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low rated

Added by FoulicusMaximus's

Surely if you guys are getting all this stuff from the original developers or publishers they must still have their tools around that they built it with, this would be a great way to open up a lot of those old games for modding, even if it's only with whatever they originally developed it with. Also permission for modding them of course.
https://www.gog.com/wishlist/site/include_modding_or_developmentsdk_tools_for_download_with_games

Cheats codes or trainers make games more enjoyable too so I've added a link to that wishlist.
https://www.gog.com/wishlist/site/cheats



This is a problem with lots of old games that other people have noticed too.

The other issue is back in the day some of the tools were third party that normal gamers were forced to use.
Valve is an example of this were they bought bundled some of them with Half Life* or directed people to existing Quake tools instead of the good ones they were using.

At the very least gog could provide a list of tools to effectively mod games or find the main mods for a game and the correct version which would save a lot of trouble for people trying to piece together what they need in order to get the SDKs or mods to work properly as they would have in the past.

*Worldcraft AKA Hammer editor which oddly had a third party compiler IIRC so you couldn't build maps without those tools which then try to make claims on how you can use your maps.
Post edited July 10, 2022 by §pec†re
low rated

Added by FoulicusMaximus's

Surely if you guys are getting all this stuff from the original developers or publishers they must still have their tools around that they built it with, this would be a great way to open up a lot of those old games for modding, even if it's only with whatever they originally developed it with. Also permission for modding them of course.
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§pec†re: https://www.gog.com/wishlist/site/include_modding_or_developmentsdk_tools_for_download_with_games

This is a problem with lots of old games that other people have noticed too.

The other issue is back in the day some of the tools were third party that normal gamers were forced to use.
Valve is an example of this were they bought bundled some of them with Half Life* or directed people to existing Quake tools instead of the good ones they were using.

At the very least gog could provide a list of tools to effectively mod games or find the main mods for a game and the correct version which would save a lot of trouble for people trying to piece together what they need in order to get the SDKs or mods to work properly as they would have in the past.

*Worldcraft AKA Hammer editor which oddly had a third party compiler IIRC so you couldn't build maps without those tools which then try to make claims on how you can use your maps.
They can’t even provide old.p versions of games - some of which are necessary for certain mods - let alone providing editing tools which may never have been made.
As for anything modding when in conjunction with a proprietary company, it’s a bad idea. Just look at workshop, Bethesda etc. keep modding away from those trying to make money.
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Forget old versions, they can't even provide DOSbox for Linux.

It's not a good idea. While there are open modding tools and APIs that GOG could make use of, the fact of the matter is, most games on GOG were never made with modding in mind. And those that were, already have a vast plethora of tools and source ports.
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There's also the problem that the patches GOG has used to get certain games to run may render the use of official modding kits useless. Some modkits specifically check for versioning of the game when run and some of GOG's versions are different than the original.

Might work for some. Won't work for all. It's a lot of work to sort it all out.
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Unreal Tournament 2004 came with modding tools when I bought it on disc way back in the day, but GOG doesn't include them for some reason despite Fallout New Vegas and Morrowind having them. I guess you have to download the SDK from fansites, because it looks like official sources may be dead.
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In most cases, developers used modified versions of 3rd party software that they don't have the right to redistribute. So honestly, this request is so far out in left field that I can't even begin to fathom why anyone would think it's remotely feasible.
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Warloch_Ahead: Unreal Tournament 2004 came with modding tools when I bought it on disc way back in the day, but GOG doesn't include them for some reason despite Fallout New Vegas and Morrowind having them. I guess you have to download the SDK from fansites, because it looks like official sources may be dead.
Is that phrase below your name :

A. reference to what a cowboy might say to the herd
B. suggestion to obtain a dachshund
or
C. demonstration of how to change A. to B. by adding a space between the "a" and "l" in "a long" in the original phrase ?

Anyway, on topic, the description about getting the modding tools from a fan site is accurate about New Vegas. Search G.E.C.K. Wiki, if interested.
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I added a cheats wishlist to the main post.Some games had built in cheats others had simple trainers which wouldn't be too much trouble to make.
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paladin181: In most cases, developers used modified versions of 3rd party software that they don't have the right to redistribute. So honestly, this request is so far out in left field that I can't even begin to fathom why anyone would think it's remotely feasible.
Plenty of games did come with their own SDK that's why, especially the older games.
Even documentation on the SDK and modding or a list of programs to make finding the programs easier would help.
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Warloch_Ahead: Unreal Tournament 2004 came with modding tools when I bought it on disc way back in the day, but GOG doesn't include them for some reason despite Fallout New Vegas and Morrowind having them. I guess you have to download the SDK from fansites, because it looks like official sources may be dead.
I went off and had a look and you're right.

