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WIP Steam Gunboat

This is a possible mini interface pic, showing the model's final glory. Could be far better, I know, but could be far worse :)
Looks good! The interface pics are all in-game screenshots though, so the final version will have a nice ocean backdrop. ;)
 
Thanks! :) And I think I meant battle interface pic...that's why I used the buff yellow, as I'd seen that used on certain other ships ie the Fleuts. Or are we preferring ocean backdrop for both interface and battle pics these days? Either way is great.
 
Ah, the small battle interface pics are generic, with most of them shared between various ship types. They're not screenshots either, but 'icons' that resemble some ship types.
In this case, the gunboat would probably share the Tartane battle interface icon, as it falls into the 'small boats' category.
 
Ah-ha! That does make sense. So there's no practical way I could make a new icon for her/type? As when I get Demologos done I can't even imagine what could work for that, being a floating battery...But I'm fine with using the Tartane one if need be, just want the model to come out the other end as polished as possible :)
 
We only tend to add new battle interface icons in exceptional circumstances, such as if no icon exists to represent an important or common ship type well enough.
Even then, if a new icon only represents one ship, we'd still want to avoid it unless it's a truly unique quest ship.

I would suggest using the Tartane icon for now, and if the hypothetical 'steam era' ever gets added to the game, then I'd say custom icons would be worth considering for multiple steamships.
 
@Grey Roger did recently add his own "battle interface icon" for the Animist Fleut.
This is containing in RESOURCE\TEXTURES\BATTLE_INTERFACE\ships_48.tga.tx
At the moment that is the ONLY ship in there, which means there are 15(!) empty spots in that file.
They might as well be put to use at some point, so I have no objection to giving the Steam Gunboat her own icon.
 
Depending on how much is in involved in it it'd be good to do that if possible then!

And I know I'm getting wayyy ahead of myself here, but it's nice to know what the plan is...:)
 
Depending on how much is in involved in it it'd be good to do that if possible then!
Shouldn't be too difficult. The biggest challenge is always to get the model to appear properly in the game at all.
Then also making a "crew walk file" would probably be fairly time-consuming.
Everything else is fairly straightforward.
 
Hi...me again. Lol.

Just a tiny query. I notice on the walkthrough that the model is grey for most of it. However, my model has been black throughout the process so far, despite at one point the walk-through said it shouldn't be anymore. Is this correct? I'm pretty sure I'm doing everything correctly...

I also have a problem with the funnel; turning off two-sided has made it invisible from the inside, but of course I need it visible from outside too. Is there an easy fix for this or do I need to go back to C4D and add a second skin? :eek: As that'll really up the tri count with the detail on the top...


EDIT: I'm up to 'positioning and grouping' and it's *still* jet black. I've retraced my steps a few times but can't seem to find where I went wrong, if at all :/
 
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Just a tiny query. I notice on the walkthrough that the model is grey for most of it. However, my model has been black throughout the process so far, despite at one point the walk-through said it shouldn't be anymore. Is this correct? I'm pretty sure I'm doing everything correctly...
Walkthrough?
 
While I'm on the subject actually, in both 3DS and Maya certain objects get a different default brown shading before I even do anything. I also found that I didn't get any jagged edges, so skipped the merge vertices section; I checked for borders as the guide says and had none appear, so I'm assuming I'm out the woods for the reverse lighting bug?

I'm also having a fun time learning Maya's needlessly complicated materials system :walkplank In 100 clicks it feels like I did something I could've done in 1 click. But anyway, it won't let me 'Assign Material to Selection' in the normal way as the screen goes white whenever i click off it (that bug we mentioned before @Armada ), meaning I can't select both the object and material at once so I need to do it using the hierarchy...but I guess that's more an inconvenience than a real issue.

111.jpg
 
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Despite my above issues, I think the GM works! The Viewer seems to like it anyway...all i need to do now is add my new textures to the directory (copper1.tga, brass.tga and metal_hatch.tga) and get locators done.

fff.jpg

Just one tiny issue too. Brass and Metal_Hatch aren't recognised by TEX converter, despite being targas? Yet my copper texture was recognized straight away and as you can see, is in the directory.

I've attached them in case someone else may know how I can remedy this. I exported them all identically from PS. I also have an atg file floating about on my desktop, which I'm guessing is for the locator or something? Do I keep or delete?
 

Attachments

  • COPPER.tga
    1.5 MB · Views: 98
  • metal_hatch.tga
    225.8 KB · Views: 79
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Congratulations on getting her to convert to GM! :cheers

Just one tiny issue too. Brass and Metal_Hatch aren't recognised by TEX converter, despite being targas? Yet my copper texture was recognized straight away and as you can see, is in the directory.
Indeed that COPPER.tga one is fine. The other one needed me to re-save it again with these settings:
upload_2016-2-14_0-25-11.png

"RLE" must be OFF (whatever that is.... o_O ), otherwise TX Converter doesn't understand.
Then it should work.
 
Ah! Thanks for finding that out for me, Pieter! I could swear it was always un-ticked but obviously not...I'll tackle locators over the next few days report back once I run into a brick wall or succeed :cheeky

Also, is COPPER an ok name for the directory? Only I know I'd have to re-export the GM to change it now and for some reason I didn't think of cleaning the names up before it was too late :eek:
 
Also, is COPPER an ok name for the directory? Only I know I'd have to re-export the GM to change it now and for some reason I didn't think of cleaning the names up before it was too late :eek:
The most important thing is that the name isn't already in use.
But you could try to make it more descriptive if you like.
 
As far as I can tell it isn't, but I may if I feel confident I won't screw the GM up doing so! :rolleyes:
 
Ok the RLE thing worked, thanks for that...don't have a clue why it was enabled for them in the first place but hey ho.:shrug

I've also changed COPPER to weathered_copper in the GM file, so it looks a little tidier in the directory now.

Do I need to do gun and flag locators for it work in the game? Only I'm a little anxious to just get it in before I do much else to the gm and make sure the scaling and textures etc is working ok; not to mention the lack of rigging. :rolleyes:
 
Do I need to do gun and flag locators for it work in the game? Only I'm a little anxious to just get it in before I do much else to the gm and make sure the scaling and textures etc is working ok; not to mention the lack of rigging. :rolleyes:
Eventually she will need flag and gun locators, but you can probably make her show up in the game without them. :yes
 
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