I just did a quick and dirty test on the swoop bike thing. Before I get to do some rendering for another little project with SH.
I've been trying to import v_superbike.mdl into 3ds Max. That is the model used by the game as your swoopbike.
But when importing Nwmax "crashes", something about the animations. Not sure what is causing it. So far the oldest version of MDlops gives the best result.
As when Nwmax does the crash, I rerun the script; and then the model appears. But the animations are not okay. Only two animations remain and they are seriously wrecked.
So I can't redo new animations for my own swoop bike model. As I don't know how many the old model has and how the animation are done on its timeline.
I also don't know the "class" the Aurorabase belongs to: is it an item? character? or just Other?
But to get a start I just made a very simple boxy model and did an export, compiling with MDlops and dropped the thing in the override.
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.
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?
Not sure what is possible in that regard though; but any pointers would be helpfull.
For the curious, this how it looked. The little grey box is my model. I've also been messing around with the camera 2DA, so perhaps that is why the GUI looks wrong?
Anyhow, back to the rendering business first!