The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!
ODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!
ODCompress - Ahh, what will likely attract the most users. ODCompress will take any .tga file and convert it into a .dds file, allowing you to set the compression format, channel weights, alpha threshold etc, or just allow the tool to do what's best (Which works flawlessly 99.9% of the time, even for normal maps!). Here's the best bit, it will allow you to select files by hand or select entire directories. A really easy to use but powerful GUI.ODFont - A tool that will take any true type font and create multiple resolution .tga/.dds files from it, for use in your game GUI's from it. We don't supply the code to help your engine support this feature so keep that in mind, but this is the tool we use to create in-game fonts in OverDose. .tga/.dds fonts are much better than loading a font directly into your engine.ODMap - This tool is really only useful for OverDose development, but I've included it anyway so that you can, if you wish, compile D3/Q4 format .map files into OverDose .bsp files. Its also there to show you A) How easy it is to work with OverDose and B) How far our toolset has come with usability. Remember, the code for ANY of these tools is available at any time, so if you have a Q3 mod and what to convert ODMap into a new Q3Map compiler GUI for your own needs, get in touch.ODModel - Again, this tool is mostly for OverDose work, and will take a .ase/.obj.lwo model and convert it into OverDose's own .mdl format models (The OD .mdl isn't to be confused with the Source format .mdl, although we have the same goals. OD.mdl will simply stream line the mesh as much as possible, cleaning it and taking out any junk that isn't needed). It will also convert any .ase/.obj.lwo model into and OverDose .cm Clip Model for use in game for collision detection and physics, as well as turn .md5mesh into a .md5clip model (Again for animated collision).ODVideo - Another major tool that we get a lot of requests about. ODVideo takes any outputted images in animation form (For example, dumped right from the console with aviDemo) and turns them into a .ROQ video (complete with custom sounds), all in a handy GUI. But wait, that's not all! It has separate frame rate and bit rate settings with a higher resolution, which, simply put, allow for stunning 720p 30fps 20mbit/sec videos.
These tools are supplied as game editing tools, and as such there are certain rules to how they work. The directory that the tool will search in must be directly accessible from where the program is been used. For example, for use with Doom 3 media, simply place in your "Doom 3" folder and then load the directory "base" on program load. This will allow all of Doom 3's file structure visible by Windows to work with the tools.