TazMan on 18/8/2001 at 19:15
I've been fiddling around with Underworld levels in 3D Studio Max (Via the recently released viewer exporting the levels to VRML). I've updated almost all the textures to more realistic looking Bricks, Rock, Ground, etc.
There are quite a few objects missing that I wish to add.
So I have Underworld running on an old Pentium 133 running DOS.
I try to invoke the F10 (Letter) cheat codes, and they don't work.
I want to freeze time so the monsters don't attack (F10 z) so I can walk around the original level to spot the things that are missing and locate the original lighting (lit up rooms)... but none of the F10 cheat codes work. Anybody know what I'm doing wrong?
Thanks,
Taz
twisty on 22/8/2001 at 04:50
Hmnn...After all this time, I never knew that there were any cheats.
Al_B on 22/8/2001 at 19:13
The cheat codes that are frequently reported for Underworld were actually a mistake. As far as I'm aware, there never have been any cheat codes for Underworld and it's only due to cheat collections not actually checking the authenticity of the cheats that they are still reported today. (Somewhat like a virus).
I would imagine that a better way to look at the levels would be to use Jim's (
http://madeira.physiol.ucl.ac.uk/people/jim/games/sshock.html) shack engine. Although this is geared mostly towards system shock, it also allows you to walk through both Underworld 1 and Underworld 2 levels.
In addition, for Underworld 2 you could use my (
http://www.btinternet.com/~suzanne.barnard/) editor, but unfortunatly it doesn't support Underworld 1. (It gives the x, y and z positions of objects within a square among other things).
[ August 22, 2001: Message edited by: Al_B ]
Digital Nightfall on 22/8/2001 at 20:09
There is one big bug in Underworld 1/2 which acts as the main 'cheat' in both games ... but I dono if I should tell you if you havn't tracked down the info yourself by now.
As for what you are trying to do, TazMan, the cheat I am talking about will sorta help you get what you want, but very indirectly, and will still require you do do a large ammount of exploration before you are able to do those things even with the cheat.
[ August 22, 2001: Message edited by: Digital Nightfall ]
Shadowcat on 23/8/2001 at 11:07
There's also a 3D-accelerated level viewer for UW 1&2. I don't have the URL offhand, but if it's still available at TTLG a search through the UW sections will find it.
That might not show all the objects you want to see, though... (whereas Shack/TSSHP quite possibly does.)
[ August 23, 2001: Message edited by: Shadowcat ]
jim the hairy on 23/8/2001 at 11:43
Quote:
Originally posted by Al_B:
<STRONG>
I would imagine that a better way to look at the levels would be to use Jim's (
http://madeira.physiol.ucl.ac.uk/people/jim/games/sshock.html) shack engine. Although this is geared mostly towards system shock, it also allows you to walk through both Underworld 1 and Underworld 2 levels.</STRONG>
Well you could do that, but that would involve trusting that I have the level geometries right ;) In fact I seem to be in good agreement with the original in most places. Most of my information on object format comes from Alistair's editor in the first place. Decals (switches, special texture maps etc.) need a positional correction to get them flush with their walls; I'm currently applying this to all objects but I'm now thinking that is wrong and should only be done for decals; be warned. Also that current versions of TSSHP don't support static lighting for the Underworlds, so you won't get lightened areas. Apart from that it's mostly present and correct, AFAICT. I'm currently working on 3D object models but they aren't ready for public consumption yet ;)
<small>edit in response to Shadowcat:</small> The Peroxide underworld viewer is at (
http://www.peroxide.dk/underworld/) http://www.peroxide.dk/underworld/ but is geometry-only, no objects or decals displayed. It's worth a look though.
[ August 23, 2001: Message edited by: jim the hairy ]
TazMan on 23/8/2001 at 17:01
I AM using the peroxide viewer. That's the viewer that exported the levels to VRML, and allowed me to import them to 3D Studio Max.
However, it leaves a lot of objects out. Like the Ank, Bridges, Doors, other miscelleneous objects. The only way to really locate these miscellaneous objects is to actually play through the level. I also need quest dialog etc.
I also found out that those F10 cheat codes are Underworld 2 specific. So that's why they don't work.
I remember when Underworld first came out... there was a trainer that would keep your health and mana full no matter what. I can't find that trainer anymore.
So... I'll probably have to use the UWEditor and make a uber character that can't get hurt very easily, unless someone knows where that specific trainer is. All the trainers on the Cheat sites are actually the UWEditor.
The reason I need all this info is because I am making an Underworld MOD for Morrowind. You can find more info here:
(
http://www.rpgplanet.com/morrowind/goods/underworld.asp) http://www.rpgplanet.com/morrowind/goods/underworld.asp
Regards,
Taz
jim the hairy on 23/8/2001 at 18:18
Cool. More mod fun!
If you're reduced to eyeballing stuff to get the positions you should definitely check out TSSHP and Alistair's editor. The editor can give you a text dump of all objects (which was where I got my starting info on format from, thanks Alistair), and you can cross-reference those with Underworld and TSSHP. As I said, my object placement isn't 100% accurate yet, but it should give you an idea. Most objects are sprites, decals are in the most recent snapshots, 3D models are on the way but they're tricksy things. They're quite rare anyway. Yell if you need anything.
twisty on 24/8/2001 at 06:54
Hey
TazMan, you can grab the charachter editor from <A HREF="http://www.stygianabyss.com" TARGET=_blank>, (
http://www.stygianabyss.com,</A>) www.stygianabyss.com, which has lots of info about the games. Go here for the editor: (
http://www.stygianabyss.com/uw/decomorono/index.htm) http://www.stygianabyss.com/uw/decomorono/index.htm
<font color=white>
[ August 24, 2001: Message edited by: twisty ]
Al_B on 25/8/2001 at 01:34
Quote:
As I said, my object placement isn't 100% accurate yet, but it should give you an idea. Most objects are sprites, decals are in the most recent snapshots, 3D models are on the way but they're tricksy things.
In fact, decals are just 3D models like everything else, but I'm sure that you know that. I did some preliminary investigation, but due to real-life events getting in the way didn't complete it. I will be very interested in looking at the decoding of the format that they are stored within the .exe file.
Alistair
(Maybe we need an Underworld hackers forum :-)