• New Horizons on Maelstrom
    Maelstrom New Horizons


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Tool for making characters and converting VRML files to gm

Milkshape for free? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Hi mateys <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate3.gif" style="vertical-align:middle" emoid=":p2" border="0" alt="pirate3.gif" /> , when i open a gm file it loads but there is no texture i put the path on the texture directory and i have dirctx9, what is the problem with the tool matey <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Sure, for my dungeon. I'll post pictures soon.

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Here's the loading screen for the ballroom, and two of the new dresses with their masks. The other dancers are just masks on regular `fancy-dressed` people.


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


<img src="http://img.photobucket.com/albums/v251/alan_smithee/mask2.jpg" border="0" class="linked-image" />



<img src="http://img.photobucket.com/albums/v251/alan_smithee/mask1.jpg" border="0" class="linked-image" />

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I couldn't cut the door model out of the new room... the program still crashes on me when I try and do anything with a newly generated space, and often when I try and edit models or combine them. But in general it's much more stable than before, and I've gotten some neat things done, so no complaints.

And about the animation cycle: that's a neat feature. How can I get it to play other animations? It shows a `drop-down` list, only it won't drop down, so is there somewhere I just put the other animations?

A really weird result of it, by the way, is if you stop the cycle the character is frozen in place, and you can save him in just that position. You can also cycle through animations on any other model, and it moves to a different position. I've been able to save some `vertically-alligned` models as horizontal, which is something I've wanted to do for a while.

But you want a real `horror-show`, open one of the head animations, and make sure it'll appear skinned... and cycle through animations on that.
 
That's so beautiful! Can't wait to be in the ballroom! As usual you have me standing `open-mouthed` and in awe. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />

Other animations (meaning different skeletons) are as yet not possible, there's some trick I think Akella did with the starting position, and I've only (approximately) figured it out for the man skeleton.

That you can save people in `mid-movement` I have noticed, but I decided to leave it so because I, too , thought it's funny if nothing else.

Too bad the location thing is still not working correctly for you - on my system I have noticed with more than six or so pieces of furniture in a room I run out of RAM and the system starts paging to the hard disk - which means everything abruptly slows down so much it stops being usable. Right now I'm busy with the walkfile for Inzane's ship, but when that's done I'll get back to the locations. (And I haven't forgotten the character locators either, but I'm just always short on time..)
 
No rush. Back to school in a couple days and there goes my free time, as it were. We'll see if I can't at least release a new pirate captain character pack before Tuesday.
 
Hey, that looks great, Alan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Is the mask modeled onto her face, or is it "form fitting"? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Masks are `form-fitting`, but I'm having a fair bit of luck approximating a `3-d` effect with `2-d` graphics. You should see how I turned the brodyaga model into a hot babe...

I got half a dozen models I'm releasing today; details in my fishswords thread. For here I need to mention that when I get a room to work in game that I've edited with Inez' tool, it's still missing the shading data, or whatever it is, exactly... the "indoor" effect. Instead, the edited rooms are stark bright inside. Is the tool leaving something out?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Is the tool leaving something out?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure - I think the lighting is not in the model. But I don't know how it's done either. Check the location setup in locations.ini, maybe you find something there.
 
I'll compare an unchanged/changed model `side-by`-side in a ... whatchamacallit... that programme that shows you all the textand gobledygook in a gm file.
 
Wait a minute - you're saying this happens with an *existing* room that's `programming-wise` set up exactly as before, but after you edited it (added something) the lighting is gone (all bright)?
Now that would be interesting...
 
Exactumundo. You don't find the same?

I had this problem a long time ago, trying to edit the skin on a room for the first time... I forget what caused it exactly, I never could figure it out; but it's never been trouble since.
 
I never changed an existing room, I only saw it with new rooms.
But if you had it with reskinning only, how can it be the model?
 
Not just the reskinning, before; I was trying to get a new location into the game, and I thought I had to rename all the files, and I either missed a few or misnamed. So now I just copy the whole folder of the location and change that name, but the stuff inside stays the same.
 
I could well imagine that such a problem comes from changing of file names. Another thing that needs looking into <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
Once again the question about the mixed characters: If I want them into the game, do I need to make a texture file extra for this new mixed modell or does it use the two texture files of which it is set together?
 
Per default it uses the two original textures, but you can of course reskin, like Alan is doing so amazingly.
 
I can put such a mixed character into the game like a new tailor skin?
Ah, wait, the reason I had to `hex-edit` when doing a new skin was because an existing model was to use another texture file. So, if I don´t want to change the texture of the mixed model, there´s no need for `hex-editing`, right?

And If I reskin, I´d have to make a completely new texture file, I mean, taking an existing one won´t do much good, I suppose.

By the way, can I take screenshots in your tool? If so, I haven´t figured out how <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" /> It would be extremely helpful, otherwise I´ve got to do a new tailor skin every time and add it to the starting selection to take a shot from it in the game.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->can I take screenshots in your tool?<!--QuoteEnd--></div><!--QuoteEEnd-->
Dunno. I guess so. I mean, it doesn't have a key for it, but with windows PrintScreen key it might work.
I take screenshots in GmViewer.
 
Yeah, "PrintScreen" or "PrntScrn," whichever your keyboard calls it - that puts an image of your entire screen on the clipboard, which you can then paste into a new mspaint or PSP or photoshop, or whichever graphics editor you use, image.

Make copies of your new character textures as new tga.tx files, then change the file names to what you like, but make sure the new names are the exact same length as the old names. Then hexedit the mixed model to change the texture names in there to your new files.
 
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