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(12-28-2023, 06:52 PM)OysterMug Wrote: [To see links please log-in or register here] (12-28-2023, 04:33 PM)Russian Vodka Wrote: [To see links please log-in or register here] (12-28-2023, 02:41 PM)OysterMug Wrote: [To see links please log-in or register here] Does anyone know how to decode an h5m file?
Rename .h5m to .zip; decompress with any Zip-decompression utility.
Tried it. File not recognized.
Also tried .7z and .rar.
This tool is, of course, from Raistin Kane. Change the name of the h5m file to XXX.
Open it with H5mdecode.exe and you will get an Obj. file.
An example file (Chair) is included...
[To see links please log-in or register here]
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(01-08-2024, 09:55 AM)RidSol Wrote: [To see links please log-in or register here] This tool is, of course, from Raistin Kane. Change the name of the h5m file to XXX.
Open it with H5mdecode.exe and you will get an Obj. file.
An example file (Chair) is included...
Big thanks. Utility works well that slightly disappointing that it doesn't detect/apply textures.
I'm hoping to write a utility to convert H5 Objects into " [To see links please log-in or register here] ".
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01-13-2024, 01:56 PM
(This post was last modified: 01-13-2024, 01:56 PM by Barlés.)
(01-07-2024, 02:29 PM)OysterMug Wrote: [To see links please log-in or register here] (01-07-2024, 11:42 AM)Barlés Wrote: [To see links please log-in or register here] My game crashes when I try to start it.
This error message appears:
"Error running lua_openstream_hook:
./openstream_lib.lua:1475: attempt to perfom aritmetic on local width start (a nil value)"
(I hate V11's meaningless error messages.)
Disable your Addons folder to see if the problem goes away. If so, add your mods back until you find the one(s) at fault.
If the problem persists, do the same with your "Save" folder.
The problem was in my Activemod folder. Apparently, was a folder inside it what caused the problem. Fortunately, it seems that the folder causing the problem was the first one in the folder. When I deleted it to test, the problem was solved.
Thanks for the help.
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(01-09-2024, 10:40 AM)OysterMug Wrote: [To see links please log-in or register here] (01-08-2024, 09:55 AM)RidSol Wrote: [To see links please log-in or register here] This tool is, of course, from Raistin Kane. Change the name of the h5m file to XXX.
Open it with H5mdecode.exe and you will get an Obj. file.
An example file (Chair) is included...
Big thanks. Utility works well that slightly disappointing that it doesn't detect/apply textures.
I'm hoping to write a utility to convert H5 Objects into "[To see links please log-in or register here] ".
If you have an h5m file without a texture then you're out of luck...
If you have a texture you can adjust it in Blender (usually the UV is mirrored)...
If you want to know which Tetxure is used look in the .mtl file. The name of the texture is the last entry...
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(01-14-2024, 05:09 AM)RidSol Wrote: [To see links please log-in or register here] (01-09-2024, 10:40 AM)OysterMug Wrote: [To see links please log-in or register here] (01-08-2024, 09:55 AM)RidSol Wrote: [To see links please log-in or register here] This tool is, of course, from Raistin Kane. Change the name of the h5m file to XXX.
Open it with H5mdecode.exe and you will get an Obj. file.
An example file (Chair) is included...
Big thanks. Utility works well that slightly disappointing that it doesn't detect/apply textures.
I'm hoping to write a utility to convert H5 Objects into "[To see links please log-in or register here] ".
If you have an h5m file without a texture then you're out of luck...
If you have a texture you can adjust it in Blender (usually the UV is mirrored)...
If you want to know which Tetxure is used look in the .mtl file. The name of the texture is the last entry...
The app I have does not apply included textures in the conversion.
If the only way to apply the texture is via Blender, then a standalone conversion app would not be possible.
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Still, I want to create new beautiful things. I spent so much time searching for information, but didn’t find anything useful.
Can anyone clearly explain how to transfer clothes (for example a dress) from blender to the game? Or is there some kind of working manual on this issue? I'm interested in the option that works on v11. Thank you!
Ideally, of course, there is also a hint on how to properly prepare a file in blender for this.
