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Another Fine Mesh...

<!--quoteo(post=253669:date=Apr 28 2008, 02:37 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 28 2008, 02:37 AM) <a href="index.php?act=findpost&pid=253669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Better is still better. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Hi,
I'd like to make it better still , but I don't think there is any more that can be done realy.Well.. not without
understanding the Tool fully.Even then I don't think it would fix properly.

We need to be putting some questions togeather to ask the Russian crew. actualy it'd be better to ask them for
pictorial advice rather than in translated text.

damski.
 
Indeed. We need to send them another e-mail. Could you and others please post a list of questions you would like to ask them <a href="http://forum.piratesahoy.net//index.php?showtopic=11271&st=280&start=280" target="_blank">here</a>?
 
<!--quoteo(post=253679:date=Apr 28 2008, 02:03 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 28 2008, 02:03 AM) <a href="index.php?act=findpost&pid=253679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Indeed. We need to send them another e-mail. Could you and others please post a list of questions you would like to ask them <a href="http://forum.piratesahoy.net//index.php?showtopic=11271&st=280&start=280" target="_blank">here</a>?<!--QuoteEnd--></div><!--QuoteEEnd-->

No problem, Pieter.
And the sooner the better, we can get on with doing some proper model edits & creations then,
Characters, Ships and Locations.

damski
 
Hi,
BTW, I've put that half fix in it's original download folder on FTP, it's not perfect but it's alot better.

damski.
 
Bravo Damski62! <img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" /> (please don't tell me the "wave" smiling isn't working...) (Oh good! it is, here's another one for you...)
<img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" /> (with monkeys...) <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" /> <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" /> <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" />


Better is indeed better, and the non-moving jaw is a great improvement! (Even though I still think it's kind of funny the other way...)

I'm going to try the gm out so I can see it! <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />


I was fooling around with this a bit myself this weekend; I was trying to follow Kazeite's suggestion, but instead of increasing the scale of the model in TOOL, I tried scaling it in Blender before I export it. I got some really funny results, but no good results with regards to the arms. The only way I was able to duplicate your result with the head working properly was to move it above the body in Blender before export, and then adjust it down, along with the hat, in TOOL after I bound (binded? clicked bind? whatever...) the model. ( Is this how you got the head to behave?) The problem I had with this was that it seemed to have an even more negative impact on the arms. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

This did give me an idea that I want to try; I'm going to cut the arm meshes away from the torso and save both of them as individual meshes. I'll import the arms meshes into Blender with my armless torso, with the head above the model, and try exporting that into TOOL. The theory is that I'll be able to bind the model, and <u>then</u> adjust the arms and head with Edit/Scene, so the individual parts don't get bound to the wrong things. This strikes me as being the long way around the bush, but if it works then at least we know a process that yields good results. I don't think we'll ever be able to get the hands working properly using TOOL, I seem to recall Inez commenting that TOOL is not able to set the hands like they are in the game, but, like you, I would like to get the arms looking as right as they can.

Are people who are using 3ds Max and Maya having the same problems with this? Do their models work properly? I have to admit that I am too cheap to shell out any doubloons for either of these programs. Heck, I was too cheap to shell out $ 35 bucks for Milkshape!
 
Maya is available from the FTP. However, as far as I'm aware none of us have figured out how to export properly yet. If our modelers would come up with a list of questions, I'll send them of to Edward Zaitsev at seaward.ru in the hopes of him being able to help us.
 
Pieter,
Thanks, I may have to check that out. Is the Maya program a trial version with a time limit? I was looking at the Maya site, and I got turned off because I was reading that the program puts a "watermark" on any textures you assign to the model, but maybe there's a way around that...

Playing around with Blender makes me feel like I have a little better understanding of how 3d modeling programs work, but what steep learning curve! Hats off to the people who actually make models! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=253690:date=Apr 28 2008, 05:00 AM:name=damski62)--><div class='quotetop'>QUOTE (damski62 @ Apr 28 2008, 05:00 AM) <a href="index.php?act=findpost&pid=253690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi,
BTW, I've put that half fix in it's original download folder on FTP, it's not perfect but it's alot better.

damski.<!--QuoteEnd--></div><!--QuoteEEnd-->

Damski62,

I got a chance to see your fix model and it is indeed a lot better! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I've changed the gm file for the Skull model in my file on the FTP, this is the one I was working on trying to follow Kazeite's suggestions. This model is a little bigger than the average model, and the proportions look ok, but the jaw is behaving very nicely, and the texture is not distorted on the model. If you get a chance could you take a look at it? <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

I wish I could give a detailed description of what I did, but it involved a lot of dead-reckoning with the scaling feature with many trial and error attempts. Oh yeah, cutting the arms off and adding them as seperate meshes was a bust. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Those meshes would wind up everywhere but where you wanted them to after binding the model in TOOL. I think I'm going to give this model a rest for a bit, and see if I can't find a less complex model to try and change... <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

Let me know what you think, and thanks! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
The Maya version on the FTP is somewhat not entirely... legal... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Hi,

SCM,
I downloaded your new file , it looks to be damned spot-on to me. I didn't honestly think it would mend, but it's nice to be proved wrong. Congratulations Sir. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Cheers.
damski.
 
