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GM to MS3D

berinhardt

Landlubber
Storm Modder
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the last time that i posted in this forum i was trying to mod build 12 mod to include the new islands of build 13... that or was build 13 to inclue the new islands??? i can't remember... when did u put those damned islands? well i was trying to port them to the previous version, because the mod was too heavy to my crappy machine... (and still is)

I was wandering if it's possible to translate the GM models to Milkshape ones... I mean, with joints and locators... is there a way to do it? porting to OBJ with the GM Viewer and then importing it with Milkshape you lose the joints and the Material Properties... (those ain't so important, you dont lose the TexCoords) and with Inez tool, well, i've been unable to import the output with Milkshape... or at least tell me about the structure of a gm file so i can convert'em
 
There's three ways that I'm aware of, but by the sound of it you already tried those:
- Export to OBJ with GM Viewer
- Export to VRML with Inez Dias' Tool
- Export to X with Inez Dias' Tool

I'm pretty sure at least somebody used Milkshape in the past to modify some ship models.

The islands are in Build 13. What exactly was your problem with that? There shouldn't be any reason for you to have to use Build 12.1. I should hope. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<b>Edit:</b> I noticed you used to have the Full Cargo Hold Midnight CTD; I'm happy to inform you we've got a fix for that now. <a href="http://piratesahoy.net/build/midnight_fullcargohold_ctdfix_b13.zip" target="_blank">See here.</a>
 
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i've already tried that, and i hoped that u were familiarized with the internal structure of the gm files... i mean, where in then file are kept the locators and vertices nad faces and meshes and materials and and?
As far as i could see in my ... extensive (5 min)... research with Brig_20_Gun1_18.gm the labels are stored at the begining of the file... perhaps after some kinda header wich probably say how long and how many they are (the textures are also stored there)...
My problem with the ways u say is that the cut some info...
(Ex. OBJ loses the texture info and the locators & labels)
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You're right... i had to deal with that bug, but it wasn't so hard to bypass... u shuld check always that ur holds weren't full... it was pretty frustrating when u were fighting with lets say 2 ships, and u sink 1 of em, then board the other, u leave only one cargo slot free and head to the port to sell... but when u sail away u go over the other's ship cargo... i hated CTD that way!... but the only reason i was using Build 12 when u where starting working on build 14 is that it was quite depressing to wait 3 or 4 min when u tried to interact with the interface... when i said my "crappy" machine i was being soft towards it... it's so crappy that i call her HAL-8999...
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I can import the OBJ files in Milkshape, but my problem is that then, i don't know where to add the locators... or even how to add them... does anybody at least have the source code of the GM viewer or Inez tool? or a way to modify them to export the models to other formats?
 
The only person who might really be able to help you is Ines Diaz herself; you can try sending her a PM.
What you can also do is save the locators in the file using the TOOL, then modify the model, then add the locators again with the TOOL.
Unless you use Maya, the TOOL is the best way to mess around with locators anyway.
 
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Thx Pieter, i've already sent a PM to Inez...
I'll try to figure out how do those files to store their data on my own, unless Inez answers to my pledge... btw, how did the mod team to make new models?
 
<!--quoteo(post=317228:date=May 3 2009, 08:14 PM:name=BerinHardt)--><div class='quotetop'>QUOTE (BerinHardt @ May 3 2009, 08:14 PM) <a href="index.php?act=findpost&pid=317228"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll try to figure out how do those files to store their data on my own, unless Inez answers to my pledge... btw, how did the mod team to make new models?<!--QuoteEnd--></div><!--QuoteEEnd-->We used to export the models to GM with the TOOL, but we can also use Maya now. That's the program used by the original game developers too.
It's available from the FTP, along with the required plugins. PM me if you're interested. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
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You guys are the best! Not only you answered my question offering help, but also Inez sent me some interesting starting point and u are now offering a way to edit the models! and everything in less than 24 hs! Of course it will be great to put my hands on those plugins, now this has become something more personal... I WANNA KNOW HOW THOSE FILES WORK!... the info in the plugins can help a lot, so Pieter, how can i get 'em?
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HURRA FOR THIS CREW!</div>
 
I have you added to the "Modders" usergroup. Check the "FTP, Akella Modding Tools and Help Files" sticky on the POTC Modding forum.
 
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Thx, thx, thx... thx... downloading some of those files... thx
I've been looking at the code Inez showed plus the binary data in some gm files and working on a Loader for those models... thx, thx, thx
 
Good luck with it! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
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