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Black Pearl and QAR Progress

Hi glogoglo,

modeling can be done in any program you like to use. The only real requirement it has to fulfill is to be able to export to maya 5.0. Object format (.obj) seems to work good, but only if you don't export objects above 50000 triangles, as then the maya importer seems to produce errors. Maya 5.0 and the required tools to export into the game can be found on the FTP here!
 
It should be easy enough to 'borrow' the belfry from another ship and stick it on the Pearl with Maya; no need for any of that locator business.
The one you showed seems a good match (with a few modifications), so I'll have a look at acquiring it when that ship's captain's not looking... :robber:

Sweet. I was hoping that could be done. The whole point of BM's new Pearl was for it to be a movie accurate model.
keith.gif
Any chance the Barqem1 belfry could be smoothed out a little? Looks a little angular. If not, we'll just use it as is. Then I just need to darken it to Pearl standards.

I still need you to do those tweaks with the helm texture so I can change the color. Or tell me how to do it.

I guess while I'm waiting on the Pearl, I'll go back to work on the QAR.
 
Any chance the Barqem1 belfry could be smoothed out a little?
Hehe... I can try, but there's no guarantee I can get the desired results. :mm
Either way, I'm pretty sure it will look better once the texture is redone. At the moment, it's linked to a very small spot in the middle of desk.tga, so the quality is lacking.

I'll sort out the helm along with this, so I won't be too long now.
 
I'm almost done texturing the cabins. The bones are all in place now. They won't stand out as much when I have the rest of the ship finished. It looks like I'm gonna have to darken those doors and windows. They're too bright against the bones. Easy fix. No worries.
me.gif


[attachment=7074:moddingNGINE 2011-09-02 02-52-33-14.jpg]
 
I'm almost done texturing the cabins. The bones are all in place now. They won't stand out as much when I have the rest of the ship finished. It looks like I'm gonna have to darken those doors and windows. They're too bright against the bones. Easy fix. No worries.
me.gif


[attachment=7074:moddingNGINE 2011-09-02 02-52-33-14.jpg]
man it looks greate
 
I'm almost done texturing the cabins. The bones are all in place now. They won't stand out as much when I have the rest of the ship finished. It looks like I'm gonna have to darken those doors and windows. They're too bright against the bones. Easy fix. No worries.
me.gif


[attachment=7074:moddingNGINE 2011-09-02 02-52-33-14.jpg]

Very VERY well done on the new textures
 
I'm almost done texturing the cabins. The bones are all in place now. They won't stand out as much when I have the rest of the ship finished. It looks like I'm gonna have to darken those doors and windows. They're too bright against the bones. Easy fix. No worries.
me.gif


[attachment=7074:moddingNGINE 2011-09-02 02-52-33-14.jpg]
man it looks greate

In reply to your message,(just so that you're aware) you have to know what you're taking on when you make a model, it can take ages to learn the ins and outs of a new modelling program.
 
Armada help! I think I've run into icky UV mapping again. The bone texture has affected parts of the stairs, railing, all the lanterns, and the stern cage.
mybad.gif


I gone through and made sure the bones didn't touch any other textures beside the cabin. Somehow the cabin texture got applied to the lanterns, cage, and parts of the railing and part of the stairs. I have no idea how to fix this.
modding.gif


[attachment=7075:gm_view 2011-09-02 03-16-44-24.jpg] [attachment=7076:Fullscreen capture 922011 32257 AM.jpg] [attachment=7077:Fullscreen capture 922011 31733 AM.jpg]
 
http://www.youtube.com/watch?v=n_9IMwd0Op0

But I wanted to ask how the incident would be to build one london
is it possible? I have experience with building houses
much more than ships

http://www.youtube.com/watch?v=8LBia0uX1Ko
 
HEY GUYS IMPORTANT
does somebody know something for a downloadable version of the Santisima Trinidad?????
if so please tell me
it doesnt mind if is for potc or aop
 
