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New piratess character model

Grey Roger

Sea Dog
Staff member
Administrator
Storm Modder
@DeathDaisy:
Checking that model with "Animation Viewer", she seems to work with "man_woman_sit.ani", which makes her similar to "50_33_40Claire". If instead I copy the basic "33_Piratess10" model and change the copy to use your new texture, that works with "33_Piratess10.ani". Apart from anything else, that has a more comprehensive set of animations - you could assign that model as governor of a captured colony, for example, whereas "man_woman_sit.ani" lacks some animations which mean "50_33_40Claire" might not work very well as a governor.

Also needed are a head model and head animation file so that the character's "talking head" animation can appear when you talk to her. Easily enough done - the head model is simply "h_33_Piratess10.gm" copied, renamed and edited to use the new texture, and the head animation is just "h_33_Piratess10.ani" copied and renamed, no editing necessary. (For a talking head animation, every model must have its own head animation file. It doesn't need to be specialised, it just needs to exist - if your model is based on another existing model, then your model's head animation can just be a straight copy of that model's head animation.)

I've created a new model file based on "33_Piratess10", using your texture, and also made the head files. Now she just needs one more thing from you - a description! For Hilda to appear in the game, she's going to need an entry in "PROGRAM\Models\initModels.c". As a minimum she'll need something to go into the "model.description" line.

But if you look through some other model definitions, e.g. "lizswann", you'll see a whole lot of other lines which can give a character some backstory, a ship, or a default start date, all of which will show up when you go through the characters while setting up a FreePlay game. It's up to you if you want to add any of those to make Hilda more distinctive. If you at least add "model.name" and "model.lastname" lines then she'll show up in the "Named" category during character selection - much easier to find than searching through all the "Unnamed" types! If you add the "model.storytitle" and "model.storytext" lines then she'll show up as "Specific" instead.
 
@DeathDaisy:
Checking that model with "Animation Viewer", she seems to work with "man_woman_sit.ani", which makes her similar to "50_33_40Claire". If instead I copy the basic "33_Piratess10" model and change the copy to use your new texture, that works with "33_Piratess10.ani". Apart from anything else, that has a more comprehensive set of animations - you could assign that model as governor of a captured colony, for example, whereas "man_woman_sit.ani" lacks some animations which mean "50_33_40Claire" might not work very well as a governor.

Also needed are a head model and head animation file so that the character's "talking head" animation can appear when you talk to her. Easily enough done - the head model is simply "h_33_Piratess10.gm" copied, renamed and edited to use the new texture, and the head animation is just "h_33_Piratess10.ani" copied and renamed, no editing necessary. (For a talking head animation, every model must have its own head animation file. It doesn't need to be specialised, it just needs to exist - if your model is based on another existing model, then your model's head animation can just be a straight copy of that model's head animation.)

I've created a new model file based on "33_Piratess10", using your texture, and also made the head files. Now she just needs one more thing from you - a description! For Hilda to appear in the game, she's going to need an entry in "PROGRAM\Models\initModels.c". As a minimum she'll need something to go into the "model.description" line.

But if you look through some other model definitions, e.g. "lizswann", you'll see a whole lot of other lines which can give a character some backstory, a ship, or a default start date, all of which will show up when you go through the characters while setting up a FreePlay game. It's up to you if you want to add any of those to make Hilda more distinctive. If you at least add "model.name" and "model.lastname" lines then she'll show up in the "Named" category during character selection - much easier to find than searching through all the "Unnamed" types! If you add the "model.storytitle" and "model.storytext" lines then she'll show up as "Specific" instead.

Nice, glad you like her enough to go through those hoops xD I'll try and come up with something reasonably interesting! Guess I should fix some portraits too :)
 
Try this. Your texture, my models, and a prototype entry in "initModels.c" which for now is little more than a copy of the original entry for "33_Piratess10" but which should at least allow Hilda to appear. That should be enough to either play Hilda in a FreePlay game, which in turn should allow you to get a screenshot suitable for the interface portraits.

If you're going to make the interface portraits, you'll need to make them at least number 568. Almost all numbers up to and including 567 are already used or are likely to be used by someone else. And that means you'll need to edit "RESOURCE\INI\INTERFACES\pictures.ini" - go down to the bit which starts "[FACE128_567]", copy that section, and make a new one for "[FACE128_568]".
 

Attachments

  • HildaPiratess.zip
    637.4 KB · Views: 245
Try this. Your texture, my models, and a prototype entry in "initModels.c" which for now is little more than a copy of the original entry for "33_Piratess10" but which should at least allow Hilda to appear. That should be enough to either play Hilda in a FreePlay game, which in turn should allow you to get a screenshot suitable for the interface portraits.

