Because the tools are not capable of porting assets right now... You can't just copy paste the ANCS from MP1, it needs to actually be converted from MP1's ANCS format to MP2's because there are format differences and you would also need to do the same for all the dependencies of the ANCS (the model, skin, skeleton, ANIMs, EVNTs, particles, etc...) -and- make sure they're included in the pak in the right place and duplicated where needed. I'm pretty sure I've said enough times the tools can't do this yet so I'm not really understanding why you expected this to work.
PWE itself crashing is probably caused by copy pasting the ANCS without also moving all the files used by the ANCS.
Is there any way to access any of the sound files in Mp1? (not the music, things like the door opening sound and such) I see the sound ID's for them and I want to be able to open them with Audacity, but I cant seem to find any of the files or even where they're located in the paks. Extracting the paks with paktool doesn't give me anything either.
Jack has been working on precisely that issue, and we currently have SFX working in our test application for Amuse, which is our MusyX reimplementation, if you're willing to wait a bit longer we should have a "stable" build ready soon.
Also, those sound ID's won't do you a whole lot of good directly, they need to be translated via the Audio Translation Table (ATBL)
Here is a test file to demonstrate what Amuse is capable of, currently I have to play the audio with Amuse and record with Audacity but eventually you'll be able to "render" the SFX.
you can also use my crappy Prime Audio Decoder from a while back that extracts the sounds from AGSC files. it doesn't really handle sound IDs or most of the features of AGSC like SoundMacros but if you just want raw audio sample playback it will work. https://drive.google.com/file/d/0B9MLV21H7SDvemgwN1daYnliSjA/view?usp=sharing
Hey, if anyone's interested in working on billboard icons for different script object types, let me know. You would be helping us come up with designs for icons that suit the object they're for + actually creating the icon itself for use in the editor. Main requirement is that you're able to nail the same style being used for the existing icons so that everything looks consistent. Bonus if you are also willing to convert your icons to TXTR and test them in the editor yourself (it's possible with PWE though the process is annoying on the current build - I'd show you how). We have two artists working on them currently but there are a lot of objects left and progress is slow, so any extra help would be appreciated. Shoot me a PM if you're interested.
every time i load up landing site on echoes, i get these errors: ERROR: Couldn't open resource: ee0c8499.CMDL ERROR: Couldn't open resource: 85232b4f.CSKR ERROR: Couldn't open resource: eec8a185.CMDL ERROR: Couldn't open resource: 85e70e53.CSKR ERROR: Couldn't open resource: 2aeb067b.CMDL ERROR: Couldn't open resource: 41c4a9ad.CSKR ERROR: Couldn't open resource: 8a233801.CMDL ERROR: Couldn't open resource: e10c97d7.CSKR ERROR: Couldn't open resource: d45f0fce.CMDL ERROR: Couldn't open resource: bf70a018.CSKR
pak tool won't launch, no error message it pops up for less than a second then disappears
win10, i7 950, GTX660ti(outdated drivers cuz the new ones break), shit ton of ram idk what you need to know to help but yeah I can't really use this thing w/o that and I want to play around with this
Open a command prompt in the folder containing the pak files. Also make sure that's where the paktool.exe is as well. To extract all you type (without the ")"paktool -xg mp1
To extract a single pak it's" paktool -x Metroid1.pak
I may try to make a simple program (ahk)for this Hope this helps
So how did the original do it? I'm gonna be making a scan editor. user can, among other things, change the text (duh) as well as the scan speed and move
opening a file directly in a program (either via drag-and-drop or by associating the file extension with the program) is done by just running the program with the path to that file as the first commandline arg, so if you want to support that for your scan editor that's all you have to handle.
I'll probably make a new STRG editor integrated into PWE soonish when I have exporting and cooking done. I want to start adding support for more asset types and STRG is one of the easier ones.