Well, so far I haven't been able to figure out how to generate a proper checksum for my WLD files so the game will extract them from the S3D files without barfing. I super-optimized my crc32 routne and sic'ced a 1.7GHz PC at it, but no dice. So I'm officially yelling that I NEED HELP!!!

I'm 99% confident that the checksum is somehow based on the actual name of the stored file, since I found four bitmaps in both global_chr.s3d and global_chr1.s3d that:
- are all byte-for-byte identical
- are all 72 bytes in size
- have DIFFERENT checksum values.
- have the SAME checksum value in each .S3D archive where the filenames match (e.g. elmhe0042.bmp has the same checksum in both files, but a different checksum than elmhe0052.bmp, even though the files are IDENTICAL).
The files I'm testing with are:
elmhe0042.bmp
elmhe0052.bmp
elmhe0062.bmp
elmhe0072.bmp
They are all 72 bytes in size and are byte-for-byte identical, but have different checksums in the S3D files:
40EF7F22
0FB81733
DE41AF00
9116C711
I did some poking around and noticed that there was a project called "nudeeq" that changed some character skins. NO, I'm not interested in nude character models, but I am VERY interested in HOW CHECKSUM VALUES WERE GENERATED. If anyone has any info on this, please post it or msg me; there is no way we can generate our own zones unless we can get the game loader to extract the files without thinking they are corrupted.
Windcatcher