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(01-15-2024, 04:43 PM)EllyFox Wrote: [To see links please log-in or register here] Still, I want to create new beautiful things. I spent so much time searching for information, but didn’t find anything useful.
Can anyone clearly explain how to transfer clothes (for example a dress) from blender to the game? Or is there some kind of working manual on this issue? I'm interested in the option that works on v11. Thank you!
Ideally, of course, there is also a hint on how to properly prepare a file in blender for this.
Creating clothing (and hair) for TK17 using Blender is a rather involved process. I had to abandon by Tutorial Series after just "Toys" & "Rooms" b/c I was never able to do it properly myself (I built one hair, but needed help doing it, and the result was not 100% compatible with V11.)
Things became even more confused after Blender switched to the new interface (which I still don't quite understand and thus continue to use old 2.79b.)
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(01-16-2024, 07:33 AM)OysterMug Wrote: [To see links please log-in or register here] (01-15-2024, 04:43 PM)EllyFox Wrote: [To see links please log-in or register here] Still, I want to create new beautiful things. I spent so much time searching for information, but didn’t find anything useful.
Can anyone clearly explain how to transfer clothes (for example a dress) from blender to the game? Or is there some kind of working manual on this issue? I'm interested in the option that works on v11. Thank you!
Ideally, of course, there is also a hint on how to properly prepare a file in blender for this.
Creating clothing (and hair) for TK17 using Blender is a rather involved process. I had to abandon by Tutorial Series after just "Toys" & "Rooms" b/c I was never able to do it properly myself (I built one hair, but needed help doing it, and the result was not 100% compatible with V11.)
Things became even more confused after Blender switched to the new interface (which I still don't quite understand and thus continue to use old 2.79b.)
Fine. Many addons for older versions of the game are also suitable for 11. People used to create addons somehow. How did they do it? How did you transfer things from blender (even from the old version) into the game?
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(01-18-2024, 05:04 AM)EllyFox Wrote: [To see links please log-in or register here] People used to create addons somehow. How did they do it? How did you transfer things from blender (even from the old version) into the game?
Originally, way back in the early days of 7.5, modders relied on a buggy Blender plugin that was able to export Blender models directly to TK17 format (even creating the txx file.) But the plugin had lots of bugs in it (one critical bug: incorrect paths in the output) and users had to fix the output by hand. I tried to fix the plugin once, but I couldn't figure out where it was getting the paths from to fix it and had to give up. I don't think the plugin ever made it to v1.0 (I tried to fix v0.92.)
Then, user "Raitin Kane" wrote a simple app run from the Command Line that he called "CollaTKane". It allowed you to turn Blender files (output to "Collada" DAE format) into TK17 addons. It revolutionized the creation of Addons. But Raistin was absolutely terrible at writing instructions, so I (with the help of super-user "Berger") started a Tutorial series explaining how to use his utility to create Addons. But Berger and I didn't see eye-to-eye on how to explain things so even "Newbies" (like me) could understand, and I had to end the series once things got complicated with Hair and Clothing. :(
Version 1 & 2 of CollaTKane prompted you each step of the way. Version 3.x switched to using reusable batch files (which made rebuilding the same object over & over faster/easier as you worked out the bugs. But properly editing the provided sample batch files can be tricky. There are things in them you simply can't change, and some names have to be in a certain format or else they won't work.
That's why I wrote my " [To see links please log-in or register here] ", which lets you quickly & easily turn dae files into addons w/o having to edit batch files by hand, and guess what you did wrong when they don't work.
I updated my " [To see links please log-in or register here] " (which I first wrote in 2016 using CollaTKane v2.0) to use CTK_GUI. I recommend taking a look at it to get an idea of how Addons are made.
I still need to update my Rooms Tutorial. I'll try to get to that in the next few days.
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01-20-2024, 06:39 PM
(This post was last modified: 01-20-2024, 06:39 PM by HypnoSoul.)
Is there a way to sort the poses between Interactive and Animations?
I mean, I have more than 1k poses between Interactive and Animations, and I wish to remove all the Interactive ones, but the only way that I know is to load the game and apply the filter inside the game, then remove them from disk one by one..... Is there a tool that could help me do that without wasting so much time?
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