.BWC Script Reference Manual
(c) 2001 DragonZap, dragonzap1@aol.com
http://www.bwcenter.com/

For my MilkShape plug-ins, I've made a script format which is very similar to the
.qc files used for Half-Life, Quake, Quake 2, et al. models. BWC files are used
to generate .CBN files, and if you so choose, you don't even need to make a new
model to use a new .CBN file (for example, if you only wanted to change hair color
or hair length of a creature). As of right now, there are not very many commands,
but more will be added as a figure them out.

BWC Commands:

BWCversion <number>
	Determines the version of the plug-in that created the .BWC file.
	This is necessary as the .BWC commands will probably change several times
	before the plug-in is completed.

model <name> <filename>
	Sets the filename used for model <name>. <name> can be base, evil, good,
	thin, fat, weak, and strong. <filename> must be the name of an .L3D file
	in the "Data\CreatureMesh" directory, minus the .L3D extension. For
	example, the Ape's base mesh is "c_ape_Boned_Base". Use this command
	to change where Black & White looks for your custom model files so that
	you don't have to overwrite existing .L3D files. As an example, if I
	made, say, a snail creature, I might want to call the base mesh
	"C_DragonZap_snail_base".

hairinfo <group> <type> <r> <g> <b> <length> <damping> <stiffness> <thickness>
	Sets basic information about creature hair. <group> should be left as it
	is generated from the .CBN file for now. <type> can be base, good, or evil.
	<r> <g> <b> are numbers from 0-255 and are the red, green, and blue values
	of the hair color. ("0 0 255" would be completely blue hair, for example.)
	<length>, <damping>, <stiffness>, and <thickness> all refer to properties
	of the creature hair. Play around with them to get the effects you want.

	NOTE: This is a temporary command and will most likely not appear in later
	releases of the MilkShape plug-ins.

soundbank <filename>
	Sets the soundbank filename of the creature. Since nobody has a way to
	make custom sounds for creatures yet, there isn't much use for changing
	this yet. (and using it to use a different creature's sounds does not
	seem to work)

	<filename> should be the name of the .SAD file as found in the
	"Audio\Creature\SFX" directory, minus the .SAD extension.

tattoo <group name> <x> <y> <scale> <rotation> <flipped>
	Sets the positioning of creature tattoos. There can be a maximum of 8
	tattoos.

	<group name> should be the name of the triangle group that you used in
	MilkShape. <x> and <y> refer to the pixel position of the center of the
	tattoo on the texture image. <scale> is used to scale those images.
	<rotation> is a number from 0-3 which is the number of times that the
	tattoo image should be rotated 90 degrees clockwise. A value of 2 would
	mean that the tattoo was turned upside-down. If <flipped> is 1, then the
	tattoo will be a mirror image of itself.

Send questions/comments to dragonzap1@aol.com. English only, please.