loads invisible “water planes”
  • Saves actor transformations
  • Primitive level editing
  • Optional antialiasing
  • Ability to save levels to be used in game

Future feature list

  • Clean user interface
  • Ability to import/export models
  • Ability to import/export textures
  • Ability to import/export animations
  • Ability to import/export sounds
  • Ability to import/export materials
  • Ability to create/modify causes and events
  • Ability to create/modify scene lights
  • Ability to create/modify enemy cover locations
  • Ability to create/modify enemy waypoint locations
  • Ability to create/modify enemy/ally spawn locations
  • Ability to create/modify invisible “collision cubes”
  • Ability to create/modify invisible “ladder planes”
  • Ability to create/modify node pathways
  • Ability to create/modify level lightmaps
  • Ability to create/modify water planes
  • Ability to import sky-sphere texture
  • Ability to view actor animations
  • Ability to edit/save menus to be used in game
  • Ability to view level from a camera’s point of view
  • Use lights included in level and mimic Turok’s lighting model
  • Apply descriptive custom texture to invisible objects
  • Load and use lightmaps if available
  • Load and use scene node pathways (such as paths that cameras follow during in-game cutscenes)