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Black & White: Ultimate (...
 
Forum: Modding 
Last Post: Shane 
02-05-2024, 08:46 
» Replies: 0 
» Views: 2,896
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How to extract/insert Mod...
 
Forum: Modding 
Last Post: Weed_Man 
05-15-2022, 23:51 
» Replies: 35 
» Views: 99,122
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Help with the BWGraphicMo...
 
Forum: Modding 
Last Post: Jeff McJeff 
02-23-2022, 23:24 
» Replies: 10 
» Views: 23,378
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error when trying to laun...
 
Forum: Technical help 
Last Post: Lant 
08-25-2021, 10:34 
» Replies: 13 
» Views: 28,171
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Mod Manager - replacing R...
 
Forum: Modding 
Last Post: Weed_Man 
08-17-2021, 03:02 
» Replies: 9 
» Views: 29,793
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Black & White: Ultimate
 
Forum: Modding 
Last Post: Lant 
03-28-2021, 11:04 
» Replies: 1 
» Views: 7,869
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How to create inWorld Tex...
 
Forum: Modding 
Last Post: Kratzean 
03-12-2021, 20:46 
» Replies: 2 
» Views: 8,544
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Black & White: Ultimate (...
 
Forum: Modding 
Last Post: Random.Rex 
03-04-2021, 17:17 
» Replies: 6 
» Views: 18,494
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Resolution + Graphics mod...
 
Forum: Technical help 
Last Post: Lant 
10-25-2020, 10:46 
» Replies: 1 
» Views: 6,896
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Creature Isle Pathing
 
Forum: Modding 
Last Post: Shane 
10-19-2020, 11:01 
» Replies: 8 
» Views: 20,967
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|   Multiplayer Scripting (CI) | 
 
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Posted by: Shane  - 07-16-2020, 15:53 - Forum: Modding 
- Replies (2)
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				Managed to get some scripts running in Multiplayer through some custom "auto-run" functions. I tested out some of the following functions: 
 
- Music (Playing the Nemesis theme in the video). 
- Vortex spawning (Not really useful for Multiplayer since quests don't work but still cool to see). 
- Allies (Player 1 & Player 2 are allies, just like Khazar's behaviour with the player. I'm most excited about exploring this some more). 
- Weather events (Very heavy storm in the video as an example, definitely some cool things to do with this). 
 
Check it out!: https://www.youtube.com/watch?v=4q_QrVn-rJg
			 
			
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|   Creature Isle Quest Scripts | 
 
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Posted by: Shane  - 07-07-2020, 10:10 - Forum: Technical help 
- Replies (2)
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				Hi. 
 
Thanks for supplying the original Black & White quest scripts from the MAC version of the game! I've recently installed the Creature Isle script compiler but surprisingly, it doesn't come with the original quest scripts (comes with a few of the basics to get started). 
 
Do you happen to have the original Creature Isle quest scripts (presumably from the MAC version of CI)? It would be really helpful! 
 
Thanks again!
			 
			
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 CI Script Compiler (Missing Constants) | 
 
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Posted by: Shane  - 07-05-2020, 11:15 - Forum: Modding 
- No Replies
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				Hi! 
 
Recently, I've been messing with the idea of porting Black & White scripts into CI using the official Script Compiler from Lionhead. I've had decent success porting the intro from Black & White into CI using the MAC quest scripts (https://www.youtube.com/watch?v=HvYv3f0rBW0). 
 
As you can see, some of the camera locations are incorrect. This is due to missing constants that won't compile. Additionally, some of the tutorials won't compile due to an unknown constant. So, I suppose I have 2 questions: 
 - 1. How do I access some of the camera enums? For example, "Shark1Pos = marker at camera T03_000" cannot compile due to not knowing this enum. I see an entry in the "CameraPosEnum.h" file called "FollowUsT03_000", which I presume is the camera position needed. So I guess I'm asking, how do I use a camera enum or even get the values (positions) for all these camera enums?
 
Compile Error: ..\scripts\CreatureIsles\FollowUs.txt(30) : error near token "total": Unknown constant "HELP_EVENT_TYPE_ZOOM" 
 
 
- 2. There seems to be a handful of constants used by Black & White during the movement tutorials. One example is "HELP_EVENT_TYPE_ZOOM" which seems to increment to a "ZoomAmount" and once a threshold is reached, will complete the tutorial. The other movement tutorials have similar "HELP_EVENT_TYPE" constants. However, the compiler has absolutely no idea what these constants are and I can't find any mention of them anywhere, unlike the camera enums. Are these possible to use? (I have a feeling they were maybe removed in CI).
 
