• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. K

    Interesting Mod Tidbit from Seaward

    Your failure to get transparency masks working may be related to coversion to .tx format, <b>Maturin</b>. In short, .tga files must be converted using specific values in TX Converter, which I don't recall at this point <img src="style_emoticons/<#EMO_DIR#>/smile.gif"...
  2. K

    Interesting Mod Tidbit from Seaward

    Dude, "Mr. Kazeite" is my father. You can call me just "Kazeite" <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> (Been wanting to use that line for, like, forever <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif"...
  3. K

    Interesting Mod Tidbit from Seaward

    Like <b>Thomas</b> said, bits that are supposed to fall off are coded as masts. I think that one of ships in Build Mod already has such feature - it has destructable lantern and steering wheel. Now, the way our Russian friend did it was to create detailed hole, and detailed "plug" covering such...
  4. K

    Interesting Mod Tidbit from Seaward

    That's all nice and dandy, but, should we choose to emulate that, we are talking about replacing <b>all</b> ship models ingame (well, except for my<i>Black Pearl</i> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> )...
  5. K

    Great Fear

    Psst - that's this three-decker from VCO, Pieter. That's why she has that large mermaid on the prow, even though it's quite obviously the <i>Victory</i> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
  6. K

    Davy Jones

    It's not really surprising, you know... he works with hi-poly stuff, we work with lo-poly stuff. There aren't many things he could've helps us with.
  7. K

    A new look at the Tool

    It uses separate model. Basically, _path GM file is a separate object with its own collision data (just like every mast and yard), exported into separate file, and one can import collision data from other path files for his model. I actually did that for the <i>Black Pearl</i> - original path...
  8. K

    Ships with lighting on the wrong side

    I've also had the problem with ships being turned inside out by TOOL - the first time model was imported from vrml, it would look backwards, as you have said. However, when exported to gm, it would show up normally in GM viewer, game, and TOOL itself as well.
  9. K

    A new look at the Tool

    <!--quoteo(post=269085:date=Jul 14 2008, 03:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2008, 03:09 PM) <a href="index.php?act=findpost&pid=269085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you import a VRML file with your TOOL, it asks...
  10. K

    Another Fine Mesh...

    Well, yeah, this fella sure has a tiny head <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> The term "manga" refers to the comics drawn in Japan, although in this case, it refers to the fact that this guy supposedly...
  11. K

    new texture for Animists1

    Could you, like, get a photo of piece of cloth and then overlay it over the white bits? Because to me, they look pretty ugly <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
  12. K

    Path file for the Interceptor

    So, Flint PMed me and, noting that my <i>Interceptor</i> doesn't have path file, has offered to make one. Of course, I said yes <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> (and, expect to see ships looking suspiciously...
  13. K

    Ships with lighting on the wrong side

    I've been (co)working on the following ships, and thus they all have lightning bug: <i>Amsterdam</i>, <i>Black Pearl</i>, Heavy Warship, HMS <i>Interceptor</i>, Indiaman, Superior Warship, and Waller Pinnace.
  14. K

    Another Fine Mesh...

    <!--quoteo(post=264929:date=Jun 25 2008, 08:35 PM:name=SirChristopherMings)--><div class='quotetop'>QUOTE (SirChristopherMings @ Jun 25 2008, 08:35 PM) <a href="index.php?act=findpost&pid=264929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kazeite, I certainly benefited from...
  15. K

    Another Fine Mesh...

    Damn, those looks excellent! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Are those stock tricon hats, or did you take a hat from my Jack?
  16. K

    HMS Nelson (120)

    So, it may appear that my ~50k estimate was too generous... <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
  17. K

    HMS Nelson (120)

    <!--quoteo(post=263375:date=Jun 19 2008, 09:06 AM:name=Cpt. James)--><div class='quotetop'>QUOTE (Cpt. James @ Jun 19 2008, 09:06 AM) <a href="index.php?act=findpost&pid=263375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ Kazeite, what is a good poly...
  18. K

    HMS Nelson (120)

    100k polys? Oh boy... I might be wrong, but I think that's the reason you can't export it as .gm - it's simply too big for TOOL to handle.
  19. K

    Another Fine Mesh...

    Anyway, I just realized something - VCO has two child models. So, if we can import VCO models now, we could import those child models as well, right? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
  20. K

    HMS Nelson (120)

    Sooo... what's the polycount? <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />o)
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