But since I can't get a good ASCII to look at in 3Ds Max, I'm sort of stuck, with experimenting blindly...
If there are more techy folks here, who also understand the Binary format; do you think it's possible to tell me how the animations go?
If you open the ASCII in Notepad and search for newanim you'll be able to see all the animation names as well as their durations and so on. v_superbike has a bunch: Gear0, BankL_06, downthrust, etc.
I also don't know the "class" the Aurorabase belongs to: is it an item? character? or just Other?
It's Effect. I don't think this really matters, though. In NWMax it determines some things, such as which animations are in the dropdown list, but I don't know of any purpose this has in the game. I've messed about with replacing different models of different types before, and they generally work anyway.
To my suprise the swoop bike track gets loaded on Manaan. But it looks wrong, the GUI is not OK, neither does my swoop bike move.
The countdown works, but then nothing happens. Hitting esc just pauses the game. So it's task manager to quit
It would seem the animations are important to get the swoop to work like it should.
I'm don't know why you wouldn't be able to move. I've replaced the swoop bike model before, in the second game. And the model I used had no animations on it at all. But it still moved.
The issues here arise from MDLOps not writing default values for the emitter pieces and NWMax expecting some more than "" as a setting when importing the emitters. Because the info isn't imported, it can't be exported, much less anything to do with animations of emitters.
If the emitters are the problem, then it may be possible to edit them out of the ASCII before importing, and then in theory everything else would import correctly.