

I was going to give you the source code to the game itself as well, but I seem to be missing parts of it. I probably won't be very helpful if you have questions because I wrote all this 15 years ago, and the guy who wrote it is a stranger to me, even. Everythign is very user un-friendly because I never actually expected to distribute this to anyone. I think if you don't include the tags I put in for the start points and the goal point, it will simply crash when you try to run it. I'm including the original meshes in this collection so that you can examine them. The levels themselves have either a point or an object embedded in them that is given a codename- something like STARTPOINT1, as I recall, or the names of a creature. Meshworld exports the whole level, all broken up into a QuadTree for visibility culling.

MeshExport was to export discrete models, like the hamster itself, or anything you see moving in the game, centered at 0,0,0. This code is ancient, but let me see what I can remember: So you MIGHT be able to build a system for that by grabbing the necessary ingredients online. The last time these were compiled was under Visual Studio 2003, using 3D Studio Max 3 (or possibly 5, I don't remember) on Windows XP. But, you might be able to backwards engineer them so that you can export levels from Blender and such.

I can't offer much support for these- it seems unlikely they will be usable out of the box.
