• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Tool for making characters and converting VRML files to gm

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Amount O' time it would take te add Islands,towns,characters and write dialogs fer em all,fer one person te do this,ye would age quicker than ye do in SMP <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'd be think'n te wait fer de A&M mod te be translated <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" /> <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" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->
Seems indeed somehow to be the tool's fault: If I load a model and save it as is, it's lighted ok, but as soon as I add or delete something it's indeed stark bright. I have no idea as to why that might be so, but I'm investigating it now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
Or did you find anything out in the meantime?
 
<!--`QuoteBegin-skull`+--><div class='quotetop'>QUOTE(skull)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Amount O' time it would take te add Islands,towns,characters and write dialogs fer em all,fer one person te do this,ye would age quicker than ye do in SMP <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'd be think'n te wait fer de A&M mod te be translated <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" />  :cheers[/quote]So true... That would be ideal, but you KNOW how long THAT's taking... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> False starts, nothing finished, people start and then go away... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> I can't be everywhere! <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" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<b>alan_smithee</b>, I know now why the locations we edited with the tool appear stark bright ingame.
The corresponding ".COL" files need to have exactly four times as many bytes as there are points in the model. So if you add or delete points, those files will not fit any more.
The "Col" files contain four bytes for each point (probalbly `RGB-Values`), the fourth is always 255.
It should be easy to make a program that cuts the files to the right size or appends some bytes - however in case of appending we'll have to guess the color for the additional points.
 
I’ve uploaded a new version of the tool (<a href="http://home.arcor.de/swigard/Downloads/TOOL/" target="_blank">http://home.arcor.de/swigard/Downloads/TOOL/</a>).

Bugfixes:
- “Decorate Room” (renamed to “Edit Scene”) now works for existing locations also. No more CTDs (hopefully).
- VRML Import from Milkshape now works correct with textures, because texturenames are now written without path even if Milkshape gives them one.

New Features:
- Resizing of characters now rescales animations, too.
- Improved interface for making walkfiles
- Simple texture mapping
- Door model (for Alan, as promised)
- Creating .COL files for ingame lighting (not very good yet)
 
Aye Inez, ive downloaded the new version, but when it ask the POTC exe i open the engine and after that an error occured it...

See the end of this message for details on invoking
`just-in`-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path "C:program FilesInez DiasToolPlugins".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.Directory.InternalGetFileDirectoryNames(String fullPath, String userPath, Boolean file)
at System.IO.Directory.InternalGetFiles(String path, String userPath, String searchPattern)
at System.IO.DirectoryInfo.GetFiles(String searchPattern)
at CharacterBinder.Form1.InitializePlugins()
at CharacterBinder.Form1.Form1_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
Tool
Assembly Version: 1.0.1891.18712
Win32 Version: 1.0.1891.18712
CodeBase: file:///C:/Program%20Files/Inez%20Dias/Tool/Tool.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
My3DControl
Assembly Version: 1.0.1891.18712
Win32 Version: 1.0.1891.18712
CodeBase: file:///C:/Program%20Files/Inez%20Dias/Tool/My3DControl.DLL
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Program%20Files/Inez%20Dias/Tool/Microsoft.DirectX.DLL
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 7.0.5000.0
Win32 Version: 7.10.3052.4
CodeBase: file:///c:/windows/assembly/gac/microsoft.visualbasic/7.0.5000.0__b03f5f7f11d50a3a/microsoft.visualbasic.dll
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Program%20Files/Inez%20Dias/Tool/Microsoft.DirectX.Direct3D.DLL
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.


these are the details.... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> when i open gm or vrml... the model doesnt show up but when i use the old one it runs fine but for this new version it bugs <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> .... <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" />
 
OOPS again - sorry. Just create a PLUGINS subdirectory in the Tool directory (or whereever you installed it).
Thanks for posting the error message. (Usually I need only the first line of all that).
If the models still not show up please post a message again.
 
Inez,what do you mean if the models dont show up???( I will have to download the tool again?)
 
Oh boy, a whole quest where you're high the entire time, a real Alice in Wonderland sort of thing. Textures repainted in impressionistic pastels... all the guards changed to mice and monkeys and lizards... You wake up a week later naked and penniless in a gutter somewhere...

I do still have in mind a gypsy character, though all I can think of to do with her (besides vauge `fortune-cookie`-style `fortune-telling`) is if you piss her off, she changes you into a mouse.

