• 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!

How can make new Real piratebrig ship Modell!

Did also need if I only copy the Figurehead?

Please if you know any guy how have short time free to make me Boots for me Model please let me know.
 
If you simply copy the figurehead model from one of the corvettes then you don't need Maya. You do need TOOL to add the locator for the figurehead.
 
@Grey Roger

:( I have try to add the Figurhead from Corvette2 to me PirateBrig01.
But it doenst work. I Copy the Loaction Data from Corvette2 in to the Loadtion List from PirateBrig01.

Placese can you this make for me. I dont understand this Tool...!

PS: in the Zip file is the normal file.

Thanks
 

Attachments

  • PiratBrig01.zip
    1.3 MB · Views: 223
Last edited:
It will take quite a bit of trial and error. The location data for the figurehead on the corvette won't match the location for the brig because they're different ships. You can use GM Viewer to look at the ship model - it can be set to show all locators. So you can use TOOL to change the position of the figurehead locator, then use GM Viewer to see where it is. If it's not in the right place, use TOOL to change the X, Y and Z values to move it; use GM Viewer to see where it is now; repeat until it's where you want it.
 
With the pressure off after finishing the update archive for a while, I've had a look at "Brig1" myself. After I'd imported the ship into PoTC, I found that it has a problem with lighting. If the sun is on the port side of the ship, for example, then the starboard side shows up as brightly lit and the port side shows up as being in shadow. I've seen this before on another GoF ship model and when I asked about it, the answer was that the model needs to be re-exported from Maya and it's not easy.

Fortunately, I have an older version of the same ship from basic AoP - not AoP2, just plain original AoP. The hull model file is a lot smaller, which implies that it could be missing some detail, though the only thing I've seen missing is some rope and pulley assemblies at the base of all the shrouds - and as those assemblies don't match up with the ropes on the shrouds themselves, that doesn't bother me much. The other thing the AoP version doesn't have is the lighting problem - if the sun is to port then it's the port side which is brightly lit. AoP's "Brig1" will hereafter be referred to as "Brig3" because PoTC already has "Brig1" and "Brig2".

Next, I wanted to add a few details. I wanted a figurehead, but not the usual three from the "corvette" models - panther, gryphon or warrior. "Barque1" has some sort of two-headed beast for a figurehead, but it's built into the "deck" model. I found out that TOOL's "Edit Scene" section let me strip away everything except the figurehead, which I then saved as a new file. Likewise, there's also a ship's bell in "barque1_deck.gm", so I did the same thing to isolate the bell. Then I put new locators into "Brig3.gm" to accommodate them.

"Brig3" is practically the same hull as "Brig_20_Gun1_181", except that the latter has some extra details such as a walk-in cabin and a plank sticking out of the starboard bow. It also has a capstan, though for some reason it's called "Mast8". I copied that, renamed it "Brig3_capstan", and also copied the locator data straight from "Brig_20_Gun1_181.gm" into "Brig3.gm".

As I said, "Brig3" is practically the same hull as "Brig_20_Gun1_181", so having added a figurehead and bell to one, I decided to put them on the other as well. The bell on "Brig3" is forward of the mainmast but "Brig_20_Gun1_181" has some extra details there - a small crate and a raised structure instead of a flush deck hatch. So "Brig_20_Gun1_181" has its bell aft of the mainmast. For a figurehead, again I wanted something different, so I looked through some of the other pirate ships. "PiratFrigateSup" has a mermaid! Not exactly piratey or scarey... So I used that for "Brig3", then used the double-headed beast for "Brig_20_Gun1_181". (The mermaid on "PiratFrigateSup" is plain white, but I found there's another mermaid texture file. So the one on "Brig3" is in full colour.)

So here's "Brig3" in all its glory:
brig3.jpg brig3_stern.jpg

Details:
brig3_figurehead.jpg brig3_capstan.jpg brig3_bell.jpg

As it's near enough the same hull as "Brig_20_Gun1_181", I copied the data in "Ships_init.c", and as they're therefore identical in stats, I made them repaint-compatible in the shipyard:
brig3_shipyard.jpg

And here's the figurehead on "Brig_20_Gun1_181":
piratbrig_figurehead.jpg

The whole lot is going into the next update archive.
 
I've had a look at "Brig1" myself. After I'd imported the ship into PoTC, I found that it has a problem with lighting. If the sun is on the port side of the ship, for example, then the starboard side shows up as brightly lit and the port side shows up as being in shadow. I've seen this before on another GoF ship model and when I asked about it, the answer was that the model needs to be re-exported from Maya and it's not easy.
Yep, that's indeed usually the case.
The problem gets introduced sometimes by a failure with the TOOL.

Next, I wanted to add a few details. I wanted a figurehead, but not the usual three from the "corvette" models - panther, gryphon or warrior. "Barque1" has some sort of two-headed beast for a figurehead, but it's built into the "deck" model. I found out that TOOL's "Edit Scene" section let me strip away everything except the figurehead, which I then saved as a new file. Likewise, there's also a ship's bell in "barque1_deck.gm", so I did the same thing to isolate the bell. Then I put new locators into "Brig3.gm" to accommodate them.
I think @Jack Rackham has a whole collection of ready-to-use figure heads in GM format from Voyage Century Online.
Maybe he can share those again? Would probably make for a cleaner model than cutting out bits with the TOOL.
If I recall, cutting with the TOOL keeps the old texture references intact, even if the geometry no longer uses it.
This is the reason for the many "missing texture" logs.
 
Oh wow.

Look good can’t wait to have it in me Project.
You would probably better to use "Brig_20_Gun1_181". It's a better model to start with and, with the plank sticking out over the bow, it's a more suitable ship for a pirate, which is why I gave it a pirate texture. "Brig3" is supposed to be the non-pirate, civilian version - in "Ships_init.c", I've made it available to everyone except Pirates.

And "Brig_20_Gun1_181" has the advantage that you don't need to wait, it's already in the game.
 
Back
Top