🔒 Tool for converting Ultima Underworld and Shock 1 Levels into Unity.

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hank morganQuote
https://github.com/hankmorgan/UnderworldExporter for code and sample map releases.

So this is a tool I've been working on that converts Ultima Underworld and System Shock level maps into .map files. .Map being the format used by IDTech4 (Doom3 and The Dark Mod). I've been documenting my progress with the tool in this thread over at the Dark Mod forums and it was suggested I cross post my work over here for anyone who might be interested.

At the moment the tool does the following.
-Extract and generate level geometry (DarkMod/Doom3 .map format) from Underworld 1&2 and from System Shock
-Pull back object lists from Underworld and spawn place-holder NPC's and objects in the level (Underworld 1 only)
-Texture an entire level using stock DarkMod textures (hard coded at the moment)
-Extract Underworld Textures
-Extract Underworld strings
-Dump various ASCII info tile-maps such as tile types, height maps and object lists (object support for UW at the moment).

I have only tested the maps with the Dark Mod but since the Dark Mod is an offshoot of Doom3 then I would assume that with the correct texturing the .map files would also work with Doom3.

The idea for it grew out of an experiment I did with the Dark Mod and with an old map viewer that allowed you to export the level geometry of Ultima Underworld into a vrml 1.0 file and and with a few intermediate steps you could import the level into Dark Mod level editor. That method however was too cumbersome so after diving into the uw-formats.txt and ss-specs.txt files and a bit of cribbing from various UW/Shock projects I was able to bash this tool together. The tool is still a bit user unfriendly at the moment so you'll have to compile your own version (I'm using VS 2005) with your own file paths and parameters yourself.

Here are some screen-shots to give you an idea of what the tool does so far. There are more shots over in the DarkMod thread. Note that everything you see is automatically generated except for the lighting and the player start position.
Image: http://www.imagebam.com/image/a3919a289663265
Image: http://www.imagebam.com/image/c6895e289663208
Image: http://www.imagebam.com/image/a99ec8289663215

Shock screen-shots with ugly default texturing.
Image: http://i.minus.com/iP2YGscJ81k8x.jpg
Image: http://i.minus.com/igaCYGKuaruAt.jpg
Image: http://i.minus.com/ib0rjLGePT33u4.jpg

I have mainly being focused on Underworld and I have only recently added support for System Shock so that side of the tool is still a bit bare-boned but I hope to expand on it in the near future.

Downloads (code and sample levels)
Latest code release is at http://www.mediafire.com/download/3sq85v8i6k7cz4t/Underworld%20Exporter%2020131130.zip (30/Nov/2013). Texturing is currently geared towards UW1 levels may randomly have nodraw textures in them. The next release will pass off texture lookups to a file.
 
I have obviously drawn from previous projects including some from this site. I give credit to those projects in the "code credits.txt" file with the code and extend my gratitude to anyone who has contributed to those projects down the years.

Latest version of Underworld Level 1 http://www.mediafire.com/download/dyxr5x4101lt7g8/Uw0.zip

Latest version of Shock hospital level http://www.mediafire.com/download/6nc6qu5ge4pu2po/shock_lvl1.zip

This beginner's guide to dark mod editing should be able to guide you through getting the maps running in game

If you have any questions or constructive criticism I would be happy to answer and hear what you have to suggest.
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xdiesp_Quote
Wow, that looks great. Well done!
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CarrotQuote
I'm not sure where this project will end up, but it seems very interesting.
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JudicatorQuote
Wow! Thanks.
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hank morganQuote
Okay. I haven't done too much on the System Shock side of the program since I posted last but I have been concentrating on the Underworld 1 side of things but hopefully when I return to SS1 the work I did with UW will carry forward. Basically what I have done since is stuff with customisable object properties and textures. I now define each object in a config file and use that to tell the tool how to handle the object. So far I have coded AIs, doors, keys, bridges, containers, working door switches, wall decals and for the rest I currently use a place-holder model. Texturing config is just a mapping of which texture I should use (and it's alignment) for which particular index of the master texture list I need. The fun upshot of doing that is that I now have a "retro mode" config file where I use the original game textures. I've only set up the table for UW1 so far but I see no reason why a similarly formatted table won't just work straight away for SS1.

I've attached the latest version of my code.

Image: http://i.imgur.com/19V1LwO.jpg
Image: http://i.imgur.com/kV4jrAW.jpg
Image: http://i.imgur.com/dcgVRvn.jpg
Image: http://i.imgur.com/fhVW0pC.jpg
Image: http://i.imgur.com/1tkxRkV.jpg
Image: http://i.imgur.com/aFmlYD5.jpg


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