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A Parrot in need

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->it may also be because I exported them with RLE<!--QuoteEnd--></div><!--QuoteEEnd-->
That might be.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->(or followEverywhere _you_...)  <!--QuoteEnd--></div><!--QuoteEEnd-->
That's what I wanted to do, couldn't remember the function. Thx for the hint.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Let me write up some console code to that effect, where you walk up next to a person and hit F12 and kapow there's a parrot who will follow that person around.  <!--QuoteEnd--></div><!--QuoteEEnd-->
YesYesyes <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
BTW, your console is the one most indispensable invention in POTC modding.

I have the parrot flying now with the swim animation, will upload it tomorrow.
 
Actually, it's ALexusB's idea, I just did this implementation of 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" />
code (haven't tested, but should work or thereabouts):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int findidx = LAi_FindNearestVisCharacter(pchar, 20);

    ref findCh, newCh;

    if(findidx != -1)

    {

 findCh = GetCharacter(findidx);

 //create parrot

 newCh = gGetNewCharacter("Parrot1"); // will overwrite if already a parrot

 newCh.nation = PIRATE;

 newCh.name  = "Parrot";

 newCh.lastname  = "1";

 newCh.id  = "Parrot1";

 newCh.model = "parrot"; //whatever it should be for these lines

 newCh.sex = "man";

 newCh.model.animation = "parrot";

 newCh.model.height = 1.8;

 newCh.activity_begin = "0";

 newCh.activity_end = "24";

 newCh.location    = "";

 newCh.location.group = "";

 newCh.location.locator = "";

 newCh.Dialog.Filename = "enc_walker.c"; // or whatever

 newCh.greeting = ""; // or whatever

 newCh.rank  = 1;

 newCh.reputation = "None";

 newCh.experience = "0";

 newCh.skill.Leadership = "1";

 newCh.skill.Fencing = "1";

 newCh.skill.Sailing = "1";

 newCh.skill.Accuracy = "1";

 newCh.skill.Cannons = "1";

 newCh.skill.Grappling = "1";

 newCh.skill.Repair = "1";

 newCh.skill.Defence = "1";

 newCh.skill.Commerce = "1";

 newCh.skill.Sneak = "1";

 newCh.money = "10";

 newCh.quest.meeting = "0";

 Lai_SetImmortal(newCh, false);

 //LAi_SetStayType(newCh);    

 LAi_group_MoveCharacter(newCh, LAI_DEFAULT_GROUP);

 facemaker(newCh);

 float x, y, z;

 string nearloc = LAi_FindNearestFreeLocator("goto", &x, &y, &z);

 ChangeCharacterAddressGroup(&newCh, findCh.location, findCh.location.group, nearloc);

 LAi_ActorFollow(&newCh, &findCh, "", -1); //not follow everywhere because that's for mchar

 

    }<!--c2--></div><!--ec2-->
 
Normals? Did somebody say NORMALS??? I HATE normals! They always end up being mirrored when I'm modeling! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" />
LOL! <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" />
 
Pieter: Bingo! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_twisted.gif" style="vertical-align:middle" emoid=":twisted:" border="0" alt="icon_twisted.gif" />
Why can't max think to _keep_ the normals mirrored when exporting...grr...

Aw, dangit. Sorry, Inez, forgot to export and email. Will so do right now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

EDIT: file on FTP updated with new 3ds's, and they're emailed too.
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->newCh.nation = PIRATE;
 newCh.name  = "Parrot";[/quote]Heh, awesome! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Okay, I did a bit of fiddling about today - mostly was trying to see if I could get the colors in the correct places, so this is a little bit rough:

`parrot-1`.jpg
`parrot-1_`.jpg


Unfortunately I can't seem to get the eye to look normal. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> It's the way the skin is wrapped, I guess.
 
Awsome is this skin! For the eye Nathan can probably make an extra spot that has its own texture coordinates.
 
I want to get the texture of the feathers to look right; I've got some nice pics of parrots and feather texture - and different colors too. There are so many different colors! I started with this guy because he's so BRIGHT! <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" />
 
Awsome Catalina,he looks an awful lot like Harley,me African Ringneck,
<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#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Very nice, Cat! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
{But saying that reminds me: don't tell the parrot your nickname... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> }

Yeah, I've too been thinking that the mapping of the body wasn't too good. Let me see what I can do...
 
<!--`QuoteBegin-Fred_Bob`+--><div class='quotetop'>QUOTE(Fred_Bob)</div><div class='quotemain'><!--QuoteEBegin-->Dat parrot be remindin' Fred Bob o' de one ye see in Tropico 2: Pirates Cove when ye be startin' de game. Any ye all see dat one wid its very real animation?  :?[/quote]

Aye! Great intro indeed.

Well done Nathan! <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#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Updated with (finally I hope) fixed geometry, and in three versions:

*Current mapping (same textures as before)
*`Body-with`-`2-cylinders` mapping, does not use P_Body.tga, uses instead P_head.tga and P_BodyL.tga (head and lower body)
*Planar, with the sides of the body as P_Side.tga, the bottom (and underside of tail) as P_Bott.tga, the front as P_Front.tga, and the back/top as P_top.tga. Does not use P_Body.tga

Thank you, HB!
But thank Cat and Inez even more; the former makes it look the parrot, the latter makes it actually fly! (let alone actually being _in the game...). <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Thank you, Nathan, when I find a moment or two I'll take a look at it and see if I can get your little parrot looking more realistic! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Anybody else skinning this little guy? I want to see some other efforts! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Just how do you SKIN a parrot <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" /> <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" />

Sorry, I just couldn´t resist...
 
Nathan, I finally found time to look at the new version (take3) - it's just perfect. I didn't even know it was possible to have only one mesh yet several materials. Always thought the reason to divide a model up into several meshes was to have different materials.
If you're in a teaching mood you might explain to me what the difference between a scene, a model and a mesh is, then.
Anyway, I can now move on with the animation.
 
Inez: Teaching mood? Always, but always! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
{Or so I hope to be always. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> }
Max handles multiple materials via two things: each face has a "material ID"--a number--and you can create "Multi/`Sub-Object`" master materials. If you have Max 3 (4? I think 3...) or above this can be done automatically; just select the faces you want to have a certain material on and drag the material over; select another set of faces and drag the next material over, and so on. Max will handle the `sub-obj` material creation and the assignment of MatIDs.

Model and mesh are sometimes used interchangeably, but if you want separate definitions a mesh is _just_ the geometry--and further, polygonal geometry--and while model can mean that, and any kind of geometry, it can also mean a /textured/ mesh.
However, the more relaxed meaning is usually used, and so either one just means "geometry."
A scene is a collection of models, their materials, their positions (and any animation), and other scene objects (lights, particle systems, background, etc.).

Do you have some kind of IM program? I'd be happy to walk you through stuff in max, if you'd like. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
A little while later:
Unfortunately I now have the problem that I can't easily distinguish the left wing from the right wing, because they have the same material, and same for the feet. I could of course do it `position-based`, like for characters, but it would be much easier if each "part" (that formerly was a "mesh") had a different material.

Besides that, the thourougly welded vertices are torn apart when moved, so I again get holes. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
OK, I'll change the colors by 1 in R for the right wing and foot.
Re: movement. Huh. You mean movement from POTC's skeletal animation, or are you moving the vertices before export?

(Oh, and edited my above post, so you may have seen it before it was edited)
 
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