If you're going to make the interface portraits, you'll need to make them at least number 568. Almost all numbers up to and including 567 are already used or are likely to be used by someone else. And that means you'll need to edit "RESOURCE\INI\INTERFACES\pictures.ini" - go down to the bit which starts "[FACE128_567]", copy that section, and make a new one for "[FACE128_568]".
I have kinda claimed 700+ for some characters I've made which I haven't shared yet because they're not finished/for future quests/just for trying things out :p which reminds me; I discovered that my portraits aren't square in the game, the large one shows as something like 256x160. Is this just me messing something up with the widescreen when installing, or is it knows behaviour I should have in mind when making the portraits?

Also I've been thinking while texturing that some UV maps don't quite work for what I want to do, with parts overlapping in ways that make sense on low res textures but is kinda limiting when working with higher res. Theorize that I get hold of maya 5, how much can I change on a model before I have to re-rig it? adding geometry obviously needs new skinning, but tweaking the UV-map is usually okey? sometimes it works when removing geometry too, but I guess I'll have to test it if it gets to that. or is the rigging straight up lost when exporting as obj to start with? :type1

Turns out the Blaze siblings don't have their own heads :(

Anyway, I'll return soon with some content xD
 
I have kinda claimed 700+ for some characters I've made which I haven't shared yet because they're not finished/for future quests/just for trying things out :p which reminds me; I discovered that my portraits aren't square in the game, the large one shows as something like 256x160. Is this just me messing something up with the widescreen when installing, or is it knows behaviour I should have in mind when making the portraits
No idea. I can't even check them for wide-screen compatibility because I don't have a wide-screen monitor. But basically, there should be three versions - 256x256, 128x128, 64x64. Resizing isn't enough, you need to clip the picture to a square frame (any size) and then scale it down. Save each version as .tga format, then use TX Convertor to convert them to the game's .tga.tx format.

Failing all else, upload a screenshot of the character with decent lighting and I'll see if I can clip it into some interface portraits. As a check, start up a game with the "Ardent" storyline - the models for both Charles and Helen are my work, as are their interface pictures, so if their portraits show up correctly on your wide-screen system then anything I do for Hilda should work as well.

Also I've been thinking while texturing that some UV maps don't quite work for what I want to do, with parts overlapping in ways that make sense on low res textures but is kinda limiting when working with higher res. Theorize that I get hold of maya 5, how much can I change on a model before I have to re-rig it? adding geometry obviously needs new skinning, but tweaking the UV-map is usually okey? sometimes it works when removing geometry too, but I guess I'll have to test it if it gets to that. or is the rigging straight up lost when exporting as obj to start with? :type1
Someone else will have to help with that as I don't know what a UV map is, and Maya is something that happens to other people as well...

Turns out the Blaze siblings don't have their own heads :(
They should have! Have you installed the latest version of the post 31st August fixes? The heads for the Blazes (and some other, naval Blaze variants) are in there.
 
No idea. I can't even check them for wide-screen compatibility because I don't have a wide-screen monitor. But basically, there should be three versions - 256x256, 128x128, 64x64. Resizing isn't enough, you need to clip the picture to a square frame (any size) and then scale it down. Save each version as .tga format, then use TX Convertor to convert them to the game's .tga.tx format.

Failing all else, upload a screenshot of the character with decent lighting and I'll see if I can clip it into some interface portraits. As a check, start up a game with the "Ardent" storyline - the models for both Charles and Helen are my work, as are their interface pictures, so if their portraits show up correctly on your wide-screen system then anything I do for Hilda should work as well.
Assymetric portraits.png
They don't seem to be working properly either o_O It's the same thing in other menues and seems to happen with all characters. The 64x64 portraits do seem to work properly. No idea what I've done to cause it, except misclicking or messing something up when installing

Someone else will have to help with that as I don't know what a UV map is, and Maya is something that happens to other people as well...
3D modelling is purgatory :ko

They should have! Have you installed the latest version of the post 31st August fixes? The heads for the Blazes (and some other, naval Blaze variants) are in there.
I think @DeathDaisy means the Devlin models; those are from AoP:CT and indeed do not have talking heads.
Peiter's right, my mistake :facepalm

