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Ultima Underworld to Dark Mod Map conversion sample.


hank morgan

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Yes, definitely. Not something you can just hack together. You'd probably need some sort of conversation system as well.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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A full on Shock Mod would be a massive undertaking. Way beyond my capabilities. I'm lucky that I have something that I can study, copy and replicate but I'm going to hit a steep learning curve soon with regards to actual game system modding. I can see why Looking Glass were happy to cut back on different systems like conversations and rpg stats between Underworld and System Shock.

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Both doom3world.org and modwiki are down right now but you can get cached versions of some of their pages. One of the threads here has a copy of the modwiki site archive too.

 

In addition, iddevnet's mod pages:

 

http://www.iddevnet.com/doom3/

 

http://www.iddevnet.com/quake4/GettingStarted

 

and splashdamage's modwiki page:

 

http://wiki.splashdamage.com/index.php/Main_Page

 

http://www.katsbits.com/

 

have some general Id Tech 4 resources.

 

You may even find some help over at the quake3world.com forums.

 

Just be mindful that not all Quake 4 features exist in Doom 3 so some of the above resources

may be a little inaccurate.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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  • 2 weeks later...

Latest updates.

Apart from some minor bug fixes and data file research I've fixed the long standing issues where textures on sloped surfaces were not aligning correctly. I've implemented the text signage (although I've skipped the individual implementing fonts so far), I've added transparent gratings and I've replaced all the wooden placeholder doors with animated guis using the original art that are linked to a fast sliding door and a frame for frobbing.. There are issues with z-orders when I use GUIs for that and it's more of a silly thing than a really practical solution (20 year old graphics for fecks sake) but I like using the retro art since it's easier to spot mistakes that way.

iKEXIkZ6ID9be.jpg

 

igB08kTkMw9Tb.jpg

 

iS7OtG1OTkvlo.jpg

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  • 1 month later...

Still working away on this. Summertime keeps me from updating much but I've fixed most of the annoying bits of texture scaling and I'm in the process of replacing the DarkMod placeholder art I'd been using with art files from the originals. I also have a quasi-working implementation of the Bullfrog puzzle from UW1 as well as fixing some old mistakes and just general catching up on the UW aspects.

 

Under the hood the only really interesting things I've done is write a tool for repacking compressed UW2 and SS1 level/save files into an uncompressed format that the original games can load and a way of identifying continous regions of rooms together for (eventually) automap purposes.

Apart from the main github project I've added a secondary project for all the shader/particle/xdata/audio definitions that I've created for this tool at https://github.com/hankmorgan/UnderworldExporterAssets

 

Heres a couple of shots from level 7 of Underworld.

hNatwxR.jpg

czY3SQp.jpg

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  • 1 month later...

Just popping in to drop off a video of a level in action

http://www.youtube.com/watch?v=Q6hf-M9o4vc

 

Major update since I last posted in here is that I have rudimentary support for the Source Engine now. Here's a level running in Dark Messiah. Source engine support is just a fun side project. I'm still working primarily with TDM.

DMrURmQ.jpg

qdjAcyR.jpg

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      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
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