• 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#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Cooooool!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin--><b>Dway</b>, do you have .Net framework installed?[/quote]

No i dont have. Where should i get it?
 
<!--QuoteBegin-Dway+--><div class='quotetop'>QUOTE(Dway)</div><div class='quotemain'><!--QuoteEBegin-->When i try to launch VRML!mExPort.exe it says: The application failed to initialize properly (0xc0000135). Click on OK to terminate the application. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I'm afraid I have the same problem on a XP pc, and I have tried 3 pcs with 3 OS by now. Maybe I missed a step during download or installation? Here is what I did:

Downloaded tool.rar from Inez site to an USB memorystick

Copied that .rar into c:potcBackup

Unpacked it into c:potcBackuptool

Doubleclicked c:potcBackuptoolbinVRMLImExPort.exe and got the same "wrong initialization 0xc0000135"



VrmlImExporter.ini conatains a filepath c:privat... Could that cause the problem ?
 
The filepath in the ini file should point to your POTC installation directory (where engine.exe is). However it is only used for character mixing and for starting the game from within the tool. You may open the ini file in notepad to correct it but I don't think that's the problem here. (Lacking a better idea, why not try it anyway?).
The "installation" of the tool is only unpacking, like you did, and it doesn't matter to which directory.

What about the .Net framework installation? What did you do and did you get any error messages (it needs to be installed on XP, too)?
Since Dway got the same error message as you, CCC, and he say he doesn't (or didn't at the time) have the framework installed, it's most likely that.
 
HOORAY! Finally it works <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

There WAS net framework on the XP pc, that is, the dotnetfx folder and the files were there, but obviously not properly installed. A click on a file called "Setup" got it working.

Excellent tool that opens a up a hell lot of oportunities <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> For a start will I add doorlocators (reloadC1 - 5) to the fortmodels. I bet it will be fun to emerge high on the ramparts overlooking the sea and throw grenades at the soldiers down in the courtyard <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

Has anyone else already done something with the fortmodels? Maybe Alan for FdF castle?
 
So glad it works now.
Am I'm looking forward to be standing up on the ramparts, too. There are so many things that could be done with those forts...
 
CCC: I added hangmen's posts to that wooden rampart bit in one of the fort models, and opened one of the doors. Since you're opening the rest of the doors I can save myself that trouble.

Love your SWAK, by the way. I've made several fish weapons with it... those that stun and poison, can be thrown or slapped... with appropriate squishy sounds and splashy graphics. Je adore!

I'd like to do some tweaking of your choice of models and inventory pictures, if that's fine. (e.g., use the little round "artifact" ball instead of a purse for the grenado, and a `stony-looking` gem instead of a purse for the coblestone).

(Oh, and my jaw totally dropped when I saw DS' blunderbus. Huzzah!)

My only complaint is, it's a bit of a bother to have to `re-equip` each individual bomb... could you make them in packs of 3 or 4 (I think "shotQ" is the value... though it seems to automatically require gunskills when you have more than 1), that will only be removed from your inventory after all are gone?
 
Great that it works. The praise for the blunderbuss belongs to Duke Suraknar and Boocha. If you can improve my crude pictures and models go ahead, they certainly need it
I'll have a look at the multicharge idea. IMHO it wouldn't be fitting for grenades etc, which are by design "single use" weapons <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> But your idea would be a good additional feature, and I'll try to implement it.


Can you tell me which door you already made for which fortmodel, and which name you used for that reloadlocator? It would be better if I use the same locatornames for the same doors cause otherwise we will get a conflict sooner or later. Or mail me the locatorfile, and I'll mail it back with my additional doors.
 
I think I've made just a few changes to only the fort 2 and 3 locations, as far as reloads; and then there were the .gm locators for the posts and `hangy-bits`, and goto's for the poor pirates stretching their necks out. I'll send you the two locator files (PM me your email), and if you send me back files with even more doors linked, it would be real good for my own little projects.

As regards the SWAK, I've got a few new inventory pics, using my items9 image files, and new skins for models (using "potionbig" for the grenade looks very good, if you reskin it to `all-black`-ish). I'll send you my changes when they're all done.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->My only complaint is, it's a bit of a bother to have to `re-equip` each individual bomb... could you make them in packs of 3 or 4 (I think "shotQ" is the value... though it seems to automatically require gunskills when you have more than 1), that will only be removed from your inventory after all are gone?[/quote]
That was rather easy: Insert a second condition " && charge <= 1.0 ", checking if there is a charge left, here:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if( CheckAttribute(weapon, "throw" ) && charge <= 1.0 )    // for weapons that you throw, so only onetime use

    {

           RemoveCharacterEquip(attack, GUN_ITEM_TYPE );    // unequips thrown weapon

                   TakeItemFromCharacter(attack, weaponID );  // deletes thrown weapon from inventory

    }<!--c2--></div><!--ec2-->

There is a little catch though : " charge <= 0.0 " somehow doesn't work, and " charge <= 1.0 " will throw the weapon away if there is still one charge. So if you include " itm.chargeQ = 4; " in the definition of your "Multigrenadepack" you can use it only THREE times. But three grenades should be quite sufficient to clear any dungeon.

