Ok I think I have bump mapping figured out. Like the alpha channel thing for the sails, it looks like I'll have to do this on GIMP. But I can't figure out where to apply it. What areas of the ship did you have in mind for bump mapping exactly?
It works best for parts which were not modelled, to save polygons, but left as flat surfaces.
The stern decoration is one example that I think would look nice with this effect. It should look more "3D", rather than being a flat texture.
You might want to experiment with similar parts to see what looks good.
To apply bump-mapping to a specific feature, it must be a
whole layer, at least temporarily.
The easiest way to do this is to select the feature you want, and 'Cut' and 'Paste' it without deselecting at any time.
This should make it a 'floating' layer, which can be modified alone, and then 'Anchored' to the whole thing once you're done.
In fact, just for the sake of having some subtle differences, why don't we forget about the Wicked Wench altogether and just keep Kazeite's model for her?
Though ideally without the figurehead as per the book; not that that is going to make much of a difference to anyone, who even read that book and registered that the Wench is not supposed to have a figurehead?
Easy does the trick, right?
But it IS easy to remove the figurehead from the new Pearl model.
Besides, I've been desperate to replace that model ever since the new Pearl was finished.
It always was the older, less up-to-date model, and has been neglected whenever the Pearl has been upgraded.
I'd say it's good enough to use the same paint scheme with the new model, rather than forget the new model altogether.
I was wondering if we could make it so you can walk into the cabin, but keep the doors closed? That would satisfy people, but keep her looking nice cosmetically. I personally think she'd look odd without any doors.
The Damaged Pearl was designed to have an open cabin, because the doors were destroyed when fighting the Kraken in DMC (right?).
However, I'm sure it would be easy enough to make the normal Pearl use the Damaged Pearl's path model, so you can walk through the door into the cabin if you wish.
Does anyone else get an error message with the new Black Pearl walk file?
Code:
RUNTIME ERROR - file: sea_ai\walk\BlackPearl_walk.c; line: 88
invalid index 78 [size:78]
RUNTIME ERROR - file: sea_ai\walk\BlackPearl_walk.c; line: 88
function 'BlackPearl_walk_init' stack error
I had a look at the file and it looks correct to me and seems to work fine ingame. But I still get that error.log entry.
Don't ask me why. It's weird enough if you don't start a new game. The crew seem to walk half where they should do and half in mid-air! :blink:
So what's the verdict on the un-cursed Dutchman? Kraken or no Kraken? Does she submerge?
I still think she should not be allowed to use either the Kraken or the submerging ability. It doesn't make sense when you consider her purpose.
She has been freed of the curse, so the same abilities don't apply any more. Why would she submerge now that the crew are not "fish people" and the hull is not seaweed-covered?
As for the Kraken, besides the fact that it's dead, consider that Will probably wouldn't use it as a weapon anyway. He's not Davy Jones, you know.
So by keeping these abilities, you're taking away the whole identity of the ship. Whether she's popular or not is hardly that important, anyway.
And now officially much better-looking skeleton crew at night; cheers, Armada!
Glad you like 'em! We can have some really spooky Cursed Pearl screenies, now! :328_skull: