• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

HMS Nelson (120)

well, i have the impression that the stern hangs out too far. but i think that it would look better in the water. as for the bowsprit, a more correct length would be the length you'd get if you'd remove the narrowest section on the end, i think. that's what i'm use to seeing, anyway. maybe each piece could be shortened to get that length, without removing the end piece? also, the vistory has a flagpole of sorts in the middle of the bowsprit. maybe you could add that as well if the ship had one.
 
100k polys? Oh boy... I might be wrong, but I think that's the reason you can't export it as .gm - it's simply too big for TOOL to handle.
 
<!--quoteo(post=262698:date=Jun 18 2008, 01:51 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Jun 18 2008, 01:51 AM) <a href="index.php?act=findpost&pid=262698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, i have the impression that the stern hangs out too far. but i think that it would look better in the water. as for the bowsprit, a more correct length would be the length you'd get if you'd remove the narrowest section on the end, i think. that's what i'm use to seeing, anyway. maybe each piece could be shortened to get that length, without removing the end piece? also, the vistory has a flagpole of sorts in the middle of the bowsprit. maybe you could add that as well if the ship had one.<!--QuoteEnd--></div><!--QuoteEEnd-->

She definitely has 3 pieces, I'll shorten it slightly and see how it goes. And yes, more detail like that still needs adding, like catheads, anchors, etc.

Update: I didn't get around to a flagpole, but here's an update showing the stern section under construction with the banisters and balconies. The stern hull shape has aslo been altered again to look more shipshape. Also, the platforms that the rigging from the tops connects with have been added, as well as the catheads at the front, but no anchors yet.

<img src="http://img131.imageshack.us/img131/57/nelson11qa9.png" border="0" class="linked-image" />

Shortened the bowpsrit sections, what do you think now?

<img src="http://img214.imageshack.us/img214/4406/nelson12cc5.png" border="0" class="linked-image" />

One last thing, I downloaded the + Nathan Kell thing. Apart from an older Tool, what <i>is</i> all this stuff?

Update: The older tool is even worse. I can't rotate the model without an error message popping up each time I click, and it still isn't showing a model. I might look into Maya and it's plugin later.

@ Kazeite, what is a good poly amount?
 
yes, that bowsprit could be possible. still quite long for such a ship, but possible. meanwhile, you're continuing to increase the polycount. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> most models are 30k.
 
As for Maya + plugin: we can't properly use them yet, but we'll send some questions over to Akella to hopefully help us finally figure them out.

<!--quoteo(post=263375:date=Jun 19 2008, 10:06 AM:name=Cpt. James)--><div class='quotetop'>QUOTE (Cpt. James @ Jun 19 2008, 10:06 AM) <a href="index.php?act=findpost&pid=263375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One last thing, I downloaded the + Nathan Kell thing. Apart from an older Tool, what <i>is</i> all this stuff?<!--QuoteEnd--></div><!--QuoteEEnd-->Nathan Kell was the modpack compiler for all Builds before Build 13. When he left and I took over, he put all the random PotC-related files in that file so that we might still do something with it. I think there's a whole bunch of things in there that we never did use though. I never did have the time to look it through and not the knowledge to understand what the <i>plop</i> it is... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=263375:date=Jun 19 2008, 09:06 AM:name=Cpt. James)--><div class='quotetop'>QUOTE (Cpt. James @ Jun 19 2008, 09:06 AM) <a href="index.php?act=findpost&pid=263375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ Kazeite, what is a good poly amount?<!--QuoteEnd--></div><!--QuoteEEnd-->

Good poly amount is the one which doesn't cause TOOL to choke <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

But seriously, I think that for ship of this size, and allowing for the fact that we live in 2008 and thus should have more powerful computers than those from 2001, ~50k is the upper limit.

Obviously, you're way past that mark, so... Personally, I would stop working on this particular model and started modelling another, low poly version, from scratch. Sure, you could try to optimise this one, but with so much polys to remove, it'd be simply easier to start from the beginning. And remember, you can learn something even from a failure (though I wouldn't call that model a failure - its only fault is that it's too detailed, that's all).
 
Actually, I've just realised that, as I have combined all the elements of one of the model versions into one block, the polycount is less now, at 58543. Another thing I didn't realise was that despite the messages, the Tool has in fact created .GM files. Regardless of how odd they may have looked in the Tool, I should like to test them. What is the next step after making a .GM file?
 
You can view them with the GM Viewer, also available from my site. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
So the TOOL said it wouldn't do it, but it did it anyways? That thing sounds like it was a politician in a past life <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I hope everything works out for the <i>Nelson</i> - she's a fine lookin' ship <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Wow, that ship looks awesome! I've been following this for a while, well done on exporting to .gm! Can't wait to usethis ship...

<img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--quoteo(post=264193:date=Jun 21 2008, 11:33 PM:name=Cpt. James)--><div class='quotetop'>QUOTE (Cpt. James @ Jun 21 2008, 11:33 PM) <a href="index.php?act=findpost&pid=264193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, I've just realised that, as I have combined all the elements of one of the model versions into one block, the polycount is less now, at 58543. Another thing I didn't realise was that despite the messages, the Tool has in fact created .GM files.<!--QuoteEnd--></div><!--QuoteEEnd-->
Remember though that file TOOL produced this way may be corrupted.

pirate_kk
 
I'm leaving for three weeks on Friday, so I won't be able to continue working on modelling and getting this into the game. So I leave you with the textured model. It's nearly done, save the stern section windows and carvings. I'm sure I've forgotten something else, but there you go. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

<img src="http://img410.imageshack.us/img410/3308/nelson13lx1.png" border="0" class="linked-image" />
 
Looks good! Have you tried to have a look at that generated GM file in the GM Viewer yet? Did that work?
 
I'm afraid not. I think I'll try importing something else made in Cinema 4D to see if it works at all when I get back.
 
It isn't too hard to just open it in the GM Viewer, is it? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Er, it didn't work. Kept giving me a repeated error message until I closed the program.
 
Ah; too bad. So the file really was corrupted then. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
So, it may appear that my ~50k estimate was too generous... <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Just got back, and I've redone the gun ports. This project isn't dead yet, if I can try and get a simple object in game at least.

<img src="http://img295.imageshack.us/img295/8703/nelson14hq3.png" border="0" class="linked-image" />
 
What program did you use again? Maya or 3DS MAX or otherwise? Exporting from 3DS MAX is possible, but it won't work perfectly. Exporting from Maya can be done perfectly. We DO have the tools for that, but WE cannot export properly because we don't know how to use them properly. Ines Dias is active on the forum again though and is trying to see if she can fix some things in her TOOL again.
 
Back
Top