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Zitat
There was no editor, models were made in 3D Max and exported to an intermediary format which was then run through our asset build process to produce the bwm. It really shouldn't be hard to find someone to reverse engineer it and produce an exporter.Zitat
True. If lionhead created an editor in the first place to create these files, then it shouldn't be too hard to do that same thing. So anyone with C, C++, C#, .net or any of those languages with experience, then please ease our pain and develop something for us.
Zitat
3D max is just a modelling program. If someone can write a bwm exporter/converter (for Max or some other 3D program) then you can put new static (non-animating) objects in the building (rocks, buildings, weapons, etc). Our asset build produced the bwms for us. New creatures, villagers, animated buildings, anything that's animated needs our asset build process or someone with a lot of time on their hands, even then I don't think they could crack adding a new creature.
Zitat
It's an offline process for the creature building (all the asset building/compilation, packing, etc), all written around being run on a server machine rather than the PC you're working on... so to start with we'd have to rewrite the tools to do that. There's custom viewing tools and other things. It's a very bespoke process - to get a new creature into the game you need someone who knows the build process to add a bunch of new things and set up paths for that particular creature. If the creature needs to do anything different from one in the game you need access to the source code and the ability to recompile the game. Our artists needed lots of support during the dev process and to work closely with a coder to create, build and eventually get a new creature into the game. You need to create all the animation, all the morphs, etc for a creature to work, this isn't a small task (e.g. the turtle was worked on for all of the dev length of BotG). There was no way we could have released these tools.
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