Thank's a lot for the idea, and don't blow yourself up <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" />
 
You mentioned that earlier in your work on the mod, bombs randomly going bad and blowing your arm off? I might still want that feature...

And is Q4 on the bombs still going to require me to have the expert marksman ability?

And... totally unrelated: About that marrying a governor's niece thingy. It was NK and I forget who else made that, and I'm digging through the dialogs trying to figure out what makes her finally accept your proposal.. some sort of point system... and what I'd like is to create a "love potion" you could buy at my curio that would make one of them instantly fall in love with you. Is there a way to use this point system that way, or shall I simply cheat `brutal-fashion` with the code?
 
alan_smithee said:
You mentioned that earlier in your work on the mod, bombs randomly going bad and blowing your arm off? I might still want that feature...
Sounds like a severe case of masochism <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Welcome to the club <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Well, I find actually hard enough to throw the grenades at a an attacker before he is so close that I get hurt too. And sometimes Akella's "FindNearCharacter" function - which I used to find the victims within range of the explosion- selects people that are some distance away, and sometimes even the player. Though that is rather a bug than a feature.

A feature would look like this

if( CheckAttribute(weapon, "blowup" ) )
{
if (rand(100) < 10) LAi_ApplyCharacterDamage(attack, rand (20) );
}

so that if you add "itm.blowup = 1 " in initItems you have a 10 percent chance to get hurt. I'll add that to the next version of the SWAK, together with your pictures, thank's a lot for them.


You are right, four charges seem to require marksman perk, as two require gunman. Seems like Akella tied that to the amount of charges rather than to the guntype, and i don't know yet how to change it.
 
Oh well; individual bombs are fine. I'll weather the slight inconvenience of `re-equipping` for each... until someone makes an `auto-select`-weapon feature (press a button, arm a gun -- great for `rapid-fire` shooting); or similiar, where you could scroll through your weapons and choose 1 without having to enter the F2 screen.

And, CCC, maybe you know the answer to this: One and only one item I've made with your SWAK specs gives me a "new item" ding and icon whenever I recieve it, and the same when I use it/lose it. It's the only one to do that, and the entry for that item (gun type) is no different from all the others. This especially bugs me because the item in question is a "ballistic coconut," which gives a very subtle "plok" upon striking its target, which the "ding" tends to overpower.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->"ballistic coconut,"[/quote]Heh, I am loving this! <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 don't have the time at the moment to work on finishing my Sneaky Trader, but watching this unfold is QUITE entertaining!!!

Do you suppose somehow my guys could get added into the mix on this? I'd really like that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.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" />
 
Easy enough for your sneaky trader to sell some device that helps you thieve, or knock someone unconscious... any combination of the attributes.

Speaking of thievery, why is the steal attribute only assignable to `sword-style` weapons? I mean, suppose I wanted... a thief's boomerang?
 
Oh yes, that's why I put these guys together, they sell stuff like a lockpick and a prybar, stolen jewelry &tc... I'm thinking he could be like a "fence" for stolen items, heh... Maybe they could be like a network of fences for your curio shop guy?

I dunno. I just wanted to make these guys to add a bit of larceny to the piracy, and a bit of comic relief. I love how I (finally) got them set up so that if you threaten to report them to the guards, they run away. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Oh heavens no, adding larceny to piracy? That's like... adding punching an old lady to a bank robbery. Or like when vikings storm a down and village and so on, they vandalize a parking meter just for spite. Or, they break out their cans of spraypaint and do some tagging, just so you know, in case the burning huts weren't enough indication, that "Erik the Red wuz here."

Can't wait till you release the sneaky trader!
 
Wish I had more time to work on it. <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#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

He really is funny, I think he'll be a great addition to the game. <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" />
 
Uploaded another new version of the tool to <a href="http://home.arcor.de/swigard/Downloads/TOOL/" target="_blank">http://home.arcor.de/swigard/Downloads/TOOL/</a>.
It's now possible to place locators graphically into the character patch. (This functionality is still somewhat crude, but a little easier than working with pure numbers.)
 
Back
Top