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(WIP) Project dedicated to Indiana Jones and the Infernal Machine game

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Indiana Jones and the Infernal Machine Mod Tools

Repository contains command command-line tools: gobext, cndtool and matool for extracting and modifying game assets of the game Indiana Jones and the Infernal Machine.

The latest tools can be downloaded from RELEASES page.

If you need tool to edit 3DO models and KEY animations use blender add-on: blender-sith.
To edit MAT texture files use gimp plugin: gimp-ijim.

Canyonlands opened in Blender

(Canyonlands imported into Blender)

Content

Docs

Documentation folder which contains basic info about the tools. More documentation for the game can be found at: https://github.com/Jones3D-The-Infernal-Engine/Documentation

Libraries

  • libim - C++ library for parsing and writing game resources (CND/NDY, GOB, MAT, KEY).

Programs

  • cndtool - A multi-purpose tool for compact game level files (.cnd).
    For more info see README.

    The cndtool can:

    • add, extract, list replace and remove game assets stored in CND file(s).
    • convert CND file format to NDY level format and vice versa.
    • extract and convert level geometry (level surface vertices and surface UV texture vertices) to Wavefront OBJ file format.
  • gobext - A command-line tool for extracting all game resource files (e.g.: models, scripts, level files etc..) from *.gob files.
    For more info see README.

  • matool - A command-line tool for editing and generating MAT texture files.
    For more info see README.

Building from Scratch

Prerequisites

  • git scm
  • CMake >= 3.15
  • C++20 supported compiler (gcc, clang, VisualStudio)

Configure and Build

  1. Clone repository and dependencies:
   git clone --recursive https://github.com/smlu/Urgon.git
  1. Move into directory Urgon:
   cd Urgon
  1. Make subdirectory build:
   mkdir build
  1. Run cmake configure:
  cmake -DCMAKE_BUILD_TYPE=Release -B build
  1. Compile
  cmake --build build
  Note: On Windows, when using VisualStudio to configure cmake you can
        open generated *.sln project in VisualStudio and compile it there.