I use the eeditor in Win7 x64 with no problems, and no compatibility options. On the first run, I think I remember I had to open with explicit admin rights.. Right-click on the editor executable and select 'run as administrator'. After the first run as admin, try again normally, see if it works.
That looks like a UV packer. UV's are part of a model skin description, but not the whole model.
BWM files are also proprietary to this game ("Black and White Model" - I assume), so it is unlikely that any packer that doesn't have a plugin specifically for the game will be able to work...
I've not been here for awhile nor working on mods (much). I have been doing a bit though and hope to get back to working on them before too long.
The actual sounds are stored as raw PCM wave files, uncompressed. They can be extracted very easily by any program that can do something like a...
I'm not as familiar with the common crashes as other people here, but crashes in kernelbase are often caused by some OS problem or incompatibility. It may be that, even though the game is not installed in C:\Program Files, it is still installed in some place where the game doesn't have the...
The BWC files are a custom file created by the milkshape plugin for editing the l3d files. When you open a creature-related l3d file, one of the options is to read informaiton from a creature's CBN file. If you select this option, the information will be read from the CBN and placed into a...
I have a feeling that the 20000 count pickup limit is set in the .EXE file (compiled into the game). The problem is that portions of the EXE are encoded thanks to the securom software that protects and checks for the CD. If it's correct that this is in the EXE, it may be that a decoded EXE...
I decoded the structure (mostly) of the LUG audio files. I've come up with a few ways to possibly modify the creature hair files, but likely not in a way that is acceptable to release publicly.. it will require quite a bit of manual intervention and knowledge. I'm thinking to try and create...
As an added note, it appears that there cannot be more than three created creatures assigned to the player. It will work to create the creatures, but there seem to be little glitches with the way the creatures behave and the game may eventually crash.
-ego533
Bug in Version 0.1 of the Tools (version 0.4 of the OBJ2Creature import script): In the section labeled "EdgeConnectivity", a line is missing. Directly after the line
[entryCount = CSK_FACE_COUNT*3]
should be the line:
[ scratchvalue += struct.pack( '<i', entryCount) ]
So, the section...
Bug in the version 0.4 of the OBJ2Creature import script: In the section labeled "EdgeConnectivity", a line is missing. Directly after the line
[entryCount = CSK_FACE_COUNT*3]
should be the line:
[ scratchvalue += struct.pack( '<i', entryCount) ]
So, the section should look like this...
If you do indeed have all of the .txt files, then they will be sufficient to compile into a script. When variables or functions in one .txt file are used in another .txt file, the file the declares them must be specified before the file that uses them in the compiling command. The files are...
First, I assume you're editing a mesh, not creating a new model mesh, correct?
When importing, the "Insert extra triangles to preserve morph targets" should be checked. This seems counter-intuitive since the general idea is to *not* modify the structure of the mesh, but this is indeed...
As I remember, the process for using the milkshape plugins correctly has quite a number of steps that must be followed correctly and are easy to do INcorrectly. Can you post a step-by-step description of how you are doing the import and export of the mesh?
If you're editing the original...