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Sea Dogs Characters

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mings!

So far both Corsair 1 and Searcher look like great candidates, Searcher being the better one as it is without a hat.

At first I was shocked that you wanted to change the new Jurchsen, but I see you have never met him.
[attachmentid=329]


Rheims has been changed as well using the Searcher model, a most useful model indeed!
[attachmentid=330]
 
That is looking absolutely great, SirChristopherMings! If you get the skin done, I will gladly add it into the Post Build 12 mods. There is a new mod in the Post Build 12 mods where you can talk to an enemy captain after he surrendered and can also capture him and even hire him as an officer. So when Beltrop is added as captain of the Mefisto, you might actually get to see him. Usually, all you got to see was the interface picture of the captain, but not the captain himself.

BTW: If you want, send me your PROGRAM folder and I will see what differences there are with Build 12.1. Then I could make those differences compatible with the Post Build 12 mods, so you can use your changes with the latest mods as well. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
[attachmentid=331]

Aye, nice job mates,this me first crack at it,added seaman's head to Fawn.tga but when I checked it out GM viewer, his coat was twisted to the right and his head as well,how do I adjust coat and head <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> <!--quoteo(post=141547:date=Mar 9 2006, 08:39 AM:name=skull)--><div class='quotetop'>QUOTE(skull @ Mar 9 2006, 08:39 AM) [snapback]141547[/snapback]</div><div class='quotemain'><!--quotec-->
[attachmentid=331]

Aye, nice job mates,this me first crack at it,added seaman's head to Fawn.tga but when I checked it out GM viewer, his coat was twisted to the right and his head as well,how do I adjust coat and head <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Strange you say his coat is twisted.
Perhaps it was that way all along but because we see so little of him we never noticed.
Just check the original and it doesn't look twisted, and yours has the coat exactly the same. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

As for the head:
The face should be about 65% narrower so the eyes, nose and mouth should line up better.
Cut and past the eyes to rotate them as well.

You'll also have to leave exposed one of those eyeballs, not sure which one.
 
Thanks Petros,coat is original,never touched it,just cut an pasted head,coat is very noticably twisted,maybe something happend when converting TGA to TX file, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Skull, you should be proud, as far as I know that's a new one. My theory is that Ralph Fawn was so surprised that anyone was showing him any attention at all that he was beside himself with shock. (I have to admit, personally, I usually turn one of my officers into Ralph, because he always looks like he is in a good mood and I like to have him around.)

At first glance I thought this might be a "mips" issue, but I am betting that you, like me, don't mess with any of the mips settings, so that probably isn't the case. My question then is; when you hex-edited the gm file, and directed the file to the new tga.tx file, did the name for the new tga.tx file have the same number of characters as the original? For example, the original gm file points to "Fawn.tga", and you might change it to "<u>S</u>awn.tga", maintaining the same number of letters, and making sure the new tga.txf ile has the same name. If the new tga file has a name that has more or fewer characters it wont work, I'm not sure <u>how</u> it wont work, I just know that it doesn't. Other than that I haven't seen that before, and can't think what else might have done that. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> If nothing else, you have come up with yet another good excuse to use this smilie. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Petros, Jurchsen had better watch his back, Beltrop may be gunning for his job! He's a pretty mean guy! <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />

I personally don't think that Beltrop would really be able to unseat Jurchsen, especially because at Beltrop's pirate camp he used to make all of the pirates sing this song, that sounded like the Volga boatmen song, ad naseum, and his reputation might proceed him for doing unreasonable things like that.

You remind me, I have seen your models before, and I probably have read how Jurchsen was set up as a replacement for the bald pirate chief, but I had forgotten. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> I know I've seen the Rheims model too, and that one is especially brilliant. I never really liked the original Rheims model, or thought it particulary suitable for that character in the story, but this one is one I would be more likely to remember having met in that first part of the game. The only problem would be that I would want to use your Rheims model for my personal character in the game and it would look like I was chasing myself. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

I can't tell you how many times I have clicked on the link in Pieter's signature and admired the pictures of all of the models that you, Alan Smithee, High Sea Lass and others have contributed, and, with the little bit of tinkering that I have attempted, I'm always amazed at the level of quality of each model, along with the quantity of them! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
and speaking of Pieter ...

Pieter,
Thanks, and thank you again for the offer regarding checking my program folder, but it will be a cold day in the Caribbean before I send it to you. If you think I am going to do anything that adds to the burdens that you have assumed here at PA, with all the amazing work you are doing on the modding, and coordinating all the new work that's being done on the game, then you have been over indulging in alcoholic beverages, my Dear Sir! Your efforts, and your offer, are very much appreciated, but Mings is a big boy, and he can follow the other suggestion that has been made of loading a copy of PA in a new file and update it with the new files, that you so graciously make available, like any other scallywag around here. Besides, you never know what some Mings' coded creation in my current game might do to the new set up, and I would like to check out Build 12.1 and the update and see what all has been added myself, then I'll start tinkering with it. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
Thanks again Pieter. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

As Far as Beltrop goes, I can't seem to leave well enough alone, and I am determined to try a head swap with the Spanish Priest. I'm still stuck on the idea that this head is a closer match to the original Beltrop's.

Searcher / Priest
<img src="http://www.pix8.net/pro/pic/332ZK34H/812161.jpg" border="0" alt="IPB Image" />

I'm almost 99.9 % certain that it wont work right because I can see looking at the gm where there is overlap between the two models and their hair and you get blank spaces, but I am going to do it anyway just to satisfy my own disturbed curiosity to see what it looks like. This is one of those situations where I wish I was able to modify gm files, but the little exposure I've had trying to do that has only convinced me that I have a lot to learn. I'll see what I can do about getting a picture up with the results. If nothing else it will give me more practice with using Inez's incredible Tool. <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
<!--quoteo(post=141346:date=Mar 6 2006, 06:10 PM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 6 2006, 06:10 PM) [snapback]141346[/snapback]</div><div class='quotemain'><!--quotec-->
Skull,
Your initial suggestion reminded me of the time I was trying to hunt down the "missing mad monk" on Redmond Island, he sends his regards by the way, when you were able to convince him to get over his shyness and make an appearance in the game by manipulating the coding. The fun we had during that escapade convinced me that it might be fun to see what new mayhem we could conjure up by trying to accomplish this. <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
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Always look'n fer new mayhem <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
Think I figured out me problem,after convert'n Fawn TGA TX back to TGA thar was a green line down the far right side along his coat,which is the color O' his head bandana,probly why his head an coat jerked te the right,sumpth'n went wrong with original conversion,an ye be right mate, didn't mess with mipps. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=141591:date=Mar 9 2006, 06:13 PM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 9 2006, 06:13 PM) [snapback]141591[/snapback]</div><div class='quotemain'><!--quotec-->
... The only problem would be that I would want to use your Rheims model for my personal character in the game and it would look like I was chasing myself. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> ...<!--QuoteEnd--></div><!--QuoteEEnd-->

The description the tailor gives is "Always running as if for his life... but from whom?"
I intended that as a thinly veiled reference to Silehard, but it seems you have added a new angle to the plot. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=141591:date=Mar 10 2006, 12:13 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 10 2006, 12:13 AM) [snapback]141591[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks, and thank you again for the offer regarding checking my program folder, but it will be a cold day in the Caribbean before I send it to you. If you think I am going to do anything that adds to the burdens that you have assumed here at PA, with all the amazing work you are doing on the modding, and coordinating all the new work that's being done on the game, then you have been over indulging in alcoholic beverages, my Dear Sir! Your efforts, and your offer, are very much appreciated, but Mings is a big boy, and he can follow the other suggestion that has been made of loading a copy of PA in a new file and update it with the new files, that you so graciously make available, like any other scallywag around here. Besides, you never know what some Mings' coded creation in my current game might do to the new set up, and I would like to check out Build 12.1 and the update and see what all has been added myself, then I'll start tinkering with it. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
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In that case, I could heartily recommend the program <a href="http://winmerge.sourceforge.net" target="_blank">WinMerge</a>. You can use it to compare two codebases, so you can quickly find the differneces you made. You should make a Build 12.1 installation and compare it with your current installation. If you find any differences that might be nice for other people as well, please send them to me. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Thanks again Pieter, that's cool! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> I was finding in the past that when I would update my game with previous incarnations of the Build I would always lose the exploding bodies that I had grown so fond of seeing during sea battles, and I would have to "rediscover" how to implement that feature. Can't do without the explosions! <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> Can't think of any additions I've made that other people would want to use, they're mostly dialogue edits involving people extrapolating upon the notion of what a great guy Sir Christopher Mings is. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> Course if anyone does want them, I'll have to round them up and make them available... <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