I toyed with other ideas for things to do in the den, but not much seemed `do-able` or at least to have much of a point. But anyone notice the lizards creeping around on the floor? If you sidestep out of the room you'll see butterflies... I couldn't get them into the house itself.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You wake up a week later naked and penniless in a gutter somewhere...<!--QuoteEnd--></div><!--QuoteEEnd-->

WHAT!!

....not again dammit <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Vassal, no, you needn't download it again. just create that directory (PLUGINS). I meant, if that doesn't work, let me know - if there's another bug I have to fix it. On my system making that directory got it running.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->When you get screenshots figured out post some detailing the gap and I'll see if I have any suggestions.[/quote]

All right, here we go:
<img src="http://xs19.xs.to/pics/05101/Rochefort.jpg" border="0" class="linked-image" />

Here he´s from behind, you can see there´s a piece of hair missing:
<img src="http://xs19.xs.to/pics/05101/Rochefort_behind.jpg" border="0" class="linked-image" />

And because there´s no heads animation for the mixed characters (or is there? I haven´t found it), I made another version based on the french soldier only:
<img src="http://xs19.xs.to/pics/05101/Rochfort2.jpg" border="0" class="linked-image" />

I really like the first one better, as his hat shades the eyes, though his facehair has to be adjusted a bit, if I just knew how to get an animated head for mixed characters. He´ll need an appropiate weapon, of course, a Cardinal´s Guard, or better still, one based on the Silver Leaf, but with a golden handguard - just like he had in the movie.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->If you sidestep out of the room you'll see butterflies... I couldn't get them into the house itself.[/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> I *hate* when that happens... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Can you get flies (like from around the lanterns at night) inside? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Maaaan, getting butterflies inside would be coooool! And ROUS's!!! Whoooo! :bbb <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<b>Grimm,</b> I think you could paint the shadow on the face of the French soldier head, if you like that effect... I'm sure it's just painted on for the other head...

Here's a suggestion for you on the French soldier body - make the hands and the cuffs <i>gauntleted gloves!</i> I love that you can do that with these models. See this shot for an example:

`catdE-1`.jpg
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Oh yeah, I've been making guantlets a lot... That Piter Blood adaptation I just posted, in the painting he has `big-ass` leather gloves with metal bits. Those were fun to add.

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

Grimm: That's a tough head to work with, one I haven't used much myself. There's nothing that can be done, except to lower it just a little (the middle set of numbers when you open the "decorate room" option and select the first of the two models in the middle list), but not so much that his chin is sprouting from his clavicle. (I gotta keep watching for that myself.) I'd forgive a bit of a gap myself if the overall effect works.

Inez: Sweet. I'll download the newest version when I have a CD with me to take it home on. It sounds better and better. And I'm glad you've got a foothold on edited room lighting... I'm 90% toward releasing my apothecary with a Stephen `Matruin-esque` cove. Though it looks for that room, `in-game`, that the brightness isn't that drastic... must be because I used dark walls there, but very light walls in my coffee shop, where the change is much more drastic.

I've also got a hiiiighly ornate dining hall in the works, and I bet this newest toll will help that a lot.
 
Gauntlets, I knew I forgot something. Of course, he´s got to wear gloves. Well, and the eyepatch, of course.

And, yes, the shadow is just painted on. But it´ll have to be there, gives him a more evil look, and he´s supposed some evil character. Perhaps anyone has an idea for a quest involving some evil English Count (He´s supposed to be a nobleman, exiled for excessive duelling in court, that´s where he lost his eye). Perhaps someone you come across a couple of times and every time he´s got a bigger ship, starting with a Corvette, then a Frigate and ending with a Battleship. I wonder if it´s possible to make a fencing scene on deck (like the one in the Toffs Daughter quest) after capturing the ship.
 
Problem with tool.
I have a problem with animation rescale ( with the arms )
When I look my little character he has problem with arms.
I do that.
-Open Blaze in tool
-clik on edit scens
-rescale blaze and his animation
-save blaze and animation
-Put information about my model and his animation in character_init
after that I start the game but there is problem with arms!
 
Does the rescaled animation work correctly in the tool?
What you did sounds good, should work - did you give your character the new my.an animation in character_init?
You could try renaming my.an to man.an. Does your resized character work then? Do the `normal-sized` charcaters have the arm problem now ?
Apart from that I have no idea - I'll do some tests myself on the weekend.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Oh yeah, I've been making guantlets a lot... That Piter Blood adaptation I just posted, in the painting he has `big-ass` leather gloves with metal bits. Those were fun to add.[/quote]Nice looking skin there, 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 that the Corsair1 body with ummm, maybe pirat7 head (bandana tie making the queue?)?
 
Back
Top