Armada help! I think I've run into icky UV mapping again. The bone texture has affected parts of the stairs, railing, all the lanterns, and the stern cage. :facepalm
Well, I was just about to finish off my fix for this and upload it for you, but there seems to be a problem.
Remember I said I can't seem to export a ship with its locators? That means I need to take the locators from the existing ship in TOOL, and apply them to my fixed model.
However, the current QAR hull cannot be opened in TOOL, for some strange reason, so I can't copy its locators onto the fixed model. :facepalm

To make things even more confusing, the current QAR hull consists of some 82,000 triangles, and is around 15,000KB in size, whereas the new one has closer to 62,000 triangles, and is around half the size in KB!
Now, I'm pretty sure I didn't accidentally delete 20,000 triangles, or I think the model would look pretty different.
What's more confusing is that the whole model, masts and all, has about 71,000 triangles (according to Maya), so how the hell can the current hull contain more than the total?! :blink:

Basically, I think the current hull was corrupted in the export process somehow, so none of my fixes will work for this ship yet.
The same problem does NOT exist for the Black Pearl, luckily, but this is certainly a major setback. :modding
 
does somebody know something for a downloadable version of the Santisima Trinidad?????
Last time I checked, there wasn't one. There was a model in progress once, but the modeller never finished it. :?
 
Armada help! I think I've run into icky UV mapping again. The bone texture has affected parts of the stairs, railing, all the lanterns, and the stern cage. :facepalm
Well, I was just about to finish off my fix for this and upload it for you, but there seems to be a problem.
Remember I said I can't seem to export a ship with its locators? That means I need to take the locators from the existing ship in TOOL, and apply them to my fixed model.
However, the current QAR hull cannot be opened in TOOL, for some strange reason, so I can't copy its locators onto the fixed model. :facepalm

To make things even more confusing, the current QAR hull consists of some 82,000 triangles, and is around 15,000KB in size, whereas the new one has closer to 62,000 triangles, and is around half the size in KB!
Now, I'm pretty sure I didn't accidentally delete 20,000 triangles, or I think the model would look pretty different.
What's more confusing is that the whole model, masts and all, has about 71,000 triangles (according to Maya), so how the hell can the current hull contain more than the total?! :blink:

Basically, I think the current hull was corrupted in the export process somehow, so none of my fixes will work for this ship yet.
The same problem does NOT exist for the Black Pearl, luckily, but this is certainly a major setback. :modding

OMG. FML. Should I just stop working on the QAR until this whole mess is straightened out?
modding.gif
modding.gif
modding.gif

I guess I'll do what I can on the Pearl.
 
I am not really sure, but did I miss the release? Several mates are posting Pics of these ships here, but there is nothing on the ftp or elsewhere to find... :?
 
OMG. FML. Should I just stop working on the QAR until this whole mess is straightened out?
modding.gif
modding.gif
modding.gif
Hmm, I guess we don't really need the locators for you to be able to texture the ship, so I could upload the fixed hull anyway.
Of course, it won't work in the game until the locators issue is sorted out, but at least you can still view it in GM Viewer.

EDIT: Here you go LS: http://www.pyratesahoy.com/potc/Experienced%20Captain/Back-up,%20WIP%20and%20unreleased/QAR_v1.1%20WIP.7z
I've also included a map of the UVs, which you can use as a guideline when texturing the hull. Just add it as a layer on top of the texture.
What I've done includes:
- shifting the lanterns/railings which were mixed in with the doorways
- reassigning the top cabin doorway so that it's now independent from the lower doorway
- moving the keel's UVs so that it's now in line with the rest of the hull
- improving the wheel's UVs
You'll need to adjust the top cabin doorway, the lanterns, and the keel, based on their new positions.
Hopefully this should make texturing a bit easier for you. ;)

I am not really sure, but did I miss the release? Several mates are posting Pics of these ships here, but there is nothing on the ftp or elsewhere to find... :?
The first versions of both ships were released here. ;)
 
Hmm, I guess we don't really need the locators for you to be able to texture the ship, so I could upload the fixed hull anyway.
Of course, it won't work in the game until the locators issue is sorted out, but at least you can still view it in GM Viewer.

Ok since texturing has nothing to do with locators, why don't you go ahead and send me that fixed hull. Are you sending both ships or just QAR?
 
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