Ok, my curiosity has been satisfied, and these are the results of a head swap between the searcher model and the Spanish priest with Beltrop's textures:
Priest / Beltrop
<img src="http://www.pix8.net/pro/pic/332ZK34H/816569.jpg" border="0" alt="IPB Image" />
Dominex, Sominex, go to sleep....
Priest / Beltrop Close up
<img src="http://www.pix8.net/pro/pic/332ZK34H/816570.jpg" border="0" alt="IPB Image" />
<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->Braaaiiiins!...Must have brains!<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->

Here we see how the same texture looks completely different on a new model. I was right regarding the head not working, because there are areas where you have model portions that are not covered by texture, and it takes away from the model's coherent look. I hadn't realized as well that the priest's skull cap would feature so prominently even covered up by hair. (That loop, by the way, on the model's forehead was my guesstimation of where the hairline starts. Missed it by that much!)

I'm leaning towards proceeding with cleaning up the Beltrop textures applied to the searcher model, but one more Idea has occurred to me; the Will_2 model resembles the Beltrop model fairly closely all by itself, however, the Will_2 model has a hat. I'm thinking of applying the texture of Beltrop's coat to the Will_2 model, again, just to see how it looks. This picture is a headswap between the searcher body with the Beltrop texture and the Will_2 head. (An actual headswap between the two models won't work because the hair is attached to the Will_2 model's shoulders and gets lost in the swap.) The coat and sleeves may make for an interesting look, but maybe it will look ok. <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
Will2 / Beltrop
<img src="http://www.pix8.net/pro/pic/332ZK34H/816531.jpg" border="0" alt="IPB Image" />
Let me know what you think...
 
I personally like the Will2 version pretty much. And who says that between Sea Dogs and PotC, Beltrop can't have bought a head?

And what do you mean with an exploding bodies feature? That sounds... funny. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Might be nice to add to the modpack, but off by default. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<i>Cæsar. [To the Soothsayer.] The ides of March are come.
Soothsayer. Ay, Cæsar; but not gone.</i>
<b>Julius Cæsar Act III, Sc. I</b>

Thomas the Terror, you are being far too generous, but thank you. There is a lot more wrong with that texture than the color of the hands. (Besides, it's just a head swap with my mock up model...)

Pieter, I don't think Beltrop ever buys heads, he just takes them. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Also, I think the exploding and flying bodies, when you hit a ship or a fort with your cannons there are bodies flying among the splinters and other jetsam, (one time we tried to mod sharks in as parts of the explosion, I'm sure that if we had accomplished that then livestock would have quickly followed!) is in the game, though in my game it comes and goes so I'm not sure what does or doesn't cause it to occur. You must have seen this? <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> Skull found it and shared it with us, it's gruesome, but in a funny way... <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />

On that note, using the Will_2 model with the Beltrop texture has yielded a result that I'm feeling is starting to approach the quality of work that's consistently achieved by High Sea Lass and Petros.
Will_2 / Beltrop
<img src="http://www.pix8.net/pro/pic/332ZK34H/818868.jpg" border="0" alt="IPB Image" />

I'm liking this model for use as a player character model, or officer model, but I'm not especially convinced that it's actually Desmond Ray Beltrop. I'm more inclined towards thinking that this could be Desmond Ray Beltrop Jr., rather than Senior, but I'm still pleased with the way the texture works on the model.
Will_2 / Beltrop front and back
<img src="http://www.pix8.net/pro/pic/332ZK34H/818869.jpg" border="0" alt="IPB Image" />
I know Catalina previously did a retexture for Nigel Blythe, but I was thinking while I was working on it how this model could possibly replace Nigel, and the text of the quest could be changed to Desmond Ray Beltrop Jr., and that might be a worthwhile change. (I've actually never played the Nigel Blythe Quest, I usually kill him and take Artois instead, as I've read too many reports about the quest being buggy) but what do people think of that as an idea?
Talking Head
<img src="http://www.pix8.net/pro/pic/332ZK34H/818870.jpg" border="0" alt="IPB Image" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->IT STINKS!<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->

Speaking of recasting, I also had an idea about the Searcher model with Beltrop textures, that I'm still working on, being used for the role of Mateus Santos, the assassin on Isla Muelle, because I've always felt that the model that was used was pretty casually dressed for such a high level assassin. (Isn't it the same model that is used for Leborio Drago?) I figure the nice clothes and ghoulish pallor might make a good combination for that role.
Assassin?
<img src="http://www.pix8.net/pro/pic/332ZK34H/811225.jpg" border="0" alt="IPB Image" />
Just an idea....(Really, just thinking aloud, don't have any plans to implement any of these ideas at this point.)

