• 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!

A Humble Request(My ship!! )

Capt. Daniel Wolf

Freebooter
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Greetings, ladies, and gentleman. A captain, long time not seen. A flag, that fly once again- Once a redhead pirate, now a silent privateer.- Some of you might remember me, as I was a modder here, for like half a year, back in 2006, lost the track of the Great Pirate Council long time ago... Real Life works better than a lit powder storage in the ships belly....
I made the
-spyglass view versions without the little crosshair,
-and a Blaze model with a tricorner captain's hat.
And.. a ship... But Im not sure that I published her-
If anyone here has a copy of my modded corvette, with hell of realistic guns, anchor, and shipwheel, painted black... If anyone has my ship, thats gonna be a real big favor, to inform me. I cant guarantee, that im back with a vengeance, since my school of computer programming going to continue at the end of this summer.... But one year from now on Im going to finish it, and then Im going to possess alot more c++ builder knowledge, than now. And then, the Wolf's shadow going to flow again in the top of the waves.
Congratulation, Pieter, and all. Still no other game impressed me that mutch- <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

Sir Daniel Wolf, His Majesty's Post Captain,
commander of the
H.M.S. Packleader Light frigate- (a mere shadow of my previous Corvette of War: the Black Wolf )
Posessing, In all universes, games, and seas,
a Letter of Marque against all French shipping
 
Welcome back lad,

it's seems i will have soon another seadogs to sunk to... <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Alas Captain Dan,

It seems i had your ships long ago (since i download all the mods) but after two hard crashes, i lost two hard disk and all my datas...
It seems i do not have this ship anymore...
But like i have usage to make a lot of backup i will check all my backup to see if i really haven't this ship.




Captain O. BLOOD

************************************
Captain of the FRIGATE "Ombre de la Mort"
Privateer and Corsair
************************************
I defend Mainly French territories from Rascals and theirs bethrens, so beware of my flag...
It will announce the Death coming...
Carribean sea is plenty of sunked warships that had approached my frigate too close <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Thanks! I really hope I sent the model at least to someone... I found my tricorner hat Blaze model in the newest build 13 mod, and the spyglasses without crosshair too (tough I werent in the credits at all <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> not even in beta testing, tough at the months of Post build 12 mod I did hell of a big error tracking, and sometimes, solving, pinpointing the faulty files that caused that remarkably big numbers of CTD's. Anywy no prob.)

so I just need to retexturize my tailor model to its REGULAR black clothing, used by only me <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> and somehow I need to get back the ship... Thats a corvette, with real looking guns, anchor, shipwheel, bell (copyed, resized, and relocated from the first very detailed Lugger) and with a real looking weather worned texture. At the ship's bow theres a motto above the double cabin window : 'Agnus dei' ... ... THAT was the Wolf. My precious thing <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> If anyone has any info, or at least a picture that I sent...
Thank you anyway!
or: notehr thing: I have the model in 3dsmax format. But I totally forget the hell-annoying-and-precise-process that I used to buglessly convert 3dsmax to gmm, and still do not loose the extra info attached to gm.- Can someone make me a suggestion, how to "rebirth" my model? Any info, or suggetsion welcomed. We used the first version of Inez's tool, a middle program, I think, blender? and the 3dsmax. and the texture tool- Thank you! -Wolf

P.S.: If Im gonna make any new modifications to POTC, I try to attach them into the build somehow- Being egoist caused me to loose the black cloth version of my captain, and a whole ship. All resources should be shared , lol <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Did you see my reply to this same post somewhere else? Or did that one go missing?

In any case: I never had your ship, so I can't help you with that. At the moment, even the most knowledgable modeler we have, Kazeite, can't import ships 100% properly. If you could try to remember how you did it, that would be MOST appreciated! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

Sorry about missing you out of the credits. When Build 13 was being finished, we tried to remember everybody who contributed, but we knew we would miss some, for which we are very sorry indeed. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
If a Build 13 Update 4 is ever made, your name should be added to the ReadMe. I added you to the ReadMe on my own PC, so hopefully I will once remember to include that version in a next update when I get back home two months from now.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If Im gonna make any new modifications to POTC, I try to attach them into the build somehow- Being egoist caused me to loose the black cloth version of my captain, and a whole ship. All resources should be shared.<!--QuoteEnd--></div><!--QuoteEEnd-->That's what I tried other people to understand as well, but many times they would disappear without releasing their work, unfinished or not. The amount of great stuff we lost that way is... staggering. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
The basic idea of my "new" ships is: (which is worked fine with my old (sigh) corvette) you can copy, rename, then modify existing ship hulls, and masts into oblivion, why need to rebuild something from scrap?

