all the files should now be scaled properly http://www.pyratesahoy.com/potc/Capt%20Armstrong/ship%20models/Prince%20de%20Neufchatel/
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Well I have it at the correct scale now, but I can't remember whether I had to scale it myself or not.Is the Constitution scaled correctly? like its not 100 times too small as well? Hopefully it exports this time!
Annnnd, It works!! [attachment=8234:it works!.JPG] Turns out I had to go to the relationship editor and delete a bunch of extra UV sets, so you might want to check all of the constitution parts for that too. How does it look for size? if it is still 100 times to small I guess Ill have to rescale all the parts and rexport them, but now that I know exaclty how it works and I have this fixed, it shouldnt be too much of a problem Anywho, here is a link to download the hull ftp://potc@pyratesah...ufchatel/PDN.gm I did make a new texture for the capstan (which will also be used for quarter galleries and other decorations on my next ships) so here is the download for that ftp://potc@pyratesah.../windowtrim.tga
@Craiggo, if you have any questions about what textures go where, i can come up with a list for you! Also, here is the sailplan for the prince which should help determine the shapes of a few sails and such http://www.pyratesah...%20sailplan.jpg and I can also get you the coordinates for the yards and mast bases if neccessary.
look at my post on the top of the pageThank you. I need her masts, rays and path .GM files also. I will start on the hull textures meanwhile. Do you have the other GM's done yet?
yeah I know I just couldnt get them to look right, even if I covered the entire rope texture with the UVs. I dont know what to do about itThe ropes look a little funny thought.
[attachment=8256:Ropes.jpg]
Did you limit the UVs to stay within the edges of the texture itself? That's probably the cause of the stretching effect.yeah I know I just couldnt get them to look right, even if I covered the entire rope texture with the UVs. I dont know what to do about itThe ropes look a little funny though.
[attachment=8256:Ropes.jpg]
Do you know how to do UV Snapshots in Maya? I made some before when Legendary_Spider was working on the Queen Anne's Revenge textures, and he found them very helpful.Umm, I made the textures in maya so ive seen it more than a few times, yeah... the gunport lids are all black if you use the textures I assigned, because of where the UVs are placed.
Did you limit the UVs to stay within the edges of the texture itself? That's probably the cause of the stretching effect.yeah I know I just couldnt get them to look right, even if I covered the entire rope texture with the UVs. I dont know what to do about itThe ropes look a little funny though.
[attachment=8256:Ropes.jpg]
You need to treat the rope texture as a repeating texture (lots of them end to end in all directions), so stretch the UVs beyond the edges of the texture until the ropes look about right.
yeah they look fine, except for the gratings and such had the wrong uv set assigned still but looked right just looking at it in maya. anyways thats fixed now, so hopefully that will workAs for the solid colours on some parts of the hull, I still think that's a UV problem.
However, it could be that the textures didn't convert properly from TGA to TX format,
but seeing as we know dek3.tga.tx works correctly for other models, I'm inclined to stick with it being UV-related.
Do the textures still look like they're mapped correctly on the latest version of your Maya files (after deleting the extra UV sets)?
If you're still stuck and can't find anything wrong, please send me the Maya files so I can take a look.
Well I cant say I know how to do a UV snapshot, but it is essentially a picture to determine where the UVs are on the texture right? This definately isnt a matter of me placing the UVs all in one color area, It shows up perfectly fine in maya, and the UVs look fine now too.Do you know how to do UV Snapshots in Maya? I made some before when Legendary_Spider was working on the Queen Anne's Revenge textures, and he found them very helpful.Umm, I made the textures in maya so ive seen it more than a few times, yeah... the gunport lids are all black if you use the textures I assigned, because of where the UVs are placed.
You'll probably need to do the same for your textures, so that Craiggo can make new versions accurately.
Also, I think they're less strict about texture usage in the GOF mod, which is why Craiggo often makes multiple versions of new ships' textures to add variety.
We don't have to use all of the extras he makes in the Build Mod, but we'll think about that once the ship's ready to sail. She needs locators first...