I'm still thinking that Man2 head with the Will_2 body and the Beltrop texture would create a model closer to the original Beltrop, but the head swap shows gaps around the head and neck that I don't have the ability to close them. If High Sea Lass makes an appearance I might make a flowery appeal to her, asking her to fix it for me, but I'm not entirely convinced that it would really be worth the effort and time. I may try to make a texture for the head just to see how it looks.
Man2 / Will_2/ Beltrop texture
<img src="http://www.pix8.net/pro/pic/332ZK34H/818872.jpg" border="0" alt="IPB Image" />

Skull, let me know what you think about the Beltrop (Jr.) model and any changes you might like to see, or if you would prefer the Searcher/Beltrop model. The changes at this point consist of applying the Beltrop texture to his coat and pants, and lightening his skin tone and darkening his hair. I also applied dark circles to his eyes, but I left the hat and boots alone. Any suggestions would be very helpful, but if there aren't any I'll start making textures for this model's portraits.

One question, I seem to be having trouble with the FTP, I can log on, but I can't see any files. Also, I loaded the Beltrop tga on piratesahoy.net rather than .org. where I can see files available. What am I doing wrong? Remember, it's me so use small words and speak slowly...

On that note,
<img src="http://www.pix8.net/pro/pic/332ZK34H/818871.jpg" border="0" alt="IPB Image" />
My name? My name is Desmond Ray J. Jonah Beltrop Jr., but you doesn't has to call me Mister Beltrop!
You can call me Ray!
Or you can call me Jay!
Or you can call me Desi!
Or you can call me Ray-Jay!
Or you can call me Junior!
Or you can call me Jonah
Or you can call me Desmond Ray J. Jonah Beltrop Jr., but you doesn't has to call me Mister Beltrop!
(Mings can quote Shakespeare and modern culture. Nay, I am for all waters!)
 
Sir Mings,I'd be like'n both models <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> as fer replacing Nigel Quest with Beltrop quesr is a dam fine idear,Quest is not buggard in November build12,not sure aboot later version,but if it is,if some one sent me Nigel quest files,I'd be happy to fix it,since it is me favorite quest <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=142233:date=Mar 17 2006, 02:04 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 17 2006, 02:04 AM) [snapback]142233[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter, I don't think Beltrop ever buys heads, he just takes them. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
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Woops. I meant to write "hat", not "head". <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=142233:date=Mar 17 2006, 02:04 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 17 2006, 02:04 AM) [snapback]142233[/snapback]</div><div class='quotemain'><!--quotec-->
Also, I think the exploding and flying bodies, when you hit a ship or a fort with your cannons there are bodies flying among the splinters and other jetsam, (one time we tried to mod sharks in as parts of the explosion, I'm sure that if we had accomplished that then livestock would have quickly followed!) is in the game, though in my game it comes and goes so I'm not sure what does or doesn't cause it to occur. You must have seen this? <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> Skull found it and shared it with us, it's gruesome, but in a funny way... <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
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I have never ever seen that. Could you please show me? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=142233:date=Mar 17 2006, 02:04 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 17 2006, 02:04 AM) [snapback]142233[/snapback]</div><div class='quotemain'><!--quotec-->
I know Catalina previously did a retexture for Nigel Blythe, but I was thinking while I was working on it how this model could possibly replace Nigel, and the text of the quest could be changed to Desmond Ray Beltrop Jr., and that might be a worthwhile change. (I've actually never played the Nigel Blythe Quest, I usually kill him and take Artois instead, as I've read too many reports about the quest being buggy) but what do people think of that as an idea?
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I think your character model actually looks more like a true pirate than Catalina's model does, so I reckon using your model might indeed be better. However, I most certainly do not want to lose Catalina's model from the game, so we might have to think of somebody else for Catalina's model to replace. What about Ewan Glover?