Compile Error: ..\scripts\CreatureIsles\FollowUs.txt(181) : error near token "": parse error, expecting `T_IDENTIFIER' 
 
 
 
 
If it's relevant, here's the .bat script I've been using to compile: 
 
Code: @echo off 
 
"script_compiler" -path .. -scriptpath scripts\CreatureIsles -inputfile GlobalChallenges.txt IsleChallenges.txt challenge.chl 
 
pause
  
 
 
 
Any help would be really appreciated    sorry if any of this is unclear, if you need more clarification, please let me know! Thanks!
			
			
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|   Loading Problems with BW and CI | 
 
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Posted by: Kratzean  - 06-10-2020, 21:44 - Forum: Technical help 
- No Replies
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				Black&White (and CI) have problems with loading. To load something, the game needs 2 minutes instead of some seconds. At the beginning of the Loading Screen, the game freezes for nearly the most of the time. The Loading Progress itself is normal. 
 
I am Using Windows 8.1 and don't change the operating system in the last time. To make the PC faster, I opened my Pc and removed dust from the hardware, cleaned the PC with cleanig tools and make more speed with boost tools, but the problem is still exists. 
 
I also reinstalled BW and used an unmodified version of CI, but it still doesn't works. I also tried most different settings from the setup.exe file. And all new patches are installed. Also I have automatic update active. 
 
I doesn't have any ideas, I tried all... Until I can't fix it, I can't make much in modding BW or streaming the islands...
			 
			
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|   Draw Dist | 
 
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Posted by: Moogie  - 08-25-2019, 19:58 - Forum: Modding 
- Replies (12)
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				Hello! Hope this post works, as the forum is refusing to send the email verification code. 
 
I'm patching out LOD/draw distance limitations. Decent success so far, but I'm stumped on the final hurdle. 
 
I've managed to make the following edits: 
 
-Unlimited zoom (to the skybox, at least) 
-Full LOD on all objects at any distance, including people and creatures 
-Certain buildings/forests stay visible at medium distance rather than disappearing 
-No gradual transparency fade of distant objects--they're either visible, or they're not 
-No "darkening to black" of distant objects 
 
It looks pretty good already, but things still disappear at a certain distance away, and every object treats this differently. For instance, sheep disappear SUPER quick when you pull back, whereas trees stay visible for a very long time. They all seem to be comparing against the ESI register, but I have to admit, I'm just an enthusiastic beginner to hacking and my fumbling attempts have not gotten to the bottom of this yet. 
 
I want to make everything -- including villagers -- remain visible, no matter how far out you zoom. I know some people here have made attempts at this in the past, but all the threads are old, links are dead, and information is scant. I'm posting in the hopes that someone might still be around to help out or give me some pointers (no pun intended) so that I might make and upload my own patch for y'all. 
 
Here's some comparison shots: 
Unpatched 
Patched 
 
In a gif for easier viewing
			 
			
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|   Creature Height after age 18? | 
 
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Posted by: Shane  - 04-20-2019, 13:34 - Forum: Gameplay 
- Replies (1)
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				Hi. 
 
As far as I know, the creature grows very quickly before he turns 18, but what about after? Does his growth rate keep decreasing as he gets older or does it just stay at a static low rate after 18? Also, is creature growth different in CI? 
 
Asking because I have a creature who is age 100+ but not full height yet. 
 
Thanks.
			 
			
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|   Compiling a new challenge.chl file | 
 
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Posted by: Shane  - 04-17-2019, 21:55 - Forum: Modding 
- Replies (14)
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				Hello everyone. 
 
I know this has been asked before but I would like to make some very small changes to the challenge.chl file. I saw some programs such as "CHLEX" and "CHASM", which can decompile and recompile the challenge.chl file. 
I had success decompiling the challenge.chl file using "CHLEX" but could not recompile the challenge.chl file using "CHASM". I was able to compile one of the example scripts however. 
 
I want to do this for Black & White, not CI. I was linked https://filehorst.de/download.php?file=bbfHEGqg from my previous post here before, but I'm fairly sure this is only for the CI scripting tool. 
 
One thing I'd like to do is simply remove the script that is called to spawn the throwable villager in Land 3. By the looks of it, the script associated with this is called "ThrowBlokeMain" and removing this should be as simple as removing the line that calls this script. 
Could someone provide me a small tutorial on the basic compiling of the challenge.chl file either with the mentioned programs above ("CHASM" and "CHLEX") or another way that would be better? Unless it's just not possible for Black & White at all? 
 
Thank you!
			 
			
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