• New Horizons on Maelstrom
    Maelstrom New Horizons


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H.M.S Bounty

really nice <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Have you export with Maya or with Tool?
 
With Maya by the way i think i will start texturing her couse i cant make her look any better (probably lack of experience ) <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=274721:date=Aug 23 2008, 01:11 PM:name=ZarethPL)--><div class='quotetop'>QUOTE (ZarethPL @ Aug 23 2008, 01:11 PM) <a href="index.php?act=findpost&pid=274721"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With Maya by the way i think i will start texturing her couse i cant make her look any better (probably lack of experience ) <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

You can´t!
She looks pretty nice thats sure!

My Maya crashes or produce a error.txt when i try to export a model.
 
Mates iv forgot to ask one question ,do we need any new ghostships ingame
<a href="http://i526.photobucket.com/albums/cc346/ZarethPL/ENGINE2008-08-2112-14-27-85.jpg" target="_blank">http://i526.photobucket.com/albums/cc346/Z...12-14-27-85.jpg</a>
<a href="http://i526.photobucket.com/albums/cc346/ZarethPL/ENGINE2008-08-2112-14-10-82.jpg" target="_blank">http://i526.photobucket.com/albums/cc346/Z...12-14-10-82.jpg</a>
i do plan to make her look old and crippled ,partialy transparet if possible ofcourse <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> <img src="style_emoticons/<#EMO_DIR#>/thpirateshipff.gif" style="vertical-align:middle" emoid=":piratesahoy!" border="0" alt="thpirateshipff.gif" />

ofcourse il finish the bounty first
 
Whoa... you actually did it. You've actually exported your model into the game, with walk file and eveything...

Polish power for the win! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

But, before you start texturing her (him?), here are things that I don't like about.. err... it:

Is it me, or is it awfully tiny? I think your scale may be messed up.
Also, I see you've modelled each invidual window frame. Well... it's nice, but not worth the effort, in my humble opinion. A simple window texture will do <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Those extra polys you'll save can be then used to, say, model the interior of the great cabin <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
Also, as you no doubt can see, you've managed to mess up ratlines locators <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
acualy its a bit smaller then a barque ,and abaut the windows there actualy one mesh ,i thik of keeping it since it dosent increase the poly count so much ,and im still workin on them locars <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />) <img src="style_emoticons/<#EMO_DIR#>/bird.gif" style="vertical-align:middle" emoid=":yoho" border="0" alt="bird.gif" />


one thing i didnt like abaut ships is a flat galery or whatever ist called
 
We don't NEEED more ghost ships, but we can always use them <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />. Very nice model, and you got it ingame very quickly!
 
WOW!!! VERY NICE Zareth. So if you can give us all a rundown of exactly what we need to do to get a model exported and working, you have done something none of us has yet successfully done.

Excellent and well done!

Cap'n Drow
 
Actualy u do already have every thing u need (maya + plugins,helpfiles form akella )
install maya and openup the brigantine scene we got from them, take a good look at the outliner (model Structure,use it as reference )
try to keep it the same in ur models and everything should be fine <img src="style_emoticons/<#EMO_DIR#>/bird.gif" style="vertical-align:middle" emoid=":yoho" border="0" alt="bird.gif" /> <img src="style_emoticons/<#EMO_DIR#>/jackrum.gif" style="vertical-align:middle" emoid=":j3" border="0" alt="jackrum.gif" /> <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" />
 
How much work, in your opinion, it would take to replace one ships hull with another (not bothering with changing locator position), and reattaching it to hierarchy tree?

'Cause we do have couple of ships here which would greatly benefit from being put through proper export mode <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=274786:date=Aug 24 2008, 05:02 AM:name=Kazeite)--><div class='quotetop'>QUOTE (Kazeite @ Aug 24 2008, 05:02 AM) <a href="index.php?act=findpost&pid=274786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How much work, in your opinion, it would take to replace one ships hull with another (not bothering with changing locator position), and reattaching it to hierarchy tree?

'Cause we do have couple of ships here which would greatly benefit from being put through proper export mode <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
without changing a dam thing 3 mins.
 
if u got the hull ready to go ,abaut 20 sec <img src="style_emoticons/<#EMO_DIR#>/trio-pirates.gif" style="vertical-align:middle" emoid=":trio" border="0" alt="trio-pirates.gif" />
thou there is a risk u couldent even export it without reataching it
 
That's... encouraging <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

'Cause, you see, we have ships like <i>Black Pearl</i> and <i>HMS Interceptor</i>, which have custom hulls, walk files, and masts, which really need to be exported correctly through Maya.

If you could do that, it'd be great, and guys here would just love you (in purely platonical, manly pirate way, of course <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />)

(The reason you don't have to bother with locators is that we can change those with TOOL, and in fact thats how we've been doing it since now - using imperfect import function and then editing locator positions by hand. It wasn't pretty, but it got job done, and since it's already done, you can export those ships in Maya without bothering with locators, and we can fix them in TOOL in like, 5 minutes, tops <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />)
 
<!--quoteo(post=274786:date=Aug 23 2008, 03:02 PM:name=Kazeite)--><div class='quotetop'>QUOTE (Kazeite @ Aug 23 2008, 03:02 PM) <a href="index.php?act=findpost&pid=274786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->'Cause we do have couple of ships here which would greatly benefit from being put through proper export mode <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


Let me guess, you are thinking of your Black Pearl with the crazy collision model problems, am I correct? **winks**

Cap'n Drow
 
I say, good heavens, sir, whatever vile force have supplied you with such incredulous idea?! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
technicly i can do it but i would need to build for them a silmpe hierarchy tree like
waterline
path
-masts
-rays
the rest could be added throu tool like u already said

and regarding those walk files -are those responsilble for crew on deck walk paths ???
 
No - walk files represent virtual deck you can move around in first person mode. Crewmembers use completely separate, node-based system; if you look how they move, you'll notice how they move through exact paths and stop at the same locations. if I'm not mistaken, path files (that's how we call them) also need to be set up in Maya, although I'm not so sure about it.
 
wait if walk files are responsible for first person deck movement, than how did i move araund on my vessel without such file ???
 
If you were able to walk around on deck without any problems, then you are correct, its a VERY good question of what the Walk file is really for.

Cap'n Drow
 
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