-you can modify, or make new textures (heh, alot of us doing it)

-You can add total new objects to a ship, with their own textures
(as I did when stole some parts from the LuggerVML <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />)

-By moving vertexes you can modify the hulls, or every parts shape, and still dont ruining the basic texture,

-You can delete whole parts, vertexgroups, etc. Without any kickback

-as I can see in some new ships, you can add, or move locators (like the big flags)

Basically you can make ANY new ships this way.
Only two limitations:

-Dont modify the main dimensions: the lenght of the hull, and the width of it too mutch. And NEVER move the whole model in the model editor!
and:
-Try to make only the most important items high poly.... Keep the main model below 1000k, and think about the lots of ships in a battle: dont make waaaay to hiogh res textures


(my 850k corvette gm was kinda ok, but the 1250k luggerVML with its cool textures and tons of ropes can lag my current config like hell, in a big battle:

amd athlon64 2800+ 1gb ram geforce 7600gs 256 ddr2)

SO the basic way is: find the ship model, which length, width, and height going to match your new ships dimensions at most, make a copy, and then modify it into hell....

oh: theres a basic problem with conversion like this:

*.gm -> *.wrml97 -> [editing in max] -> *.wrml97 -> *.gm

<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> It wont work <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> As 3dsmax (at least my version: 7) will add shitload of I dont know what into the file, and make it very big... Viewing the final gm in gm viewer looks ok, but when you sailing the new ship, it locks the game after 30 sec..... My way to do it in big steps:

*.gm -> *.wrml97 (.wrl) -> [editing in max] -> *.3ds -> [opening with MilkShape] -> *.wrml97[.wrl] ->
[Ineztool]*.gm

This isnt that simple <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> you need to tinker with some settings, but the main steps are these. I did it with characters, and ships too. This process producing a very small file (as small as a high poly model can be...)
and wont add any unneeded idunnowhat. I tried alot of conversion ways for like a month, this was the only stable way to produce working gm's.

Eeeee..... For exchange: can someone tell me a better way to move locators, than rewrite their coordinates in Inez's tool??? (I hope so) <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I want to add a big flag to my corvette, and to my current Shnvava1

And anyway: I converted my last 3dsmax save of my Corvette into gm. Viewed in gm viewer, and looked ok, even the locators was in a right place. (I checked it now, they are exactly in the place like the corvette2's)

But ingame I realized, that its sailing like... 1,5 meter higher than it should be. Only the little sailors heads was visible, when they runned around ondeck, and they tried to climb the roping like a meter higher than it was. Otherwise, all the masts, sails was right, I sailed a bit with the ship, was stable.

Maybe the method I used to smuggle it in to check was a bit faulty. I had a luggerVML as starting ship, but still wanted to try out that my conversion was right or not, so:
I made a backup copy of the luggerVML
I renamed the new corvette's dir, and files into luggerVML,
I copyed, and pasted the corvette2's data in ships_init.c into the place of luggerVML and renamed its name to luggerVML...

Very important: does anyone knows, why my ships sailing at 1,5meter higher??? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> or anyone knows a good way to try out my ship, when I didnt implemented it correctly as new ship, and doesnt in the game progress, to have a class 2 corvette2.... (in the old days I simply overwrited the corvette2 to be able to sail my ship: I never tought it would be nice to let anyone other than me have it.... Thats why never made a new ship entry. But now I want to publish it, if I can manage to set it all right)
 
<!--quoteo(post=199926:date=Jun 6 2007, 05:46 PM:name=Captain )--><div class='quotetop'>QUOTE(Captain @ Jun 6 2007, 05:46 PM) [snapback]199926[/snapback]</div><div class='quotemain'><!--quotec-->oh: theres a basic problem with conversion like this:

*.gm -> *.wrml97 -> [editing in max] -> *.wrml97 -> *.gm

<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> It wont work<!--QuoteEnd--></div><!--QuoteEEnd-->

Actually, it does work for me. I have 3DMax 8. You need to make sure that you delete extra stuff from imported vrml file.

