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Need Help Is it possible to add PC model with custom animation?

Tyrael

Sailor Apprentice
Hello, i would like to add Beltrop model with custom animation for my next playthrough and i wounder if it s possible? The animation is adapted for COAS, but i have no idea if it s ok for POTC... Please advise.
 
COAS models and animations have been adapted to POTC before, so it should be possible. I have no idea how though.
 
Beltrop model? We've already got one in PotC; it was based on a Sea Dogs one, if I recall.
 
The "new_man" files in PotC are for AoP-based characters.
If you have the custom animation file, put it in RESOURCE\animation and make sure his initModels.c entry is set up to use it.
 
The "new_man" files in PotC are for AoP-based characters.
If you have the custom animation file, put it in RESOURCE\animation and make sure his initModels.c entry is set up to use it.

I added the model in game resources and made the following note in initModels.c:

model.description = "Lawrence Beltrop. In his original view.";
model.id = "1111";
model.FaceId = 548;
model.nation = PIRATE;
model.price = 1000;
model.assigned = true;
model.height = 1.85;
model.sex = "man";
model.ani = "man_A";
model.status = "C_III"; // added as an identifier, for assigning another animation to the new models
model.name = "Lawrence";
model.lastname = "Beltrop";
AddCharacterModel(model);

1111.gm is the name of the model in my case, man_A is custom animation

When i start a new game i get the black screen (i cant see anything but i can hear music and use interfaces) I guess the model is incompatible with PotC after all?
 
yes, but i had to rewrite solid part of corresponding .ani file (potc fencing, movement, etc) Now the model has almost no glitches (i found one minor: when moving out of the water and stucking a bit PC makes some strange moves with his hands and torso, but keeps moving, i would fix it, but dont know what animation is that :(( )
 
well, i have another problem now. From time to time i have CTD with following errors:

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 44283072 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx

If i start with default model game works fine, i have no idea what texture is missing, everything looks fine. Is it possible that large texture size causes this issue? Its about 3mb...

Compile log:

Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 781
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 707 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 938
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: perks
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1601::
Gauging: done second pass through char array
Gauging: characters
Gauging: ships
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 781
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 707 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 938
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
Gauging: start reinit
Gauging: preprocessor
Gauging: nosave
Init encounters complete.
Gauging: RM mod and rumors
Gauging: shipberthing
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: load mch in first
Made change of cabin and deck parameters for LuggerVML
!!! Reload to Tutorial_Deck (index=693)
** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 106
** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 10
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
trying to spawn item: 100gp with rarity=0.17355 itemProb=0.33
trying to spawn item: jewelry8 with rarity=0.52292 itemProb=0.165
trying to spawn item: jewelry6 with rarity=0.29294 itemProb=0.11
trying to spawn item: medical1 with rarity=0.11673 itemProb=0.88
trying to spawn item: potion3 with rarity=0.2323 itemProb=0.44
Gauging: done load mch in first
Quest name StartAdventure FOUND in BothQuestComplete
Started with tutorial.
Quest name Tut_start FOUND in BothQuestComplete
Quest name DialogWithMalcolmStart FOUND in BothQuestComplete
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
Quest name Tut_TakeStuff FOUND in BothQuestComplete
Quest name Tut_start1 FOUND in BothQuestComplete
Quest name Tut_start1 FOUND in BothQuestComplete
 
Missing textures don't cause CTDs. Those strange lines are always in the file. Not sure why, but they do no harm.
 
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