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Models assignment Alpha 9 Full

Estharos

Landlubber
Storm Modder
One of the change in Alpha 9 is the models reassignment. Read this quote for more info.

<!--quoteo(post=305005:date=Mar 7 2009, 06:36 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Mar 7 2009, 06:36 AM) <a href="index.php?act=findpost&pid=305005"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter wanted that all model to be reassign and to be listed, so modders can use them as reference. After looking around and look at the code, I agree with him. Regarless the work that as been done on it, it still mess up. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I talk to Pieter and we agreed that the coding as to be redone from scratch. Our goal is to make the game as reallistic at it should be. But it ain't really reallistic when you got about 5 merchants sharing the same model. <img src="style_emoticons/<#EMO_DIR#>/dry.gif" style="vertical-align:middle" emoid="<_<" border="0" alt="dry.gif" />

I PM Pieter about the way I would like it to be but I will require help. I'm not that good with coding. I know quiet a lot about dialogs and such since I was working on quest but the coding about models it's quiet differente.

I was thinking to put all, Store Owner's, Street Merchant, Shipyard Owner's, Town Hall, Brothel, Tailor's, Bank and all main and side quest to use differente models, that way none of them will look the same and will be more reallistic. For ei: if the store owner in Jamaica use the Capitan1 model, nobody else will use that model. Same thing for quest, if Malcolm use the bocman3 model then nobody else will use it. The rest of the models(leftover) will be for creating random characters.

I don't think we are going to have enought models for that. I was thinking we were but after thinking what Pieter said to me well I'm not sure anymore. One thing we could do, as for the main or side quest is to create they own model. That will avoid us from using already existed model and will avoid to see for example Malcolm at every port because someone else use the same model.

As a mention our goal is to put the game a reallistic at it should be. If you got an advice or info regarding this please fill free to talk about it.

Thank You.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
This is what I did so far;

<!--quoteo(post=306647:date=Mar 14 2009, 01:31 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Mar 14 2009, 01:31 PM) <a href="index.php?act=findpost&pid=306647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I manage to finish more then half of the work, I was thinking to do. I send the work I did so far to Pieter so it can included into alpha9.

<b>Quick description of the work:</b>

- Change models of all Store Owners <b>[done]</b>

- Change models of all Street Merchants <b>[done]</b>

- Change models of all Tavern Keepers and Officiants <b>[done]</b>

- Change models of all Shipyard Owners <b>[done]</b>

- Change models of all Quest Trader's <b>[done]</b>

- Add specific named street merchant characters into StreeMerchants.c file <b>[done]</b>

- Create new file named DocYardOwners.c and put all ShipYard Characters in it <b>[done]</b>

- Create new file named Taverns.c and put all Tavern Characters in it <b>[done]</b>

- Organise the characters per town in alphabetic order from Antigua to Willemstad for easier search in StoreOwners.c, StreetMerchants.c, DockYardOwners.c and Taverns.c <b>[done]</b>

- assign the models in initModels.c <b>[working on it]</b>

None of the models above are use more then once. They are all differente. (well maybe the Taverns.c file, I ran out of models and have to improvise) <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Hope you enjoy,

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
If you guys are used to play POTC i'm sure you'll notice the change. How ever I need feedback of the work done.

- Are you guys satisfy with the work?

- Are you not?

- What can we do to improve it?

etc... thanks

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
If I am honest, I don't really like the use of CoaS and AOP characters. They feel a bit out of place in POTC.
 
I'm affraid to ask but how many models is that. We can remove them but we will have a lack of models. Unless we got some new models that we can replace them with(meaning a lot of texture work and time required, I'm affraid <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> ).

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
It's not so many models. Check initModels.c for those models that are in the USECIIIMODELS if-statements.
 
Also I notice that some models are the same but don't have the same .gm file name. ei: b_girl and Liz1 are the same etc... What we should do with them?

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Don't use the b_ models; those are for the BuildingSet. There's probably a reason why they're doubled up, though I don't remember. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Ah! That explains it. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=308227:date=Mar 22 2009, 04:48 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Mar 22 2009, 04:48 AM) <a href="index.php?act=findpost&pid=308227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I am honest, I don't really like the use of CoaS and AOP characters. They feel a bit out of place in POTC.<!--QuoteEnd--></div><!--QuoteEEnd-->
Let say that we remove them, do we have any other models to replace them?

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I'm working on the initModels.c file atm. I'm rebuilding it from scratch, I will remove them and replace them with something else that I see fit for it. I will also put something into the FINE-TUNING WORK: tread.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=308391:date=Mar 23 2009, 01:32 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Mar 23 2009, 01:32 AM) <a href="index.php?act=findpost&pid=308391"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm working on the initModels.c file atm. I'm rebuilding it from scratch, I will remove them and replace them with something else that I see fit for it. I will also put something into the FINE-TUNING WORK: tread.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
The initModels.c file is ready and incorporated into Patch 3. Now I need feed back, please read the above for more informartion.

If anyone see a models out of place. ei; Bridgetown tavern, the tavern keeper doesn't look like a tavern keeper but more like an officer. Please let us know so we can change them.

I also need people to travel into towns, dungeons, jungles and let me know if the random characters turn out to be ok. If you see a model out of place report it in here. Thanks.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I do to, usually when I enter a town, I quick travel to where I need to go, so I don't see really the town itself. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Right you are <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> But they seem fine in the cities.
 
<b>New Citizen models</b>

A few weeks ago I told Estharos that I was making some new citizens. And here they are:

Governors (the fat one with the gray beard is to be used as Governor Dickman)
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/Governors.png" border="0" class="linked-image" />

Middle citizens, can be used as Navigators/Quartermasters and Shopkeepers and Shipyard owners
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/Man_x.png" border="0" class="linked-image" />

Lower citizens, the first two can be used as Tavernkeepers or Shipyard owners, the last two can be used as slaves or other poor people.
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/LowerCitizens.png" border="0" class="linked-image" />

I hope someone can put these to good use.

You can find them in Thomas the Terror, on the ftp.
 
Woooooow! Good job, Thomas! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Some new slaves will also be useful, with Chromide working on adding some more.

If you've got any further suggestions on which model to use for which character, we can replace them.
Any national preferences for the various models?
 
Missing texture files:
- hatBlack.tga.tx
- hatblack3.tga.tx

There might be more... unfortunately without a working GM Viewer for characters, it's hard for me to check. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
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