Where it stands
Evil Engine finds Overgrowth on its own and reads it the way the game does. The game’s own campaigns and menus ship as eight built-in mods, and they’re laid over its Data folder just as the game lays them, for a little under 21,500 files. Overgrowth’s engine is open source, which helped: the rules for where each file comes from were read from Wolfire’s own code rather than guessed.
Your copy is fingerprinted in parts: the props, the characters, their moves and weapons, each of the 70 levels the campaigns use, and the scripts, sounds, dialogue and settings. Every file matched Steam’s own checksums. Each level’s sky also converts, but the levels themselves don’t yet.
Known issues
- The game’s own files point at 374 files the install doesn’t have, mostly editor thumbnails and campaign characters that never shipped. Each is noted rather than guessed at.
- The machine translations that come with the game start off, as they do in the game, and can’t be turned on yet.
- In a converted sky the sun isn’t at its full brightness yet, and below the horizon it’s black, where the game draws its land in a separate pass.
- When a texture ships both as its original and as a baked copy, which one gets used follows the game’s code, but hasn’t been checked against the game running.
Next up
- Checking which baked textures and models the game really uses, against the game itself.
- Converting its models, animations, skeletons and levels, porting from the open-source code where that’s quicker.