<!--quoteo(post=142233:date=Mar 17 2006, 02:04 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 17 2006, 02:04 AM) [snapback]142233[/snapback]</div><div class='quotemain'><!--quotec-->
Speaking of recasting, I also had an idea about the Searcher model with Beltrop textures, that I'm still working on, being used for the role of Mateus Santos, the assassin on Isla Muelle, because I've always felt that the model that was used was pretty casually dressed for such a high level assassin. (Isn't it the same model that is used for Leborio Drago?) I figure the nice clothes and ghoulish pallor might make a good combination for that role.
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Sounds good to me. The more custom models that replace quest characters, the better it is, as far as I'm concerned. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Could you make him a bit more different from the other Beltrop model though? I think it might be weird to have two quest characters who have the same outfit, but another head. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=142233:date=Mar 17 2006, 02:04 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 17 2006, 02:04 AM) [snapback]142233[/snapback]</div><div class='quotemain'><!--quotec-->
One question, I seem to be having trouble with the FTP, I can log on, but I can't see any files. Also, I loaded the Beltrop tga on piratesahoy.net rather than .org. where I can see files available. What am I doing wrong? Remember, it's me so use small words and speak slowly...
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Try to download <a href="http://pieter.piratesahoy.net/downloads/ftp_commander.zip" target="_blank">FTP Commander</a>. The Public FTP is already predefined there. Does that work or doesn't that work either? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=142233:date=Mar 17 2006, 02:04 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 17 2006, 02:04 AM) [snapback]142233[/snapback]</div><div class='quotemain'><!--quotec-->

Or you can call me Desi!
Or you can call me Ray-Jay!
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Or Desiray ? Or TAFKAB (The Assassin Formerly...)

"He is a modder; let us leave him: pass." (1.2.24)
 
<b>"Et tu, CCC?
Then fall Sir Christopher!" </b>(So I can ROTFLMAO) <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

<i>Modder For Modder, Act XIII, Sc VIIIXXIVI</i>

Pieter,
This is probably going to be something of a let down, you must have seen this in the game at some point, and I'm fairly certain it was a part of Build 12. Anyway,
Exploding men
<img src="http://www.pix8.net/pro/pic/332ZK34H/824550.jpg" border="0" alt="IPB Image" />
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Blimey! I can see me 'ouse from up 'ere!<!--sizec--></span><!--/sizec-->

The arrows on the picture indicate where the half dozen Malcolm Hatchers are flying in the air, possibly as a result of the powder magazine exploding. These are the same figures that you see floating in the water after you sink a ship, who are so grateful when you rescue them. (Thanks to CCC! <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" /> )
Strangely enough, this phenomena does not occur every time I'm involved in a sea fight, I'm suspecting the type of ammo used may have something to do with that, but it does happens every time I attack a fort. (Hence the reason that livestock mixed among the other exploding figures would be a worthwhile effect, but only if you could change the sound effects to Monty Python's version of the Death of Mary Queen of Scots)

When playing the game, I look forward to seeing the occurrence of exploding bodies with the same level of enthusiasm that is generated when a mast on an enemy ship goes down following a well placed broadside.

I'm still having trouble with the FTP server, your link doesn't work for me, but I'll keep trying and get them up sometime. I'm probably forgetting to do some thing, or I'm missing something obvious. This is clearly the product of far too many alcoholic beverages.... <img src="style_emoticons/<#EMO_DIR#>/nerbz.gif" style="vertical-align:middle" emoid=":nerbz" border="0" alt="nerbz.gif" />

Skull, I'm still tweaking the images on the figures for Beltrop Jr. I have been trying of late to adjust his collar so it is higher up on his shoulders, and I should have something for you fairly soon. I think it was Rafe Bligh who commented once on how when you adjust something that you've added to a model, and then take a look at it in the game, you notice about three more things you could (or should) improve or fix. I'll do a full stop on the tweaks at some point, then set up the interface portraits, and then get the files together and email them to you. Then I'll start focusing on fixing Beltrop Senior. (That's the current plan, anyway.)

***POSSIBLE SPOILER*** (Considering the age of this game, this may be perceived as being a little silly, but I've noticed a lot of new people around lately and I'd hate to wreck a part of the game for them.)

If I get a result on Beltrop Senior, that I'm truly satisfied with, I'll see if I can come up with a variation on that model for a Mateus Santos, the assassin, recast figure. There's something about the intensity of the gaze on the Beltrop Senior model that convinces me that switching the models would add to the overall game experience. I may also see about recasting the assassin figure from the rival faction, within that quest, as well, but one thing at a time... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Those flying people look pretty funny. I've never seen in in my game though... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=143214:date=Mar 25 2006, 07:20 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 25 2006, 07:20 AM) [snapback]143214[/snapback]</div><div class='quotemain'><!--quotec-->
Those flying people look pretty funny. I've never seen in in my game though... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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I don't remember seeing them either and I tested Build 11.9 so I think they never made it into Build 12!
 
i wish it did though!
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Blimey! I can see me 'ouse from up 'ere!<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL!
 
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