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Information aboute The New Pirate Age - Update! [WIP]

If you want custom textures then you are going to have to learn how to use Photoshop...
 
Yes, textures are indeed distorted when applied to the model shape. You need to distort the texture the other way to match. Have a look at some other character textures with belts to see how they are done.
 
If you're trying to have the belt outside the coat, it's not going to work. The model has the coat separate from the body at that level.

The lower left quarter of the texture is the trousers including the trouser belt. You can replace the belt part there with your belt texture and the character will then appear to have the coat outside both trousers and belt.

Otherwise you could try using one of the "man" models as a starting point, e.g. "man7", "man8", "man9". "BadV" is a similar model. Those have a different hairstyle to "9S_Pir" but the coat is not separate, so it should be possible to make the belt appear outside the coat.

It is possible to use TOOL to mix the head from one model with the body from another. The result is a model with two parts, and getting the textures to line up between the models can be difficult. It would be a lot easier to either use the "9S_Pir" model which you are already using and just have the belt inside the coat, or use one of the "man" models and accept the longer hair.
 
It doesn't have to be entirely without the belt. The belt just needs to be on the trouser part of the texture. It will then appear on his trousers but under his coat.
 
@Grey Roger
I have a question:
How can I make the only 2 Guard Britsch Officer after a Dialog me attack.

Pirate Zorror is being held by two British Guard Officers. after a dialogue, the two officers attack.
 
@Grey Roger
I have a Request to you.
Is it Possible that you can mix Character for me - I make a Mixing list - because the Program don’t work perfect on me Pc.
No. I've never had much success with mixing character heads and bodies myself and very rarely try to do so even for my own projects.
I have a question:
How can I make the only 2 Guard Britsch Officer after a Dialog me attack.

Pirate Zorror is being held by two British Guard Officers. after a dialogue, the two officers attack.
Are there any other British soldiers present? If yes, why aren't they joining in? If no, then something like this:
Code:
     case "British_officers_attack":
           LAi_group_MoveCharacter(CharacterFromID("Guard 1"), "ENGLAND_SOLDIERS");
           LAi_group_MoveCharacter(CharacterFromID("Guard 2"), "ENGLAND_SOLDIERS");
           LAi_group_SetRelation("ENGLAND_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
           LAi_group_FightGroups("ENGLAND_SOLDIERS", LAI_GROUP_PLAYER, true);
           LAi_group_SetCheck("ENGLAND_SOLDIERS", "guards_dead");
     break;
In the 'LAi_group_MoveCharacter' lines, replace "Guard 1" and "Guard 2" with the ID's of the guard officers. In the 'LAi_group_SetCheck' line, replace "guards_dead" with the name of the quest case you want to trigger when the fight ends, or leave that line out entirely if you don't want the fight to trigger a quest case.

Replace "British_officers_attack" with whatever you like. And you already know how to trigger a quest case when a dialog finishes...
 
1: see previous reply.
2: if you put 'LAi_group_MoveCharacter(ch, "ENGLAND_SOLDIERS");' into the character definitions for the two guards then you won't need the 'LAi_group_MoveCharacter' lines in the quest code.
 
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