• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

WIP 38 gun Frigate Révolutionnaire of 1794

I wish I could:( I mean I can split the stays into a seperate file but I dont know how to do the locator work, and this ship still isn't ingame anyways. When I learn how to get ships ingame, I'll definately give it a shot:keith
 
So I just thought of this while working on another ship, but would it be possible to have the stays for each mast in a seperate file from the rest of the rigging for that mast and assigned by locator? So when one mast goes by the board the stays that were attached to it from another mast don't just hang in spacewith nothing to attach to on one end?
It would be possible, yes, but I'm not sure what you would gain from it. You'd end up with exactly the same results; the stays would only fall if their parent mast falls.

I'm afraid the best way to get around this is not to use modelled stays (except for the lower ones) and instead use rope locators. These ensure that, regardless of which mast falls, the ropes always fall with one of the two masts between which they are strung. I will explain rope locators in more detail at some point, as I said before, which will hopefully make this clearer. ;)
 
The ropes (at least in CoAS) are far to thin and sway far too much to even create the illusion of stays, in my opinion.
 
but could the stays be parented to two masts? so if either one fell the stays would fall too? I am reluctant to use rope locators for stays because as post captain said, they are thin and sway around, but also because it would be much more difficult to arrange the stays according to a sail plan. I may ahve to use them though If I dont want them hanging in the air when a mast falls:(
 
Right now GoF has demasting disabled. Would it be possible to use a version with modeled stays for CoAS if it's already been made, or would the extra texturing be too much trouble? (Assuming, that is, that you have already modeled stays in and will not be using them.)
 
this is just an idea, look at a pic of this ship and you can see that the stays are modeled already. It isn't ingame of course because craiggo seems to have fallen off the edge of the earth, and I dont know how to get it ingame yet.
 
but could the stays be parented to two masts? so if either one fell the stays would fall too? I am reluctant to use rope locators for stays because as post captain said, they are thin and sway around, but also because it would be much more difficult to arrange the stays according to a sail plan. I may ahve to use them though If I dont want them hanging in the air when a mast falls:(
No; if you use two geometry locators, that would just duplicate the stays. There really is no other known way of making ropes or stays fall realistically except using locators.
Look at RN_Surprise, for example. The only modelled stays are those running from the masts to the deck/hull. The rest are rope locators. Can you honestly say it doesn't look good enough?
The ropes also don't sway as much in PotC as they do in GoF; the latter has two rope locator types, one of which seems to make ropes hang more noticeably (I think).

As for your sail plan, that's not a problem either; create locators in Maya and put them at both ends of each stay, just to get the coordinates. Note down all the coordinates for later use. Simple.
 
In CoAS, one of the two rope types hangs (fal) and one of the two doesn't hang at all as in PotC (rope).
 
oh ok, well locators are probably the way to go for this:onya except of course for the ones that go to the deck, like the mainstay
 
A bit of an updat, I thought she could do with being brought up nearer the statndards of my newer ships. I added hawse holes, and did some general clean-up, but the most noticable change is in the stern. I made a rookie mistake when I first built her and deviated from the plan by adding an extra window in the middle, because it seemed like there wasnt enough room for the quater galleries. I took out this extra window and brought the quarter galleries back into their proper distance from the hull. I think it looks much better now, and it is certainly more realistic.
http://www.flickr.com/photos/64339105@N08/7398335960/in/photostream
http://www.flickr.com/photos/64339105@N08/7398335334/in/photostream
http://www.flickr.com/photos/64339105@N08/7398335562/in/photostream
http://www.flickr.com/photos/64339105@N08/7398335770/in/photostream
 
Sometimes it is better to put things on the back burner for a bit rather than rush forward with it. When I look at what I did when I first started over a year ago, some of it is ok and some of it is "What was I thinking?". :facepalm
 
Agreed.:yes the Rev was definately the most rushed of all my ships, because I was trying to finish her before my summer vacation ended. Plus it was my first time attempting anything near that scale, so I made alot of modelling mistakes along the way (later corrected:p) I knew I wouldn't have much time to work on her after that till around halloween because of my sport's practices. Definately glad I went back to give her a bit more justice, because her and her sister ships just might have the finest lines of all the frigate plans I have. If the new game engine works out, I will spruce up the deck details and of course add at least a gundeck and cabin, which should be neat.
 
I did the same thing with Centurion's quarter gallery because I was told there were no surviving draughts of the stern and approximated based on contemporary models. When an original plan was put up on the HMM website I could plainly see that I'd misjudged the distance and added an extra window on the back of each quarter. I don't think I'll revisit mine, but your redo looks great!
 
Thanks! Thats fine by me, the Centurion's stern looks great as is!:) Hopefully we can get her ingame relatively soon:keith
 
Another minor update, I added more detailed pillars to the stern, along with rudder hinges, and actually reduced the polycount by removing the boxes around the main deck guns and putting black planes over the gunports. then I deleted the interior cannon parts, so the net reductiion was about 2k tris
http://www.flickr.com/photos/64339105@N08/7496259302/in/photostream
http://www.flickr.com/photos/64339105@N08/7496259086/in/photostream
http://www.flickr.com/photos/64339105@N08/7496258518/in/photostream
 
anyone have an idea as to why there is a giant standing on my ship when viewed in the TOOL? the same thing happens with the masts.
wtf..JPG
 
I have never seen a skeleton that big before! How did you make it so big? :eek:

Oh yeah. Uncheck "ShowSkeleton".
 
Back
Top