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Brigantine Castell Friedrichsburg 1688, upgraded to 16 guns

Rider88

Master Mariner
Storm Modder
Storm Modeller
This is my first project ship
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Here is the link:
Castel_Friedrichsburg_v1.00

Have fun!
 
Beautiful! Nice choice Mate! :onya We have a shortage of smaller working vessels that are truly 17th century vintage.

MK
 
Thanks! I know about the lack of small ships and my next ships will be a brig, a bark and a barkentine. I haven't any plans of them, so I'm going to draw 'em myself according to my own knowledge of shipbuilding of 17th century. But now it's too early to talk seriously about that. It is still much work to do on a brigantine.
 
I've been working on a 17th Century working craft set of pics in one of my Flickr sets. You've inspired me to finish it. I have many nice sets I haven't posted including one that is totally English working craft and another that is exclusively 17th/early 18th century 5th/6th raters and another that is 3rd/4th raters, but I'm not motivated to finish them and post them until I get one of the ships I want in game: Frederich zu Pferde, Zeven Provincien, or Hollandia.

You've inspired me again to finish at least the small working craft set. I will finish it this weekend. In the mean time. Take a look at these pics. The upper blue section of your model should be clinker built as you see in these pictures of the Prinz Willem.

http://www.flickr.com/photos/49225014@N05/sets/72157624936234166/

MK
 
Very nice ship. You make a clean work. I hope you finish the ship soon. :onya
 
Good choice of ship......that plan helped me make a scale ruler against the CoAS Brigantine source model.
Now I only meed the actual hull length of Friedrich Wilhelm zu Perde.

Back on topic.....your model is looking very clean & well done...good luck :doff

damski..
 
Small update on brigantine:

Clinker planks on upper part of the hull and stern are ready.
Although I've made a main deck, quarterdeck and a forecastle deck.
CF_5.jpg

CF_6.jpg

CF_7.jpg

CF_8.jpg

My next steps will be guns, pumps etc. and cabin interior.

BTW, I have a question to modelers. Does anybody know where to find a small instruction about using alpha-channel in textures? I want to make transparent glass in windows, but don't how to make it work correctly in game.
Thanks!
 
how very interesting. it's actually a lot like a smaller version of the black pearl; it has exactly the same hull design principle. that stern is very blue though. but it's still in developement, so whatever.
 
Beautiful work Mate!!! :onya

The clinker upperworks are spot on, and the blue is absolutely authentic for the nationality and era. When you get it done we can do some color variants, such as black which was often a color chosen by the German states/ Baltic port cities, as well as the Dutch green which would have been common on a Dutch design like your little 17th century brigantine. I'm very excited to see her finished. She looks great so far!

MK
 
How detailed are you planing to make her? Because if you plan to put her in game, it would be wise to turn the polycount down a notch.

That's a really nice looking vessel though.
 
How detailed are you planing to make her? Because if you plan to put her in game, it would be wise to turn the polycount down a notch.

That's a really nice looking vessel though.

There are 12205 polygons at the moment. I can't imagine how much would she has when finished, because she is my very first ship model created. BTW, I'm trying to reduce polycount all the time. Maybe I'll even remove a cabin interior, if the model become too heavy in polygons.
 
jeez, i thought 7000 was around normal?
7000 is normal for stock CAOS ships. But nowadays we've got quad core CPUs, powerful video cards an gigabytes of RAM. I really don't think a 30k-40k polygon ship will cause problems for modern PCs even when running storm engine.
 
BTW, bows are almost ready. A figure of a lion is the only part left unfinished.
 
jeez, i thought 7000 was around normal?
7000 is normal for stock CAOS ships. But nowadays we've got quad core CPUs, powerful video cards an gigabytes of RAM. I really don't think a 30k-40k polygon ship will cause problems for modern PCs even when running storm engine.

it will for mine, and that's the new one. remember, it's not just your ship in the ocean. there's often a island and around half a dozen more ships most of the time. besides, the storm engine itself has limits to how much capacity it can take up too.
 
I know it of course. In my version of COAS there are no stock ships. All of them was replaced with highly detailed player created models. Some of them has almost 80 000 polygons (manowars) and I've never had any problems with the game. For example, Pinnace Berlin has almost 50 000 plygons without rigging. And game doesn't crash or freeze, when I meet a party of them. Thats why I think that a brigantine, which will be a little bit smaller than Berlin and will have from 30 00 0 to 40 000 polygons won't make the game any worse.
 
i'll have to see what the other modellers have to say on it, but all i can say for now is that you shouldn't go wild with it on the assumption that it'll work anyway. i few more thousand polys on the hull will still work without problems in any case, but don't overdo it.
 
BTW, I have a question to modelers. Does anybody know where to find a small instruction about using alpha-channel in textures? I want to make transparent glass in windows, but don't how to make it work correctly in game.
Thanks!

You need to use Photoshop and in your channels window you need to select the Alpha channel or crate a new one. Make sure you use the default black color from the color pallet. Then paint, fill or whatever you choose, in the area you want to be transparent. It will look redish and transparent in the when you have the alpha channel selected. Then click on the RGB channel and save your texture but make sure you save it with the alpha channel and 32 bit TGA. Then convert it to a tga.tx with the conversion tool and use the following settings: select = A1R5G5B5 - 16bit (1bit alpha, 15bit color)


Does that help?
 
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