Glen's Pile O' System Shock Junk
Disclaimer: Nothing here is exactly "user-friendly." Use it
all at your own risk.
- Texture extractor (30 Kb)
Yes, there are a few other texture extractors out there. This one (which comes with
the C++ source code) has two extra bits of usefulness-- "added value", if you're
a business person :)
First, it names the textures according to their global ID as used by the SS1
engine. While this may not be a big deal to some, it happens to be the naming
scheme I used when generating the levels for SS2.
Second, it extracts the font bitmaps from "gamescr.res" and stores each
letter as its own bitmap. Again, this might not be a big deal for some, but
I think it's at least a bit interesting...
- Sound extractor (29 Kb)
Here we have a poorly written bit of code to extract all of the
dialogue files from System Shock 1 and save them as .wav files.
By dialogue, I mean all e-mails, logs,
and announcements (e.g. "Welcome to my death trap!" or "Cyborg conversion
cancelled. Standard restoration procedures on-line."). The non-spoken
sound effects are all stored in digifx.res as standard .voc format files.
There are several "rippers" on the Net already that can find and extract
This zip file contains the C source code and
executable for my little program to extract all the sound files from
citalog.res (logs, e-mails) and citbark.res (announcements), or the
German or French versions (geralog.res, gerbark.res, frnalog.res,
- System Shock 1 levels converted to System Shock 2
I know this is what most of you came here for :)
If you don't know the steps you need to take in order to correctly
insert new textures into ShockEd (i.e. moving the original .crf files
to a new location), then I'll try to explain that below.
Here are the zip files you're looking for:
- Level 1 with textures and palette
This is level 1 from System Shock 1, including all textures but not
including cyberspace. Just unzip this directly into your SS2 folder and
the textures will be put in the correct folder. Just make sure you move
the "fam.crf" file as explained below if you haven't already.
- All the levels with no textures, except
the palette (839 Kb) (UPDATED 2 Sep 2000 -- now includes bridges and "temp" force
This zip file contains all the .mis files for SS1 levels in SS2 format. It
- One .pcx file ("full.pcx") which has the color palette for the
- A text file ("textures.txt") which explains how to extract the textures
from SS1 using my texture extractor or t_shock.com, which
can be found at
- A batch file ("texrenam.bat") which will rename the textures extracted
- ss1tex.zip (1,057 Kb), all the textures needed for
the levels above.
You can generate the textures yourself using the texture extractor
listed above. Just follow the instructions included in ss1levls.zip
- citmat.zip (19 Kb), just the textures from
citmat.res which were added for this latest version (2 Sep 2000).
Moving the .crf files
If you haven't yet moved your SS2 .crf files (or if you don't know what I'm
talking about), then follow these steps. If you don't, then adding new
textures/sounds/etc. causes all sorts of problems.
- In your SS2 folder, create a new folder named "res"
- Move all of the files ending with ".crf" from your main SS2 folder into
this new "res" folder
- Use Wordpad or Notepad (or some other text editor) to edit the file
"install.cfg" in your main SS2 folder. Change the line that says
resname_base (your main SS2 folder)+(your CD-ROM
by adding "\res" to your main SS2 folder. It should now read
resname_base (your main SS2 folder)\res+(your CD-ROM
- (2 Sep 2000) The "temp" force bridges in the levels are intentionally textured
with Jorge. They need to be objects, not terrain, so I left them visibly obvious as
a reminder. You can just re-texture 'em if you want.
- None of these levels are portalized. That makes the download much, much
smaller, but it also requires one extra step on your part. Don't worry, they
portalize pretty quickly.
- The levels haven't been "room" brushed, either.
- Not only are the levels not portalized or roomed, they also don't even
have a starting point defined. Don't just jump straight into Game mode without
creating a Level Start Marker and creating a Player Factory link to -384
(as explained in the tutorial that came with ShockEd), or at least moving
the camera inside the actual architecture.
- The cyberspace levels look weird, because they're textured with normal
textures from the game (plus some Jorge). The structure is still
- The texture rotation might be wrong on some of the floors and ceilings.
I've only particularly noticed it on the ceilings, though. The biggest problem
there is that in SS1, ceiling textures are mirrored. I can't see a way to
mirror (i.e. flip, not rotate) textures in SS2.
- Only the base textures are applied. No buttons, switches, or animated
textures such as the vid screens with Deigo's talking head.
- I set the ambient light to 180 so that you wouldn't have to remember
to do light_bright every time
Have fun, and if the lawyers come beating down your door, don't tell them
where you found this stuff ;)