Goal : Exporting System Shock levels, textures and 3D objects (from the original datafiles ) to the Doom3 format.
Sources and Binary below.
|a control Ped.||a CPU|
|a cyber terminal||a desk type 1|
|a desk type 2||an energy station|
|a Hunterkiller (from cyberspace !)||a phone|
|a stereo||a surgery machine|
Levels architecture :
It was tough, there's no documentation about the Doom3 texture matrix !
Here are some samples of level 1 and level 2, enjoy !
|Level 1 : corridor||Level 1 : recreation area|
|Level 1 : radioactive area||Level 2 : elevator door|
|Level 2 : computer room||Level 2 : nice room|
levels screenshots (Old generator) :
Levels 1 to 9 generated. and : no more leaks ! The bsp compiler is really meant to be used with closed maps ! it's really faster :)
Level 2 Level 3 Level 4
Level 5 Level 6 Level 7
Level 8 Level 9 Strange view
Please note that it's extremely raw stuff : it's not a game.
If you have all the required stuff and enough luck, you'll be able to walk in some empty levels of Citadel using Doom3. That's all.
I promise nothing !
( at least how to add an info_player_start object )
Also don't forget to read the citadel_howto.txt file !!
Download here : gencitadel.zip (404738 bytes)
Here are the sources : citadel_src_0.18.zip (1933 KB)
It's a modified tsshp (v0.2.10f) project. ( http://tsshp.sourceforge.net/sshock.html )
The modifications are mainly located in the generator.c and models.c file.
Be careful, hooks and new fields in some structures have been placed here and there : it should be necessary to diff them with the original tsshp 0.2.10.f sources to know exactly what was modified !
Also, the win32/main.c was heavily hacked to best suit the project.
Everything was compiled using MSVC6.
--- Important --- It looks like it compiles correctly using the "Win32 Debug RenOpenGL SndSDL" configuration only... oops. ---
Have fun !