Anyway, here's a description for Hilda while I work the portrait problem out!
Code:
model.description =  "Piratess with a stylish purple coat";
    model.id    =  "HildaPiratess";
    model.FaceId    = 701;
    model.nation    =  FRANCE;
    model.price    =  2000;
    model.assigned    =  true;
    model.sex    =  "woman";
    model.ani    =  "33_Piratess10";
    model.height    =  1.75;
    model.name = "Hilda";
    model.lastname = "Sparre";
    model.storytitle = "The Road Back to Greatness";
    model.storytext = "You are a noblewoman, part of Sweden's most ancient nobility, but the reign of Charles XI had come with ever diminishing power and privilege. Conspiring to take back what was lost, you instead found yourself on the run from a death sentence. With nowhere else to go and hunted by the king and his allies, you fled to the New World.";
    model.playertype = PLAYER_TYPE_REBEL;
    model.difficulty = DIFFICULTY_MARINER;
    model.Flags.Pirate = 19;
    model.Flags.Personal = 31;
    model.ship = "Lugger1";
    model.shipname = "Robber Queen";
    model.date.hour = 7;
    model.date.minute = 12;
    model.date.sec = 30;
    model.date.day = 24;
    model.date.month = 10;
    model.date.year = 1694;
    AddCharacterModel(model);
 
I discovered that my portraits aren't square in the game, the large one shows as something like 256x160. Is this just me messing something up with the widescreen when installing, or is it knows behaviour I should have in mind when making the portraits?
I think that's just how this game reacts to widescreen resolutions. The widescreen patch in the installer only makes minor tweaks, such as making the sun and moon less elliptical, but most of the interface remains stretched. It would require a major overhaul to fix this properly.

3D modelling is purgatory :ko
Now that's not entirely true... but Maya 5.0 can be a royal pain sometimes, I'll give you that. :wp
 
I think that's just how this game reacts to widescreen resolutions. The widescreen patch in the installer only makes minor tweaks, such as making the sun and moon less elliptical, but most of the interface remains stretched. It would require a major overhaul to fix this properly.
Aha, that explains it. I can stop troubleshooting like a fool then :p Portraits on the way, I suppose!

Now that's not entirely true... but Maya 5.0 can be a royal pain sometimes, I'll give you that. :wp
It can be a lot of fun (when it works), I just find rigging incredibly tedious :p
 
It can be a lot of fun (when it works), I just find rigging incredibly tedious :p
Character rigging certainly IS tedious. Even converting PotC characters for New Horizons Remastered involves rebinding the mesh to a skeleton, and while the automatic option makes a fairly good attempt, there's still some manual tweaking to do. :facepalm
 
Indeed there's no easy solution to the stretching in the interface.
You can set your game resolution to your desktop resolution though.
That helps with the portraits during actual play, even I the full screen interfaces remain as stretched as ever.
 
Character rigging certainly IS tedious. Even converting PotC characters for New Horizons Remastered involves rebinding the mesh to a skeleton, and while the automatic option makes a fairly good attempt, there's still some manual tweaking to do. :facepalm
I know right :ko

Never bothered me tbh. In fact, I only noticed it when you pointed it out.
I'm so sorry :eek:

Anyway, attaching some portrait files!
 

Attachments

  • HildaPiratessPortraits.rar
    235.6 KB · Views: 206
Cant unzipp. :shrug

Like the idea of better looking mates, especially in 3D sailing.:onya But my officers could need a "Face Lift" too.:aar
Do you have winrar or 7zip? I don't think winzip or windows built-in zipper can handle rar-files
 
@DeathDaisy: Those portraits look great! I've renumbered them to "face_538" to fill in one of the few remaining unused slots below 567. Now Hilda just needs a description to go into "initModels.c"... (And any other attributes you want to set. They'll then become her default settings if you pick her as your character for a FreePlay game.)

@DAT66: indeed 7-Zip will handle .rar files as well as many others, and it's completely free:
7-Zip
 
:ahoy:pirates, :rumgone ?

Thank you very much for your advise (not sarcastic:oops:), Yes i use 7zip!
Even released my first mod as .rar to avoid that users install the main zip instead of the containing zip's that belong into the Game.
This is the message i recive, the 3rd time now.
Piratess.jpeg
 
Strange, as I successfully opened the archive using 7-Zip. Have you an up to date version?
 
Now Hilda just needs a description to go into "initModels.c"...
Oops! :oops: I didn't notice that such a description had already been posted. So, this ought to contain everything needed to play Hilda Sparre, former Swedish noblewoman and now anti-French rebel.

Oops 2: it turns out that "RESOURCE\INI\INTERFACES\pictures.ini" wasn't as complete as I thought, and had no entry for "FACE128_538", so Hilda's face doesn't appear in the character selection menu. If you've downloaded the zip, please download it again - the revised version includes an updated version of "pictures.ini".
 

Attachments

  • HildaPiratess.zip
    942.5 KB · Views: 216
Last edited:
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