• New Horizons on Maelstrom
    Maelstrom New Horizons


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My first imported model

yo ho ho

Freebooter
Storm Modder
Aaaargh!

i´ve imported my first model to AoP.
i will work at many other ships but this is my first try.

what do you think about??

<a href="http://imageshack.us" target="_blank"><img src="http://img179.imageshack.us/img179/6748/84269077ey2.jpg" border="0" class="linked-image" /></a>

<a href="http://imageshack.us" target="_blank"><img src="http://img405.imageshack.us/img405/8397/65950466zb5.jpg" border="0" class="linked-image" /></a>
 
Looks nice. Bow wave is a bit oddish. Where did that ship come from? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
It's that VCO ships he showed us before.

Hm.... I was under the impression that VCO ships (at least basic hulls) already had proper collision data could be moved straight to PotC, and only needed PotC specific locators for sails, cannons, etc...
 
Perhaps they do, but not the way Razor added the Endeavour into the game. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=225606:date=Dec 12 2007, 10:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 12 2007, 10:20 PM) [snapback]225606[/snapback]</div><div class='quotemain'><!--quotec-->Perhaps they do, but not the way Razor added the Endeavour into the game. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

but razor put the endeavour over a frigate.

i not. it is a its own model.
 
Now THAT's interesting! Does it actually work right? How is the collision detection? And can you walk on deck in 1st person mode?
 
don´t forget i´m a freshman <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

you can sail and fight with it but at the moment my PC "beeps". i must complete the full cannon data.
I´ve yesterday start to import the ship, it´s not ready yet for 1.person walk but the work go on.

first preview 1.person:
<a href="http://imageshack.us" target="_blank"><img src="http://img211.imageshack.us/img211/2631/60619911ts2.jpg" border="0" class="linked-image" /></a>
 
Oh dear. The <i>beep</i> problem! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
How did you put the ship ingame?
See this text from the help file for Inez Dias' Tool. Be sure to check out the <i>Note</i> specifically.<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><u><b>Ship Import</b></u>
For ship import check the Ship/Item/Location checkbox. That sets the u4 value to 0 and unchecks the Reverse Normals checkBox, as is usually required for ships. On unchecking ship, those values are reset to their defaults.

To work in the game with sails etc., ship models need a set of locators. The Easiest way to put those in is by loading a model from the game and saving its locators to a text file (via the locators menu). Then load your new model and import the locators form that text file (again via the locators menu). The view / locators menu allows you to edit the locators for the purposes of the new ship (see Locators).

<i>NOTE:</i>

Ships have some extra information in them that other models don't. For VRML models that information is generated by the tool, but not correctly - which results in the computer beeping once when loading such a model at sea. About further consequences I'm not sure. The tool will prompt you for an existing model to copy the missing data from. If you just cancel that dialog, the data will be generated.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
We're talking about ship models here. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
There's plenty of new female models in the PotC Build Mod though.
 
Hi,

The beeping problem is probably due to missing or corrupt data, strange thing is my pc has two hard drives one of which is never connected to the internet and has its on operating system installed. This one seems to run tool perfectly when editing/opening all Manowars and even the Corvettes and Amsterdam. At the moment I have been digging around for collision tools to see if that may help with the path making and ship collision problems here is what I found so far:

<a href="http://update.multiverse.net/wiki/index.php/Using_the_3ds_Max_Export_Tool" target="_blank">http://update.multiverse.net/wiki/index.ph...Max_Export_Tool</a>

<a href="http://cs.elderscrolls.com/constwiki/index.php/From_3dsmax_to_Oblivion_CS" target="_blank">http://cs.elderscrolls.com/constwiki/index..._to_Oblivion_CS</a>

<a href="http://niftools.sourceforge.net/wiki/NIF_File_Format_Library_and_Tools" target="_blank">http://niftools.sourceforge.net/wiki/NIF_F...brary_and_Tools</a>

As I am completely new to 3d modeling I havent a clue how to use it or know if it may be of any use, but I have managed to make a box around the ship similar to what you see in Inez's tool when you select "read walk file". Lets hope this may be of any use <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Just found the 3ds Max plugins : <a href="http://sourceforge.net/project/showfiles.php?group_id=149157&package_id=195073" target="_blank">http://sourceforge.net/project/showfiles.p...ckage_id=195073</a>
 
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