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    Maelstrom New Horizons


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Released 20 gun privateer schooner

okay, I just gave it like 4 more tries, got a little farther but not much. :modding Could you help with this Armada? what I have been trying to do is fix the two forward most gratings so they have only one piece used in the port to starbard crosspieces, heres a comparison pic with one that I already fixed on right, and one I have been trying to fix at left. (see the joint in the center of the bad one?) comparison.jpg

You can find the most updated model "New Prince Hull 1" at /Capt Armstrong/ship models/Prince de Neufchatel/pdn scaled
 
I can certainly give it a go tomorrow, yes. :doff
So trying to fix this causes the model to stop loading when opened again, right? That's very unusual.
 
Ah, I just remembered I was supposed to do this the other day. Darn college work, making me forget these things. :facepalm
Oh well, Xmas holidays have just started, so I'll see if I can sort this out pretty soon (I daren't say 'tomorrow' again).
 
Ah, no worries its fine. :yes Ughh i still have another week until break and a giant term paper to start and finish in that time, so i probably wont be able to get the other ships into maya until after Xmas , though i may be able to do some minor things.
 
Well, I'm pleased to say I've finally fixed those gratings for you! I've uploaded the fixed hull file to your FTP folder. :doff
That's not all though; I also figured out why the hull took so long to load. It turns out the model was clogged up with what Maya calls its 'history'.
This is essentially a record of everything you've done to the model, so it quickly builds up over time.
The history needs to be deleted periodically, by going to Edit -> Delete All by Type -> History, to prevent the file from getting too big. You'll notice a huge drop in filesize, now.
Anyway, apologies because I should have told you that sooner. :rolleyes:

It doesn't stop there, either. I've successfully applied smoothing to the cannons, made sure every model component is no longer double-sided, and reorganised the materials used.
Double-sided geometry doesn't export correctly to GM format, so you always need to un-tick the 'Double Sided' attribute under 'Render Stats' in the Attribute Editor.
The best material type to use, I've found, is the Blinn shader, so the model now uses that.
The materials are now also named 'Hull_Inner, Hull_Outer, Deck, Guns_Broadside and Guns_Chasers', for clarity's sake.

So basically, the hull model is now ready to prepare for exporting to GM format. All that's left to do is to create the UVs for it, then assign textures to the materials (or vice versa in some cases).
Then we just need to do the same for all the other model files, and create a path file for deck.
When you're ready, I'll try to talk you through the UV mapping. ;)
 
Thank you thank you thank you :bow Im ready for UV mapping whenever you are! the delete history thing works of course, im just glad it's so simple :yes As for texturing, I had hoped craiggo could take care of that, or will I need to do some preliminary work before I can convert to .gm? I dont even know the difference between .tga and .tga.tx :wacko:
 
I think Craiggo works only when model is already UV mapped and exported. He doesn't do unwrapping himself. This could become the most annoying part of the whole ship building process, especially when you have some complex geometry. If you do this right, and then assign textures (ie: textures pgargon uses on his models), the results may be so good that you will leave Craiggo only with finishing touches
icon_wink.gif
 
I forgot to mention that I'm more of a "coder" than "modeler" - I knew about .tga.tx because I made some primitive texture editing for interfaces. That all I know, so I should keep my mouth shut. Terms like "UV mapping" is a black magic from my point of view... Thus, I'm the last person who could provide any kind of "help" here.

pirate_kk
 
LOL! Me, I did do modeling at some point in the past, but that was many a year ago and only with 3DS MAX for another game.
Oh well, at least I know what the words mean and the difficulties with it, even if I'd be completely lost doing it myself. :wp
 
pirate_kk - alright, but can I apply the .tga ones because I can see them, and then compress them later, or what? just not sure how that works. I am looking through what textures to use right now. I have yet to find any coppering, but I am sure I will. I remember reading that a certain deck texture should be used from now on, wat is a ship that uses it i can borrow it from?
 
pirate_kk - alright, but can I apply the .tga ones because I can see them, and then compress them later, or what? just not sure how that works. I am looking through what textures to use right now. I have yet to find any coppering, but I am sure I will. I remember reading that a certain deck texture should be used from now on, wat is a ship that uses it i can borrow it from?

not sure what texture you are talking about, but when exporting you MUST apply tga's. The conversion to tga.tx is only required when you are putting your finished and exported to *gm model in-game. Those are textures used by the game engine. If you are not sure about putting textures on while still modelling or unwrapping, go ahead and do it.
 
Ok, perfect, so I dont have to deal with the format yet. I am still gathering the textures at this point, and trying to figure out uv mapping from youtube. :keith
 
I remember reading that a certain deck texture should be used from now on, wat is a ship that uses it i can borrow it from?
Most new scratch-built ships should be using 'desk.tga', I think, because it offers a lot of extra details that the PotC stock 'deck.tga' does not.

Anyway, before I can go through the UV mapping with you, I thought you might be interested in this tutorial: http://www.3dtotal.com/index_tutorial_detailed.php?id=1169#.TwNAs8hfaSq
It's a few pages long, but it's an excellent explanation of the concept of UVs and making textures from scratch, with a fairly simple example.
Some of the sections cover things you don't need for exporting models to GM format, but the details about UV unwrapping are very good.
It's a good way of getting the gist of the process, so I'm not talking Chinese when I start explaining it to you. :cheeky
 
going through the tutorial and im stuck :modding im supposed to scale the different components in the UV texture editor, (page 2-3)but no scaling tools show up for me, only moving and rotating ones. Any suggestions?
 
Have you tried right-clicking and dragging the cursor to "UV" in either the main or UV Texture Editor window?
That way, you can use the modifiers (scale, transform, rotate) for UVs only, until you select something else (e.g. faces, vertices, edges).
There's no reason why you can't scale any UVs, so I'm not sure why anything can go wrong here. :shrug
 
Perfect! the tutorial seems to do it in face mode, and thats why it wouldnt work for me. UV mode seems to get the desired result :onya
 
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