Aww, cmon Morgan. We need this ship. It should replace the barque longue at least. The black Pearl is 4.36mb in size. The ship that puts a noticeable strain on my system is the advanced warship (Mordaunt1) at 19.6mb. I can't wait to sail her.
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Are you sure that's correct? The only ship that takes up 19.6MB is the San Felipe, because it has the highest poly count. I found the Mordaunt to be 11.4MB in size. :?The ship that puts a noticeable strain on my system is the advanced warship (Mordaunt1) at 19.6mb. I can't wait to sail her.
Woah! I forgot about that ship. Turns out the Poseidon vessels have around 180,000 triangles each, which is around 70,000 more than pgargon's San Felipe!EDIT: The Fleuron is 27.9mb!
She is heavier than the Pearl. Even the stock brigantine is 30% heavier than the Pearl. The Castell Friedrichsburg is a little heavier than Raa frigate, because it has nearly the same size, the same level of details and has cab interrior and much more 3d ornaments. I'll convert it to .gm and test it on my notebook, which has a medium performance. If it will work fine, I'll make a release. And if there would be low fps on 10+ ships battles, I'll make a 30% lighter version without the interior and the bigger part of ornaments. In this version this brigantine would have the same polycount as pinnace Berlin, for example.so how much of a burden on the game engine is it, compared to ships like the pearl? less? similar?
the model has 91,5k triangles. I can't reduce it any more because further work will make an overall look much worse.She looks absolutely beautiful, nice work!
Just out of interest, how many triangles does the model use?
Just a heads-up on a couple of points:
- You need to have the flagpole attached as a separate model to the hull (like the masts etc), otherwise there will be problems with the third person camera at sea.
- The spanker sail needs to be modelled inside-out, because of this process which makes it behave correctly in-game.
She is heavier than the Pearl. Even the stock brigantine is 30% heavier than the Pearl. The Castell Friedrichsburg is a little heavier than Raa frigate, because it has nearly the same size, the same level of details and has cab interrior and much more 3d ornaments. I'll convert it to .gm and test it on my notebook, which has a medium performance. If it will work fine, I'll make a release. And if there would be low fps on 10+ ships battles, I'll make a 30% lighter version without the interior and the bigger part of ornaments. In this version this brigantine would have the same polycount as pinnace Berlin, for example.
Don't worry too much about optimising the ship; anything less than 100,000 triangles is usually fine, so your ship should have no problems.the model has 91,5k triangles. I can't reduce it any more because further work will make an overall look much worse.
Although I must admit that my future models will be lighter. There are several reasons for this:
1. This is my VERY first model I ever made in 3d. The model I was learning 3d modelling on. So now I have more experience and know how to make the model lighter from the very beginning of working on it.
2. Starting this model I couldn't even guess how much triangles would it have when finished, because of the lack of experience again.
3. All the other plans of the ship I'm going to make show that this ships was much less decorated. I can promise that the St. Peter snow, which I'm going to make now, will be up to 50% lighter than Castell Friedrichsburg, because it has only a small bow figure and some simple ornaments on stern.
Thanks for the advise, but is there any tutorials of how to make the sails? I thought that there have to be locators of the sails and the game builds it automatically... Where are the models of the sails stored in game directories? I hadn't ever seen any model of the sail among the game resources.
I should really put a tutorial up in this forum which explains the whole process. It's about time I wasn't the only one who converted new models to PotC.The only thing keeping the new ships out of POTC is a lack of people able to do the conversion from COAS. I am trying to learn how, but there seems to be a missing program to convert walk files. Then there is the process of converting FAL's to ROPE's.
Did you know that most of the people commenting in this thread are POTC players? COAS gets the new ships, but POTC doesn't.
No, I didn't. I am quite new on this forum and when I first came here I didn't think that PotC is still popular. I've played the PotC a little maybe five years ago and was far from being satisfied. Maybe it is because I am not the fan of the PotC movie... But everything is clear now and I don't want to cheat the hopes of people who was waiting this ship. I can make a lighter version of a brigantine with overall polycount of about 50-60r triangles. Would it fit well the PotC limitations? Or it have to be lighter? I am learinig the COAS conversion process now but know nothing about PotC conversion, so the tutorial is welcomed.Did you know that most of the people commenting in this thread are POTC players? COAS gets the new ships, but POTC doesn't.
No, I didn't. I am quite new on this forum and when I first came here I didn't think that PotC is still popular. I've played the PotC a little maybe five years ago and was far from being satisfied. Maybe it is because I am not the fan of the PotC movie... But everything is clear now and I don't want to cheat the hopes of people who was waiting this ship. I can make a lighter version of a brigantine with overall polycount of about 50-60r triangles. Would it fit well the PotC limitations? Or it have to be lighter? I am learinig the COAS conversion process now but know nothing about PotC conversion, so the tutorial is welcomed.
There's no need to make a lighter version for PotC. Both games can run all the ships made by our modellers equally well, I believe.I can make a lighter version of a brigantine with overall polycount of about 50-60r triangles. Would it fit well the PotC limitations? Or it have to be lighter?
Don't worry, I didn't explain it clearly, so that's not a dumb question.Sorry for a dumb question, but what means "yards that need to be modelled inside-out"? Do the normals need to be flipped? Or should I check the "opposite" flag in object attributes in Maya before convert it to .gm?
Both COAS and POTC have their fans, and many play both. Some day we hope to merge the two together to get the best of what each has to offer. I am not certain, but I believe the hardware requirements for both are about the same. I have no problems with the latest ships we have, like the Spanish Man O War.