Here's the readme.
This Bonus CD contains the following:


UPAINT
------
UPainter by Right Hemisphere is a painting and editing
application for customizing Unreal Tournament 2003 characters.
It interfaces directly with the installed retail version
of Unreal Tournament 2004 and uses a similar, familiar interface.
Characters can be loaded into the interface and customized
using different paint, brush and texture effects.
A face editing component lets you import a digital image and
place it on an existing Unreal Tournament 2004 character.
For installation instructions, see the Readme.txt file in
the Extras\UPaint folder. Once installed, detailed usage
information is available from the Help menu inside the program.


Maya (R) 5.0 Personal Learning Edition and UT 2004 plug-in
----------------------------------------------------------
Create high quality models and animations using Maya Personal Learning
Edition and the exclusive plug-in which interfaces directly with the Unreal Editor.
The self-installer in the Extras\MayaPLE folder requires you to register
online; detailed instructions are displayed on startup.
The accompanying plug-in, to be installed only after *both* UT2004 and
Maya Personal Learning Edition have been set up, allows direct export of
content into the UT2004 editor.
For important notes and requirements for the usage of Maya Personal Learning
Edition with the Unreal 2004 Editor, please refer to the HTML documentation,
available once the plug-in has installed itself into the My Documents folder:
My Documents\maya\5.0PLE\docs\UT2004 Help\index.html


KAT - UT2003 edition 1.2
------------------------
KAT is MathEngine's Karma Authoring Tool. It is used for setting up
the physics properties of characters when they are in 'ragdoll' mode.
This includes configuring joint types and limits, bone weights,
centers of mass etc. With KAT you can import your own .PSK file
containing a new character, set up the physical skeleton and save
it into a .ka file to be used in UT2003 or UT2004.


Alias SketchBook Pro Version 1.0.3 trial version
------------------------
The 15-day full-feature trial version of Alias SketchBook Pro,
a fast-loading sketching tool designed for pen-based digitized
tablets and tablet PCs.


========================================================================
Useful web links
========================================================================

Visit for the latest updates, patches, and community events:

http://www.unrealtournament.com


Explore the Unreal Developer Network: frequently updated documentation
including extensive tutorials for programmers, mod authors, and
enthusiasts, straight from the Epic development team and other
teams using Unreal Technology:

http://udn.epicgames.com


========================================================================
Copyright notices
========================================================================

UPaint for UT2004 ©2004 Right Hemisphere Ltd. and ©2004 Epic Games, Inc. Raleigh, N.C. USA.

Maya is a registered trademark of Silicon Graphics, Inc., exclusively
used by Alias Systems, a division of Silicon Graphics Limited in the
United States and for other countries in the world.
The Maya logo is a trademark of Alias Systems, a division of
Silicon Graphics Limited in the United States and for other
countries in the world.

UnEditor plugin for Maya PLE ©2004 Secret Level and
©2004 Epic Games, Inc. Raleigh, N.C. USA.

MathEngine and Karma and the MathEngine and Karma logos are registered
trade marks or trade marks of MathEngine PLC, used under license.

Unreal® Tournament 2004 ©2004 Epic Games, Inc. Raleigh, N.C. USA.

Unreal and the Unreal logo are registered trademarks of Epic Games,
Inc. Raleigh, N.C. USA. ALL RIGHTS RESERVED.

All other trademarks and trade names are the property of their
respective owners.
Gmax from about twenty years ago was another one if you can find it. It also needed gamepacks to convert the files for use in games. Quake 3 was one of the supported games.
Gmax is an application based on Autodesk's 3ds Max application used by professional computer graphics artists. 3ds Max is a comprehensive modeling, animation and rendering package with some secondary post-production and compositing features. Gmax is much more limited due to its singular intended use—game content creation. Infrequently used tools and features, or the ones completely unrelated to creating 3D game models, were removed (these include most, if not all of the more complex rendering, materials, shaders, physics simulation, some of the more advanced geometry tools, in addition to the rendering engine), leaving the core modeling, texturing, and basic animation rigging and keyframing capabilities. In 2005, the promotional freeware software was discontinued after version 1.2, but a licensed version is still available from TurboSquid.