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Tool for making characters and converting VRML files to gm

I know MilkShape 3D 1.7.0.
He import obj and export VRML97
But he doesn't import VRML 1,0 or VRML 2,0
We can use it no more than 30 days if without payement! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<a href="http://www.milkshape3d.com/" target="_blank">http://www.milkshape3d.com/</a>
 
Aye, thanks mate!!

I looked that one over already ...actually I've been searching all day I've only found one that will do the trick.

<a href="http://www.okino.com/conv/conv.htm?0" target="_blank">http://www.okino.com/conv/conv.htm?0</a>

$395 tho <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" />
 
That's a price!! <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" />
If you have enough gold you can buy it, but I don't know if that be worth it.

I use the Tool for export gm to VRML and VRML97 to gm, Milkshape for modification and export to VRML97, Gm viewer for export an .obj and GLwiew for convert VRML to .raw. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />
 
Ahoy Greydog! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Nice to see you here, too!
I'd have recommended Milkshape also. And its not expensive when trial is over. I even made a gm plugin for it - maybe I'll release that some day. (It's still buggy, however, and my own trial period is over.)
Another program that can convert all sort of formats is DeepExploration. (I think it's even available here on the ftp or else in the Wiki.) It also has a free trial period and and after that you have to pay.
Besides that I'm experimenting with XSI for `Half-Life` (which is free, but right now I forgot what it can Export/import).
 
thanks folks. my problem is I can't find a program that will accept an import of the vrml your tool outputs ...do you mind if I ask how its done & with which prog?

I'd save myself a lot of trouble if I could just find a free copy of maya 4.5 <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Inez, here's the error message I get when I try to save a new room I've created. The other features sort of work - placing furniture and deleting model elements, both very cool. But when I did both to a room and tried it `in-game` I crashed. I'll next try doing just one or the other. (But also, see, I placed a chair in a room and it showed up in the room in GMViewer in wireframe, but not textured.)


<span style='`font-size`:16pt;`line-height`:100%'>
See the end of this message for details on invoking
`just-in`-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at CharacterBinder.Form1.AddXToFilename()
at CharacterBinder.Form1.WriteGmFile()
at CharacterBinder.Form1.mnuFileSaveGm_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItem.PerformClick()
at CharacterBinder.Form1.ToolBar1_ButtonClick(Object sender, ToolBarButtonClickEventArgs e)
at System.Windows.Forms.ToolBar.OnButtonClick(ToolBarButtonClickEventArgs e)
at System.Windows.Forms.ToolBar.WmReflectCommand(Message& m)
at System.Windows.Forms.ToolBar.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: 1.0.1858.37086
Win32 Version: 1.0.1858.37086
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: 1.0.1858.37086
Win32 Version: 1.0.1858.37086
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
----------------------------------------
System.Data
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.data/1.0.5000.0__b77a5c561934e089/system.data.dll
----------------------------------------
System.Xml
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.xml/1.0.5000.0__b77a5c561934e089/system.xml.dll
----------------------------------------
Microsoft.DirectX.Direct3DX
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.Direct3DX.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.</span>
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> It is nice to see modelers filtering in here - we need more! Grey Dog, great to have ya back! <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" />

I was bugtesting CCC's SWAK/SS mod and had a thought - the "`lo-man`" characters have an animation that allows them to climb the rigging onboard ships. Now could that be applied to a regular character so he can climb something like a ladder, rope, or cliff?

It has always frustrated me to see a ladder lying somewhere - or leaning against a building - but there was no way to climb it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Just a thought... <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" />
 
Greydog, why don't you save the tool's output to gm instead of vrml? You can then use GmViewver to convert to obj and load that into Milkshape, like zozogh says.
If with other programs you have problems importing the vrml output from the tool, do they give you an error message ? If I knew what's causing the problem I could probably fix it.

Alan, the function which produces this error message does nothing more than append "_x" to filenames - so the problem can't be anything complicated. I'll look into it as soon as possible.

Cat, I don't think the lo man animations can be applied to regular
characters. Never tried, but I'm afraid the skeleton is different.
 
In milkshap you must export in VRML97 not int VRML 1,0 or 2,0 if you want import it in the tool, isn't it. <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" />
 
Gameviewer!!

Thats the key I think I was looking for. obj is a format that Blender will import. I knew there was a step I was missing <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

Importing back into your tool was never my problem. It was trying to figure out how to convert the vrml to a useable format that was eluding me.

Thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
And now for some stupendous news. Another of my happy accidents produced an assumedly unintended benefit of Inez' latest tool.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/girlpirate2.jpg" border="0" class="linked-image" />

<img src="http://img.photobucket.com/albums/v251/alan_smithee/girlpirate1.jpg" border="0" class="linked-image" />

(What you're seeing here is the lady's head raised to `shoulder-height` on male bodies... and the male head can be lowered to a girl's)

<img src="http://img.photobucket.com/albums/v251/alan_smithee/danny3.jpg" border="0" class="linked-image" />

<img src="http://img.photobucket.com/albums/v251/alan_smithee/danny2.jpg" border="0" class="linked-image" />

<img src="http://img.photobucket.com/albums/v251/alan_smithee/danny1.jpg" border="0" class="linked-image" />

The character mixer can't match them up, as we all know, but I stumbled on this: you open the character in the latest v. of the tool, and choose "decorate room," and you select the first model item in the `right-hand` list (usually two of them, like "hands" and "telo")... you select the first model item, that controls the head, and you can position it just like furniture in a room.

They won't win any beauty contests, but that's because I haven't performed any `make-overs` yet.

(The crazy jacket above is for my Stephen Maturin: <img src="http://img.photobucket.com/albums/v251/alan_smithee/maturin.jpg" border="0" class="linked-image" /> )

So, once again, cheers Inez!
 
Hey Alan, indeed I didn't even think of that! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
I'd say you have to give them the animation of the body to make them work ingame.
And does this mean saving models you edited with the tool now works for you also ?
Do the new rooms still make your game crash ? (they don't with mine..)

BTW, I like the jacket <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
All the ones I tried work `in-game` (at least insofar as forcing Malcolm to wear them for a couple minutes)... just have to match the character sex to the body itself; the head doesn't seem to be affected. I haven't tried them out on my own character to see about the weapon handling...

It was only the new rooms that make it crash, and I'm going to assume that's still the case. No worries. How's your progress on your own secret projects?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->How's your progress on your own secret projects?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not really any: I was working on patches. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> I can make correct patches for the new rooms now very easily, and I'll soon release a new version..
 
Sweet. But I thought you mentioned having some mods you wanted to do, like with the lighthouse, but that you were keeping tightly under wraps....
 
Yeah, I said I *wanted* to do that. And still want. Just haven't gotten to it yet. (And, to be honest, maybe I never will <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> )
It's not so much a secret as there's actually nothing to talk about. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.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" /> OMG Alan, that's GREAT!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> Clement's head is far above other male models, and if you try to put another head on his body it is too low. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Seems to me I was trying to mix up some female heads on male bodies too - to get some females with different body types or clothing for officers. This looks like it will do the trick!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

What happens with the "talking head" animation, tho?

I WISH I had more time to mess with this!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Congratulations on that serendipitous discovery, 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" />

And Inez, if it wasn't for your tinkering and putting together this tool, we'd not be able to do this! I love it!!! Really opens up a lot, with what you have done - you should feel proud! Kudos to you, too!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

A shipload of rum for each of you, and hey, we should head to the Douwesen waterfall spa and grill to celebrate! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.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" />
 
I took a look at the texture files with the txconverter, when not on a model, they look pretty weird. I wonder how you´re supposed to edit them, in a way they still look good when plastered back onto a model. I guess a good sense of imagination helps
 
The look of the texture files is a bit odd, I agree, but if you decide to play with them you will see how they work - experiment - that's what I did! I started with ship skins - and just changed colors, &tc, nothing drastic. My first attempts are the Lugger CT and the Xebec CT...

Character models are a bit harder. It can be tricky to fit a face to an existing face - matching up the eyes and mouth are important, or the face will look REALLY weird in the "talking head" animation...

I use Photoshop in layers - fade the layer I am trying to add so that I can see the eyes and mouth of the original face below it, then resize it so that the eyes and the mouth line up. That seems to help a lot...

Shadows on clothing are more difficult to match, but with a little experimentation, it's not impossible. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.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" />

<b>Alan, </b>I forgot to mention, your Maturin skin looks pretty good! <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 on "killer"? He would look great if you could make him up like he was (hat and bag) when walking on Galapagos!

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Wonder where we can find a viola! <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" />
 
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