• New Horizons on Maelstrom
    Maelstrom New Horizons


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Tool for making characters and converting VRML files to gm

Your're of course right. I neglect the help file in order to make new features - with the result that nobody can use the new feautres.
The "create new room" thing doesn't do much yet: it should show you an empty room of fixed size with a brick texture and a door. At the same time a formelrly hidden combo box shows up and lets you change the texture. You can then use the "decorate room" menu item to put furniture into that empty room.
When you're done save the whole thing to gm.

But I'll write it all into the helpfile as soon as possible.
 
<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin-->Sorry about the number of updates. [/quote]
SORRY ?? We have to be most grateful for the constant improvements that offer ever new designopportunities.

Would it be possible to barricade a door or corridor with larger objects, or can you walk through them?
 
What you can walk through or not is entirely determined by the patch (.ptc file) .To block a door you could modify the patch so it leaves out the area where the blocking object is (and when later the object is removed you could via script switch to a different patch..)
 
That's right, you could... patches are different by day and night in some outdoor spots, and maybe some quest function could switch it too.

I haven't gotten "make new room" to work... it doesn't do what you describe, doesn't really do anything. Has anyone else tried it?
 
Hi Everyone, great effort in modding this game. Excellent job.

I've been trying to use this program to play around with some character models. When I start it up and load a character gm file, I only get a white figure, no texture. When I try either raise the arms or save it as a vrml file, the model dissapears. I'm trying to read models from build 12, does the latest version of the program work with the build? Is there something else I'm missing.

Thanks,

-z
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> <b>Zander, </b>and welcome aboard! Have an ale! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
Thanks <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" />

Your quick! Do you have an auotreply for new people?

-z
 
Zander, the models form build12 are no different from the original game, so the tool can open them. If the model appeears white, that's because the tool can't find the texture. You have to convert the textures to tga first (the tool can't read .tga.tx), then point the tool to the right directory.

Alan, if your 3D view is all white after making a new room that would be because you also don't have textures, and your're too close to see the shape of the model. Hold the *right* mouse button and move the mouse toward yourself to zoom out - you should then see a hollow box.
 
<!--`QuoteBegin-Zander`+--><div class='quotetop'>QUOTE(Zander)</div><div class='quotemain'><!--QuoteEBegin-->Thanks  :cheers  

Your quick! Do you have an auotreply for new people?

-z[/quote]Haha, no, I just don't have a life! <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" />
 
Maybe it´s a silly question, but what do I need to open the .tga.tx files? I´ve got Photoshop and Imageready, will they do? The files don´t have the symbols indicating they´re opened by photoshop. I´d like to take a look at all the character models.
 
You have to <b>convert</b> them first.
<a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=ModdingTools&v=f47" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...dingTools&v=f47</a> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
And what happens if I convert them? Does the game still work or do I have to copy them to put them back after viewing? And what about that GM Viewer tool, will that not do?
God I don´t know nothing about this <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" />
 
The converter can read the file in one folder, while it puts the output to a different folder. The original file is still unchanged.

The GM Viewer is for watching the modelfiles. Simply to select a GM file in upper left part and switch to the folder with textures (tga.tx) which is need by that file in middle left part.

But sometimes it shows no textures for charactermodels.
 
Oh, OK, I think I got it now. Thanks a lot for the patience, I know my questions can be very annoying, but with computers, I´m as careful as possible, it´s way too easy to screw things up.
 
If you only want to look at the models, GmViewer is probably the better choice, and it's easier to use than my tool.
 
Thanks, right now, I´ll stay with viewing. Maybe I´ll upgrade to actually doing something later.
One principal question, though: If you use the tailor, your character gets a totally new appearance, including changing skin colour or sex. Now, would it - theoretically - be possible to realize choosing one specific face at the start and then use that face with the whole lot of clothes? Surely it would involve making an individual collection of all the clothes for every face implemented. I was thinking about a function to block out all skins which don´t have the right face.
 
The tool allows you to combine your main character's head with all the other (male) bodies - however not all combinations look good, some have holes in them, and some have only part of the hair etc.
But you could make such a collection of models all with one head and put them into the tailor shop (that's what I originally intended the character mixing for, but nobody has used it yet).
 
So, it would seem you´d been thinking along a similar line, so building all the "one head - different clothes" models definitely IS possible. The only difficulty (and maybe the one one next door to impossible to do), then, is making some kind of a face selecting interface at the beginning of the game and doing a function that allows ONLY the models with the face selected to be available at the tailor shops. I don´t know much about coding and programming, (just some basical concepts, but no code language and their use per se) but assigning numbers to the different faces and connecting them with the models seems to be the way to go.
However, due to the large number of models needed, it´ll take a hell lot of space.
 
Inez: That reminds me of another question I keep forgetting to ask. With viewing the character patches, I know you can zoom in and out, but can you click and drag the image around? With many patches the only way I can view the whole thing is to zoom way out and make it very tiny.

And a more general question in this vein, with the Gm viewer and textures: My viewer can never show me skinned characters, though it has no problem with showing textures on objects. I know a lot of the rest of you can view characters with skins... so what am I doing wrong?
 
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