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  1. How to script?

         If you have previous programming experience, it will come in handy. If you have no previous experience, it may be difficult to teach. Start in the script library on this site:  http://www.bwfiles.com/scripts/index.php There are tutorials...
  2. Daxter's God AI

      Still haven't tested this.. As another guess, make sure that trees or forests near the god's town are specifically spruce or cedar trees. The script (seems to) specifically check for these two types only and in a few places, does not account for the 'got' tree variable not having been 'got'...
  3. Don't have a .wal?

         Compile and use this script on the map. See if it works correctly. If the map still crashes with this script, the map files are to blame. If it does not crash, the script is to blame:   run script BasicScript begin script BasicScript start wait 1 seconds disable load screen set...
  4. Don't have a .wal?

      The .wal file is not necessary. The game would not crash from lack of it, unless the map specifies that it should exist. 1) Did you change the name of the files after saving the file from the landscape editor (in other words, changed the filenames outside of the landscape editor)? 2) Is this...
  5. Daxter's God AI

         See above.
  6. Daxter's God AI

       I suspect the first run, the god was going after the ore rocks that are created, except they are in the water.. maybe.   I think you're supposed to have a 'forest' (cedar or spruce trees) a moderate distance from the god's town center. Line 67 to 83 : Define the coordinates of ore...
  7. Daxter's God AI

      Post the lines of your Mainscript.txt file that start the GodAI script.   Also, It looks like the GodAI.txt script has hard-coded coordinates in it. I assume it was made for specific maps in the OGAM project that it was created under. This thread has a bit of information about this...
  8. Extracting the models

         Still working on this.. The CCS file is a red-herring. It looks like this file was abandoned or otherwise not really used. Of all the information in it, only one array of bounding boxes is used in the game. Working on the CHA file currently.. to my inexperience eye,  it seems this file is...
  9. LandscapeEditor help!

       As a guess, if the program is installed in Program Files, you may need to run the Landscape Editor as an administrator. Right-click on the editor program and select, "Run as administrator" . -ego533
  10. Like creating landscapes but can't play them

         It is still available in the downloads section:  http://www.bwfiles.com/files/file.php?id=1108 -ego533
  11. LandscapeEditor help!

         You cannot run the game and this at the same time.    In addition, I think you will need to have un-stuffed the game files into the correct directories before this works.. I forget if this was needed or not. Run the Lionhead unstuffer that also came with the tools to extract all of the...
  12. Daxter's God AI

      It looks like this script makes use of abbreviated constants. Things like "TREE" are supposed to be "SCRIPT_OBJECT_TYPE_TREE", "TREE_INFO_CEDAR", "ABODE_NUMBER_STORAGE_PIT " and so on. I think if you simply add this script here to the compilation list before the godai.txt script, it will...
  13. Temple Changer Problems

         Did it work without having to edit anything? It looks like the .bats should still work for 95% of people. -ego533  
  14. save/load my_creature

      It was mainly through experimentation. Also, the statement, "Some of the statements are assumptions.." is telling. Some of the statements describe what I'm guessing is correct from the results of experiments and intuition. The only real discovery beyond what was mentioned here was that the...
  15. projectile object

       To throw something, it looks like these sections have useful info: 3.1.13 3.1.14 3.1.26 3.9.X - Not well defined, some statements look like the documented syntax is wrong..      To 'throw' a spell, it looks like these commands are useful: 8.13.X    I've have not tried these myself, so it...
  16. Column & wishing well skinning help.

      Would making all of the Greek textures a blank, black image help? This should let you know if you're looking in the right place. If you still see some texture on the well or column, that tells you that part of the texture for these is not in the 'Greek'-labeled files. Additionally, you could...
  17. Extracting the models

      Okay, first bit of success.. I have a "hard-coded" base mesh extraction for the creatures stored in .ccs files, written in python. I think there is still a long way to go before I can create a way to insert new or updated meshes. I still need to get the UV textures, I believe from the .ccs...
  18. Extracting the models

      ... And basically giving it a straight shot, here is what may be the model morph for "Thin Wolf". If someone wants to try to get it in a format to import into a 3d program, try it out.   The XML surrounding the numbers is probably meaningless. The numbers need to be interpreted first...
  19. Extracting the models

      The wayback machine was helpful! [ http://web.archive.org/web/20090413044933/http://wiki.planetblackandwhite.gamespy.com/PBnWModdingWIKI/index.php/Main_Page ]   Model file information is attached. The files are actually .rtf renamed to .doc. Should open in any Rich Text editor. -ego533
  20. Extracting the models

         Does anyone have the old posts from the Planet Black and White wiki on the model format?    Extracting the models is evidently possible: [ http://forum.xentax.com/viewtopic.php?f=16&t=2634&hilit=black+and+white ]. The last post was a couple months ago. I think it is a whole different set...
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