Turok ObjExporter v.1

More Turok Dinousaur hunter news! Turns out that animations cannot be converted yet. So in mean time i decided to make some level assets. Suddenly hit a giant wall because getting stuff out of maya turned out to be extremely painful. So i decided to use this as an opportunity to polish my scripting skills and make some sort of exporter to make it all easy for myself.

Here is a video tutorial showing how this script works!

This script isnt perfect, there are a few things i still need to iron out, but for the mean time i hope it helps anyone interested in using maya as much as it helped me.

Few things i forgot to mention in the video.

1. Specify where your Turok is installed. Find string $locationOfTurokGameToSaveFiles, and change the path to your own. This also needs to point to a folder where you plan to save the files to. In my case i have a folder named temp.  Simply replace the text within the quotes.  After this is done save this to a shelf button!

string $locationOfTurokGameToSaveFiles = “P:/SteamLibrary/steamapps/common/Turok – Dinosaur Hunter/temp/”;

2. One of the things i need to make my script do, is clear out the node connections. When you run the script once it will create nodes between the material and the mesh. Before you run the script again you have to delete these extra connections. If you dont the .mtl file will have materials duplicated twice.






3. This is worth mentioning, your assets need to be at the origin if you plan to use them modulary, with correct pivot points. My script will respect those values, however upon export you do not have to reset the location. The script will do it for you.

4. In the video, the screen turns black when i launched the engine. Sorry about this. The command to convert the obj to a bin is “convertObj”  In my case since i use put all my stuff under “temp” folder. The command would be “convertObj temp/myObj.obj”  Which the script will copy and paste to the clipboard, so when you are at this stage, simply hit “crtl + v” to paste. Note, that if you exported multiple objects at once, it will only save the last model to the clipboard. You will have to do the rest by hand.

Somday i will figure out how to convert this stuff to a bin without having to open the engine. In the meantime..enjoy!

Download here turokObjExporter_v1

WIP Tomahawk

Celebrating the release of the level editor of Turok Dinosaur Hunter ( which i waited for 20+ years!! )  i decided to start making some sort of mods to it. My first one being a custom weapon to replace the knife. A giant fierce tomahawk! This is my initial zbrush sketch. Textures and low poly coming soon!


SuperTools v.01

The following three scripts are bound to different hotkeys on the left side of my keyboard for easy access. I use these 3 scripts in combination daily. Based on the what components are selected and the active viewport that is how they will reach. These scripts are not exactly rocket science, but are living proof that with a bit of patience is possible to make the software work for you! By simply using a few logic and combining commands into macros. In addition the hand gesture of a hotkey will also be faster than waiting for marking menus or reaching out for shelf buttons. I highly encourage you to try it out!

To install, open the scripts with notepad and copy and paste into a new “run time command”.

Triple or Spin

Based off Seneca Menard’s triple/spin script for Modo. This script is case sensitive, it will connect 2 vertices. If edges are selected it will flip them. If more than 2 edges are selected, they will be connected. If faces are selected it will triangulate them.  Currently it only does one spin, so you you may have to select the edge a few times if you wish to keep filping it….is a free handy script 😉

I have this bound to “alt+c”.



Super Collapse

Emulates modo’s and 3dmax edge collapse. Will collapse 1 edge to center, vertices to center.

I have this bound to “crtl + sift+x”. I usually associate “x” with “delete”.



Super Disconnect

This is probably one of most used scripts on my arsenal. It will first check the active viewport. If the modeling pane is active, edges will disconnect. Faces will be extracted.

If the UV window is active, edges will be “cut” and faces will be disconnected as a whole. In addition i have set a hotkey for the sew uvs, as you will needed it after detaching multiple faces at once.

The logic behind this script was to bind one hotkey that did similar things to the geometry of the selected model as well as the uvs.

This script will not work if you run it through a shelf button or marking menu as it will be looking at what viewport is active. I have this bound to “alt + s”.





Maya Sub D Scripts

The more i dig into using maya the more i find myself having to speed things up. So i wrote the following scripts to make sub d easier.  They are nothing special, just a compilation of the tools i used most commonly.

Toggle SubD

This script will simple toggle back and forth between sub d mode. I found it annoying to have to press
1 and 3 to toggle between the two so decided to make it simpler.  The idea is to bind it to a special hotkey to call it.

Download Here.


Crease Edge Marking Menu

Added some of the commonly used functions when doing edge creasing. Such as enable the tool,
and some macros to do a) remove the edge creasing from the selected edges. b) add a preset edge crease amount c) a special macro that will do 3 things, select the ring, convert the selection to edge perimeter and apply a preset amount of edge creasing. The amount of edge creasing can be adjusted by accessing the scripts through the marking menus.

Download Here.




Guest Speaker at Gnomon Workshop Class


On Monday Feb 1st and Wednesday Feb 3rd, my environment lead at Sony Santa Monica, Nate Stephens asked me to visit his class to give a brief lecture on rocks! The lecture was mainly focused on sculpting. To me, it was very exciting to be there, as i have a huge amount of respect for that school, and am very thankful for all their training videos as they have helped me a lot throughout the years.

The lecture lasted one hour and thirty minutes. Starting out with a simple cube. All the way to making a very detailed rock tiling texture.


Starting the demo, showing some of my rocks for the UT DM-Sinkhole map ive been working on.


Among all the sweet art around the campus, i found this in particular. Which is the final result of one of my favorite tutorials from Alex Alvarez!

Substance testing

Started  to check out substance painter. Found some really cool tutorials which i have links for underneath to share for those interested. Is definitely a highly technical program, but extremely powerful.  Which with a little patience you can go very far. What excites me is that i havent scratched the surface yet, and already seen some pretty cool results.

This is problably a very generic thing to do, but since im a noob, i found it really really cool! Set up a pattern to genertate a set of textures. I then imported the substance into unreal 4. Mind blown!

As for good  tutorial links..

Found this gem floating aorund youtube, a really cool in depth intro from Hugo Beyer.

DM-SinkHole Blockout



Ive always wanted to mod unreal. So now that im half decent at the stuff i do, im gonna give it a try. Posting first batch of work here. Will be doing most of the updating up in the unrealtournament forums. Been working on this for a few days now.


Recent Posts

Copyright 2018 Raul Aparicio.
Developed by Rory Standley