glogoglo
Landlubber
ok man take your timeman i have a little problem on the ships
the lights dont work
any idea?
I'm trying to fix this, I'm still unsuccessful.
i tought it was my laptop`s problem
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ok man take your timeman i have a little problem on the ships
the lights dont work
any idea?
I'm trying to fix this, I'm still unsuccessful.
I don't think teaching you to change the UV maps will help too much. It's not something you can do separately; it has to be done as part of the entire re-export process through Maya.
What I can do is modify the UVs myself to make your job easier. I can even add flat surfaces next to or within some of the 3D details, map them to an unused area of a texture, and you can use them to add 2D details.
I think that would work particularly well for the rings on the QAR. How does that sound?
The only part which uses deck.tga is the helm. I was planning to move around the UVs so that the wheel can be textured very accurately, so don't worry about that for the moment.
If you want to know which textures are used on which parts, just find the textures in RESOURCE/Textures/Ships, add "_1" to the end of the one you want, and reload the model in GM Viewer.
There should now be plain light grey sections where that texture is meant to be applied. I hope that helps.
Looks like 63% it is; I like the compromise you've reached there.
Now you just need to modify the mast texture to match it (deckbp.tga), otherwise they look far to black in comparison.
Do you reckon you could do a bit more than just copy and paste for this texture? I was never a big fan of the Wicked Wench texture, just because the image quality was quite low.
If you could recreate it to a much higher standard, and mix the colours better, that would be a huge improvement.
so on the qar will be new deatils?I don't think teaching you to change the UV maps will help too much. It's not something you can do separately; it has to be done as part of the entire re-export process through Maya.
What I can do is modify the UVs myself to make your job easier. I can even add flat surfaces next to or within some of the 3D details, map them to an unused area of a texture, and you can use them to add 2D details.
I think that would work particularly well for the rings on the QAR. How does that sound?
That sounds awesome.do it to the stern so I can add some skeletons there too. I'm currently working on the front of the captain's cabin and putting the bones on there.There's also skeletons on the bow near the figurehead, but I'm not sure if that one is doable. There's even skeletons strapped to the cage hanging behind the ship. I wonder how many people died to become decoration for the QAR? haha
You know the big skeleton figurehead? Apparently that's supposed the be the horned skeleton (the figurehead does actually have small horns) with the goblet and spear on Blackbeard's jolly roger. I totally missed that.I'd say the biggest pain in the ass with the QAR is turning her from a nice clean looking ship into a dirty grimey one.
The only part which uses deck.tga is the helm. I was planning to move around the UVs so that the wheel can be textured very accurately, so don't worry about that for the moment.
If you want to know which textures are used on which parts, just find the textures in RESOURCE/Textures/Ships, add "_1" to the end of the one you want, and reload the model in GM Viewer.
There should now be plain light grey sections where that texture is meant to be applied. I hope that helps.
Idk, I just wanna darken the helm and that bit around it.
Looks like 63% it is; I like the compromise you've reached there.
Now you just need to modify the mast texture to match it (deckbp.tga), otherwise they look far to black in comparison.
Yeah I had already planned on that.
Do you reckon you could do a bit more than just copy and paste for this texture? I was never a big fan of the Wicked Wench texture, just because the image quality was quite low.
If you could recreate it to a much higher standard, and mix the colours better, that would be a huge improvement.
Ugh. This is your revenge for all the times I harassed you about the Constitution, isn't it? haha
Of course I'll be happy to make a brand new Wicked Wench Texture.
so on the qar will be new deatils?
greate man , thats cool.so on the qar will be new deatils?
Yes. By the time I'm done with it, the QAR will look dramatically different than it does now. I'm going for as close to the movie as possible.
I didn't even notice till now, but our Pearl is missing it's belfry. Maybe in the future a modeler can make that and we can stick it on the Pearl somehow.
http://www.flickr.com/photos/mariannes_stuff/228010294/in/set-72157594256819940/
greate man , thats cool.
when you will have the new poatc , will you put all the new textures on separated files please?
just do it for aop players please...
thx
and the QAR has been no uncommon for a ship bell
we had not noticed that detail, I think it for the bonjourmonami is not difficult to fix.
Here's a shot where you can see the Pearl's belfry a little better.
This pic also shows me that I need to smooth out the planks on the hull. They're too pronounced. The real Pearl looks a lot smoother.
[attachment=7068:BlackPearl pirateship canons.jpg]
Sorry about missing off the belfry chaps. I would go and put it on but when ever I put Maya on my PC it makes it really slow and hard to use. Armada has the Maya files as well so maybe you could ask him to put it on.
Sorry about missing off the belfry chaps. I would go and put it on but when ever I put Maya on my PC it makes it really slow and hard to use. Armada has the Maya files as well so maybe you could ask him to put it on.
Or if Armada doesn't wanna do it, maybe one of you could tell me how to make one on Maya. I'd be happy to do it if i knew how.
I've been wanting to learn to model anyway. A modeling tutorial is one of the tutorials on here that we don't have. For some reason, none of the modelers ever wanna make one.
greate now ill try to help with ship modelingSorry about missing off the belfry chaps. I would go and put it on but when ever I put Maya on my PC it makes it really slow and hard to use. Armada has the Maya files as well so maybe you could ask him to put it on.
Or if Armada doesn't wanna do it, maybe one of you could tell me how to make one on Maya. I'd be happy to do it if i knew how.
I've been wanting to learn to model anyway. A modeling tutorial is one of the tutorials on here that we don't have. For some reason, none of the modelers ever wanna make one.
when it came to making the models, I used blender and OBJ exported it then did the locators in maya. That's what I'd sugest to do, blender is a very user friendly 3d modelling program.
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.Armada, is there any way to just get a belfry off another ship? Or would we have to model a new one and stick it on with locators like a mast?
I think there are some tutorials around here which cover various things, such as how to correctly model a hull, and how to export through Maya, but there's certainly not a full modelling tutorial for beginners.I've been wanting to learn to model anyway. A modeling tutorial is one of the tutorials on here that we don't have. For some reason, none of the modelers ever wanna make one.