Also, make sure that pivot point and scale of all objects is the same. vrml can reset those, which will make them looks weird in TOOL <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Eeeee..... For exchange: can someone tell me a better way to move locators, than rewrite their coordinates in Inez's tool??? (I hope so)<!--QuoteEnd--></div><!--QuoteEEnd-->
Basically, I sue Inez's TOOL to move locators, and GM viewer to view their location on the model.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And anyway: I converted my last 3dsmax save of my Corvette into gm. Viewed in gm viewer, and looked ok, even the locators was in a right place. (I checked it now, they are exactly in the place like the corvette2's)

But ingame I realized, that its sailing like... 1,5 meter higher than it should be. Only the little sailors heads was visible, when they runned around ondeck, and they tried to climb the roping like a meter higher than it was. Otherwise, all the masts, sails was right, I sailed a bit with the ship, was stable.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can raise and lower the waterline of the ship by editing its data in <i>Ships_init.c</i> file.
 
I use the same way to edit and view locators <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> By the way, using milkshape as the middle between max and tool are spared me those extra work, I wont need to delete anything. If I just convert gm to amx and back, the end gm's size is going to be like when its started. Only extra work, that I need to rotate the model in max by 90°. Who made the NEW, very scary Black Pearl? And the Amsterdam? ANd the new Surprise model? Looks really awesome! (tough Black pearl are lag my PC to useless, when I sail out from oxbay if the French Squadron still there) I really want to congratulate to those men

By the way: If the Shynava, and all brigs use the same last sail model, (Someship_rey_d1.gm) then I added a new rope between its two ends, what holds a big flag, (not too big) just like it in the new corvette models. But Im not sure those have a rope to hold the flag, I just felt its more realistic. (bcause that sail still needed that rope, flag or not) If u interested, I can send the model to Pieter, and, if all the brigs, or some of them uses the same model, then all of the brigs can have a flag- <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

By the way, I succeeded to put my old corvette model ingame, without issues, just it has the stock burntout corvette texture yet (but with new filename). And I finished a modified version of the Shnyava 1 too. (it has some texture conversion issues yet, but that can be solved in notime) <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<!--quoteo(post=200515:date=Jun 9 2007, 11:18 AM:name=Captain )--><div class='quotetop'>QUOTE(Captain @ Jun 9 2007, 11:18 AM) [snapback]200515[/snapback]</div><div class='quotemain'><!--quotec-->By the way, using milkshape as the middle between max and tool are spared me those extra work, I wont need to delete anything.<!--QuoteEnd--></div><!--QuoteEEnd-->
Deleting extra stuff before exporting model as vrml has spared me the extra work of using milkshape as the middle <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Who made the NEW, very scary Black Pearl?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well... I did <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> I also made modelling and some texture work on the Amsterdam.

<i>Surprise</i> was made by Inzane, and it's kinda weird that you can sail her without lag, and not my <i>Black Pearl</i>, since <i>Surprise</i> has more than three time polys more.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->By the way, I succeeded to put my old corvette model ingame, without issues, just it has the stock burntout corvette texture yet (but with new filename). And I finished a modified version of the Shnyava 1 too. (it has some texture conversion issues yet, but that can be solved in notime)<!--QuoteEnd--></div><!--QuoteEEnd-->
That is good news <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Please send new stuff you make to Pirate_KK. He's the modpack compiler now. I thought I said so in a previous reply to you in another thread.
 
I read only this one at this weekend, cause I always log on for like 1-2 minutes: fiance, travel, work, etc. So I may forget the reply about pirate_KK, or I never saw it, sorry.

As soon as I find out exaclty what ship models using the same last brig sail, Im going to send it, accompanied with my corvette model gm. (Or maybe I do a new texture before that?)

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Surprise was made by Inzane, and it's kinda weird that you can sail her without lag, and not my Black Pearl, since Surprise has more than three time polys more.<!--QuoteEnd--></div><!--QuoteEEnd--> I never said I sailed Surprise, I just saw It in gmviewer. I sailed only the Pearl. Nice sails too!!!!!!!! <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Deleting extra stuff before exporting model as vrml has spared me the extra work of using milkshape as the middle<!--QuoteEnd--></div><!--QuoteEEnd--> I can see your point <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> good answer- I may say that I never knew, what was the unneded sh*t the max 7 attached to the model, thats why I was forced to use milks as middle <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> instead of deleting it. Great work again, man!

By the way: any of you know, how to invert the texture in max? I use different models together, and with alot of work I can invert and export all model part's textures right, but solving the prob in max would be more easy <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> With respect- Spider
 
Not at all <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I just have this AKA in Real Life. "Spider" "Spiderman" never use it in POTC just accidentally sometimes
 
Back
Top