• New Horizons on Maelstrom
    Maelstrom New Horizons


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Tool for making characters and converting VRML files to gm

<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin-->Yes, you can just give a character a new head that has the right hat. But that doesn't help if you want to keep the face and only change the hat...[/quote]True... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I paint, tho, so unless the model has a goatee or bushy sideburns or no hair, I can usually change a face easily enough. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin-->And I have to thank you for the warm welcome in this forum. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />[/quote]Oh heck, we're just naturally friendly here! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> But we ARE grateful you've come to share this wonderful and MOST USEFUL tool with us! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> I wish I had more time to play with it at the moment - heh... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
A lady pirate model with a hat would be spiffy as heck, but that little trick looks like it will need a more `in-depth` modelling tweak.

And if the hat worn by those "corsair" characters is more accurate for the Olde British Navy, I think you still have to overcome the problem with the soldier models all having long hippie hair. At least, I haven't noticed whether any models have short hair. And then when you take off a head that's normally attached to a luxurious shock on the body model, you're left with a huge gaping hole... nice for zombies but not much else.

Also, note that there are two "corsair" heads with nice hats, differing ever so slightly... I forget the exact model names, but one has a point chin (meant to be gotee'd over) and an earing, and the other has neither.

*edit* ALSO, I feel a step closer toward an even cooler Jack Sparrow model in which he wears his leather hat and long coat. I don't suppose the head really needs dreads all popping out -- just the likeness of his face, eh? I'll assign myself toward looking into it.
 
<!--`QuoteBegin-Cap`'n Archibald McNil+--><div class='quotetop'>QUOTE(Cap'n Archibald McNil)</div><div class='quotemain'><!--QuoteEBegin-->Um...scuse my ignorance...But what tool?  I want to get into modding but I lack the means to do so...[/quote]Inez has made an extremely useful tool for changing heads on character models, as well as helping to import new character models into PotC. If you go back to the beginning of this thread you will see the link she has very nicely provided for us - so you will be able to download and try it and see if it helps you with your modding projects! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<a href="http://forum.piratesahoy.net/ftopic3310.php" target="_blank">http://forum.piratesahoy.net/ftopic3310.php</a>
 
<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin-->
Petros:  
...Probably you didn't point it to the correct game directory...[/quote]

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Yes!
I did not look carefully at what that box wanted and as it always listed the
gm files, I though that is what I was supposed to select.

I pointed it to the game engine, like I was supposed to and everything worked fine!

Much thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Still playing with it, still finding new combos. I'm noticing some trends with what locator and texture maps are used with what heads. That is, with locators, they seem to be applied to the body according to which head is put on it. Putting any other lady's head on Danielle's body thus removes her pistol hand and carrying locators.

I tried fixing it by adding new locators, in positions I thought was correct (also tried adding kind of brand new locators to make it so other ladies can hold a pistor at their sides and fire it), but `in-game` it isn't right. They go through the motions but the weapon isn't `in-hand`; it stays at their sides or just sort of in front of them. Any advice?
 
I had that problem with locators, too. I think the numbers (position and orientation) for the locators have to be precise to the last digit for the weapons to appear in hand. If that doesn't help, I could change it so the locators come from the body model.
 
That would prevent Danielle from losing her locators when you put another head on her, but since you've built in the stuff that lets you add new locators, is there an easy way to figure out how to add or change them?

For instance, I'd love it if I could make someone hold and use two pistols or two blades, or just for the sake of variety switch the hands on some models. Is this possible, and can it be somehow programmed in, or do I go for the trial and error approach?
 
Actually _using_ two pistols and two blades is an engine problem. But simply adding a new locator and sending geometry to it, that's intriguing...
 
Easiest Way to add or change locators is to export them to a textfile (there's a menu item for it, I think via View/Locators?), then edit the textfile and reimport. Or export Danielle's locators and import them to a different girl.

Sending arbitrary geometry to a locator I don't know how - though I agree that would be great, like making a hat locator and then adding different hats at runtime.

I have been wondering if it can be done for loactions and items, too - that is put a new locator into a location model and then at runtime let an item appear at that position (maybe even something as big as a new house?). Does the script code permit you to place things at locator positions ? (I think it is that way with the randitems, is that true?)
 
Heh, imagine a "randitem" location... Like Brigadoon, it only appears across that bridge SOMETIMES... Like if you have in your possession a special map... (oooh, I sense a mod brewing!!!) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
What's a "Brigadoon"? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
Oh... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> Sorry, showing my age and ethnicity here! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> I should have known that would be an obscure reference! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

It's an old American musical - the movie (1954) was with Gene Kelly and Van Johnson, about a magical town in Scotland that only appears once every one hundred years. Two men find it when it appears out of the mists, and spend time there - and one falls in love...

<a href="http://www.imdb.com/title/tt0046807/" target="_blank">http://www.imdb.com/title/tt0046807/</a>
 
It's a grand love story with fantasy and fun and singing and I just LOVE Van Johnson! (haha!) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Errh... ARRRRRRRRRRRRRR!!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

(we now return you to your regularly scheduled pirate) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
You can certainly send static geometry to _location_ locator, e.g. the item trader tents.

So technically, if you put a locator in the right place and model and export a house, you can put the house there. {I think.}

Regarding characters: pfui. Sending geometry to characters is done via two hardcoded sendmessages (MSG_CHARACTER_SETBLADE and *GUN), not a generic sendmessage ("modelname", "locatorname").

Hmm. Maybe the `send-static`-`to-loc` thing might be `jerry-rigged` to work for characters?
 
Place to look for that is locations_loader.c,
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->bool LocLoadModel(aref loc, string sat, string addition)<!--c2--></div><!--ec2-->
 
Ì tried just changing the locator names; sword_hand became gun_hand, and the hip position similarly changed. but all it got me was a pistol slapped right where my sword goes, so i had both in the same place. and i couldn`t eqip a second sword or gun. and trying to use the weapons was a bit messed up.

so, experiment 1, failed.
 
Here's what I've been working on so far, as far as models with switched heads.

1) I call him simply "The Pilgrum," a wanderer with an `ever-ready` flintlock at his side. (I may be delving too deeply into cowboy territory now.)

<img src="http://img.photobucket.com/albums/v251/alan_smithee/pilgrum.jpg" border="0" class="linked-image" />

2) A la "Brotherhood of the Wolf."

<img src="http://img.photobucket.com/albums/v251/alan_smithee/wolf.jpg" border="0" class="linked-image" />

3) Remember that decrepit cathedral interior I was working on? It'll be guarded inside by monsters like this:

<img src="http://img.photobucket.com/albums/v251/alan_smithee/robedghost.jpg" border="0" class="linked-image" />

So... I'd like to see what other people are doing with Inez' new tool.
 
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