I may have spoken too early about putting the Skull model to bed; it occurs to me that I might be able to scale down the model in TOOL, now that it has been binded, (bound? binding has been set? Someone give me a word here...) without creating new distortions. Personally, I don't mind having a taller than average model running around the game, but it would be good to know whether or not we can create a "standard" model using Blender and TOOL. It really is annoying that I have to work for a living because now I want to go home and try this, but my boss might frown on me doing that, so I'll just have to wait. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

Proved you wrong by no means, my dear Sir! I had run into a wall fooling around with this model, and I'm so glad I came and asked the site for help rather than keep banging my head against my monitor all by myself. I have to go and edit my Readme and credit you and Kazeite, so that anyone who does decide to download this model to play with will know that it is the result of a collaborative effort of the loose association of demented PA modders. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> (Just out of curiosity, does anyone actually read the Readmes? )

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Maya version on the FTP is somewhat not entirely... legal...<!--QuoteEnd--></div><!--QuoteEEnd-->

I have long been aware that you are a truly evil person amd pirate, Pieter Boelen, but you have reached a new low; trying to tempt me into trying to learn Maya by hinting about its dubious legality? You astonish me Sir! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> My compliments! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

I'm gong to keep farting around with Blender for a while, but I may pickup on your advice in case the available Maya program's legality becomes technical, rather than theoretical. Many thanks, as always. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

Here's some monkeys for you, just to seal the deal. <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" /> <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" /> <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" />
 
One thing I wanted to see was whether the Skull model would lend itself to a headswap in TOOL, and like most things in POTC there is both good news and bad news. <img src="style_emoticons/<#EMO_DIR#>/dry.gif" style="vertical-align:middle" emoid="<_<" border="0" alt="dry.gif" />

The bad news is that the pirat10 part of the mesh will not make it thru a headswap, as the neck and shoulders of the model get lost and create a gap. This is annoying because that is the part I thought would be really useful to be able to swap heads onto. <img src="style_emoticons/<#EMO_DIR#>/thumbsdown.gif" style="vertical-align:middle" emoid=":2dn" border="0" alt="thumbsdown.gif" />

The good news is the head and hat swap pretty well onto the Corsair1.gm, and with only a slight adjustment creates a new model, that I have named after the PA member and modder, Kieron. Kieron's contributions to the game are many, possibly most notable among them was his ship-berthing modification, and he was always willing to share his time, thoughts, and encouragement with the PA Community. <img src="style_emoticons/<#EMO_DIR#>/thumbs1.gif" style="vertical-align:middle" emoid=":2up" border="0" alt="thumbs1.gif" />

I've loaded the model onto the FTP in the file named "Another Fine Mesh", within the file named "Kieron". I set the model up with the Corsair1 texture, but, as you can see, with only a quick adjustment with the Hex Editor, the model can be assigned any texture that has already been set up for the various Corsair models. One other nice thing about the model is that the hands work properly in game. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

<img src="http://www.pix8.net/pro/pic/332ZK34H/1102213.jpg" border="0" class="linked-image" />

Funny how different textures can make the same model appear so... different. Can someone do me a favor and tell me who made the really sharp looking officer's outfit for number 3 from the top? (Was it Petros?) <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I like this model as a player model except for the shoes and stockings, and tend to think of it as the outfit the pirate captain might wear to offer the local governor a crass bribe. I'm thinking that eventually I will replace the shoes and stockings on this model and replace them with boots to see if that makes a good model or not.

Let me know what you think... <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
That, is just, plain, awesome! Now we have a corsair with LONG hair. I want one with ponytail too, for really nice Naval officers!. but this one is really cool!
The third skin we nicked from the SLiB mod.... <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Wow! Very cool! Indeed that third skin came from the SLiB mod. However, somebody (I think it was Duncan) once put a different face texture on there to make the model more different to the other corsair models.
 
looks very, very good indeed! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Hi,
Just a small enhancement to Sir Christopher's Skull model.

[attachment=1801:Skull_update.jpg]

Thought it'd put a finishing touch to the model.

damski
 
<!--quoteo(post=255831:date=May 8 2008, 04:13 PM:name=damski62)--><div class='quotetop'>QUOTE (damski62 @ May 8 2008, 04:13 PM) <a href="index.php?act=findpost&pid=255831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi,
Just a small enhancement to Sir Christopher's Skull model.

[attachment=1801:Skull_update.jpg]

Thought it'd put a finishing touch to the model.

damski<!--QuoteEnd--></div><!--QuoteEEnd-->

<i>Imagine a smiley here running frantically to the FTP to get a copy of this texture...</i>

That is so brilliant! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> Now it's really Skull! <img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" />

Break out the Snakebite!

<img src="http://www.pix8.net/pro/pic/332ZK34H/8211.jpg" border="0" class="linked-image" /> <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
i'm going to use that one as a base for jack, i think. <img src="style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> looks a lot like him too.
 
Haha! Brilliant! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Did anyone show this to Skull yet? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=255989:date=May 10 2008, 02:42 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 10 2008, 02:42 AM) <a href="index.php?act=findpost&pid=255989"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Haha! Brilliant! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Did anyone show this to Skull yet? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I sent him a PM a while back, <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> dang seagull musta got lost! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Speaking of MIA, here's a new model...

<img src="http://www.pix8.net/pro/pic/332ZK34H/1102965.jpg" border="0" class="linked-image" />

Okay, I can hear you thinking, "Sir Chris, that's the BeatriceA model!" <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> It's an AOP Model that Maximus (I hope that's correct...) was able to get into POTC. Ah, says me, that's true, but this model is set to POTC animation, Danielle's, and she is able to do what ever Danielle does including swim, which it's my understanding the AOP models have a hard time doing.

This model is named after Catalina the Pirate, who would probably kill me for picking this particular model to name after her, but I fear not the ire of her. <img src="style_emoticons/<#EMO_DIR#>/user_comment.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="user_comment.gif" /> I have to say that the arms on this model gave me no end of trouble getting onto POTC animation, but probably the thing that cost me the most time was actually noticing that she had arms! <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

The model is on the FTP and ready for downloading, let me know what you think! <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
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