• New Horizons on Maelstrom
    Maelstrom New Horizons


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New character

As before, excellent!
Re: resolution. I say go for 1024; certainly there's a number of ships with that size tex, and towns in the 2048+ range IIRC.
And besides, it's DXT--who the heck cares if it goes from ~170kb to ~700... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Re: Shading off. Inez says above "Yeah, Lass has already called my attention to that, and it's done - must be in this or in the tool thread." So sounds like that problem's fixed in a new tool version?

Re: UVs. Assuming the vertex /order/ is the same before and after editing the model, and because wrl is a plaintext format, it shouldn't be too hard to--hey, wait. There's a way around even that.
Do your editing but leave the UVs alone, and then export the model to a plaintext format (wrl, obj, whatever).
Then, bring it back in and edit the UVs.
That way the XYZ vertex order is totally unchanged, so from that we can match the UVs to figure which vertex gets which bone.
Then it should be pretty simple to run through the UVs in the first file (as called by the vertices), and store the last two digits of each; then run through the second file, and replace the last two digits. (That is to say, I could do it with console C, though it wouldn't have a UI. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />). (Inez, if you'd rather do this inside the tool, be my guest. It'd certainly be a better solution. But you're busy enough, I'm just saying this is one area of out-of-game coding that I could help with to lessen the load. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )

The only real problem would be if you weld UVs (but it may well be that exporting to wrl auto-unwelds them just like it does for XYZ vertices).

What is UVMap Pro?
What format would you use to import and export from it?
---
I don't know what R3 goes for, if it's even available any more. Was just a long shot hope.
What can C4D export to? (Hopefully something that supports bones, something that 3DEx can read).
Oh, but you said Milkshape too. That exports to enough game formats that I'm sure there's bone support somehow...and then if we do get a working maxscript-based skeleton export one of us can just import your model and re-export.
 
<!--QuoteBegin-NathanKell+Jun 21 2005, 01:54 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 01:54 AM)</div><div class='quotemain'><!--QuoteEBegin-->--hey, wait. There's a way around even that.
Do your editing but leave the UVs alone, and then export the model to a plaintext format (wrl, obj, whatever).
Then, bring it back in and edit the UVs.
That way the XYZ vertex order is totally unchanged, so from that we can match the UVs to figure which vertex gets which bone.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey yes you're right. That's where I got my brains knotted up.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->(That is to say, I could do it with console C, though it wouldn't have a UI. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />). (Inez, if you'd rather do this inside the tool, be my guest. It'd certainly be a better solution. But you're busy enough, I'm just saying this is one area of out-of-game coding that I could help with to lessen the load. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->
Well it remains to be discussed just who is to lessen the load on whom, but go ahead. I'll sure be thankful if you want to do it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Shading:
Sorry I hadn't read you both thoroughly. There was a different problem with shading that had been fixed by recalculating the normals, but about this new one I had indeed not known.
I have to think about if that can be fixed with normals and welding, but I agree best would be if we could make retexturing possible without losing bone information.
 
1. Heh. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I'll see what I can do. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

2. As long as all vertices that are in the same place have the same normal, there should be no shading problem.
All welding does is force there to be only one normal for the location (because there is due to welding then only one vertex in the location).
Or at least such is my conceptual understanding.
In wrl/gm there are no separate face normals, right, just averaged face normals from the three vertex normals?
 
Conceptional understanding is precisely what we need from you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />.
Normals: yes, in both formats you have normals for verts, not for faces. (wrl I'm actually not sure if you *could* have face normals, but even if so I'm not using that in the tool.)
 
<!--QuoteBegin-NathanKell+Jun 20 2005, 11:37 PM--><div class='quotetop'>QUOTE(NathanKell @ Jun 20 2005, 11:37 PM)</div><div class='quotemain'><!--QuoteEBegin-->I thought Lass mentioned because they were in two parts there was some. But maybe not, maybe just it looked cut because of the normal, for all that there were no gaps.<div align="right">[snapback]115762[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
It was when I took the top of one model and "merged" it with another... The middle (the waist) really parted during some of the animations. I could of course make it into a single mesh, but then comes the problem with remapping and all that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--QuoteBegin-NathanKell+Jun 21 2005, 01:54 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 01:54 AM)</div><div class='quotemain'><!--QuoteEBegin-->As before, excellent!
Re: resolution. I say go for 1024; certainly there's a number of ships with that size tex, and towns in the 2048+ range IIRC.
And besides, it's DXT--who the heck cares if it goes from ~170kb to ~700... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Heheh, thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

And, well, we'll see... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> I know my PC can handle it, but maybe to give the option would be nice? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What can C4D export to? (Hopefully something that supports bones, something that 3DEx can read).<!--QuoteEnd--></div><!--QuoteEEnd-->
Cinema 4D can export these:<ul><li> 3D Studio (.3ds)
</li><li> Cinema 4D XML (.xml)
</li><li> Direct 3D (.x)
</li><li> DXF
</li><li> QuickDraw 3D (.3dm)
</li><li> Shockwave 3D (.w3d)
</li><li> STL
</li><li> UZR
</li><li> VRML 1 & 2 (.wrl)
</li><li> Wavefront (.obj)</li></ul><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Oh, but you said Milkshape too. That exports to enough game formats that I'm sure there's bone support somehow...and then if we do get a working maxscript-based skeleton export one of us can just import your model and re-export.
<div align="right">[snapback]115804[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, Milkshape supports skeletons. Mind you, I have never used bones in there (or really anywhere except for Poser, heh!).


Oh, and UVMap Pro is a program to help you edit the UVW map of models... I haven't used it for years though until recently again... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Heh, well, like Lass I'm entirely self-taught in 3D, so you'll not get much of a framework... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
And the below is the proof:
Re: normals. Googled, and what was my first hit? flipcode, the site you mentioned. I'm spouting meaninglessly above, because vertex normals pretty much have no existence except as the average of the normals of each face that includes that vertex, and the face normals, I don't know why I didn't see this before--are simply lines orthogonal to the faces. Now, you'd still need to calc them to get the VNs, but they have no independent existence from the face, and the VNs from them.

Unless you want to deliberately shade differently, that is, then you could play with the VNs and get neat effects (with max you can do this by assigning smoothing groups, and only faces whose SGs match get shaded together).

Not, laughably, the other way around as I say above. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> (Dunno where I expected to _get_ VNs except from the faces, after all...)
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />

Er...

If you say so, O Great NK! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />


<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />


Seriously, I am rotten at the terminology regarding 3D - I simply started to do this because it was fun and I had me a copy of C4D. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Heh.
I'm trying to get it straight as well--as you saw I had it completely backwards above. So don't overestimate, please. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Re: C4D and exports.
Hmm, according to <a href="http://www.gamedev.net/reference/articles/article2079.asp" target="_blank">http://www.gamedev.net/reference/articles/article2079.asp</a> it appears X supports bones. And we can export to X from Max, too.
Does C4D's X export module support /exporting/ bones, though?

Presumably C4D XML would support them too, and that's at least plaintext I presume.

UVMap Pro: Ah, OK. I'm used to using Max's internal UV tools, so I figured C4D would handle it about the same, without an external tool.
 
<!--QuoteBegin-NathanKell+Jun 22 2005, 08:57 PM--><div class='quotetop'>QUOTE(NathanKell @ Jun 22 2005, 08:57 PM)</div><div class='quotemain'><!--QuoteEBegin-->Heh.
I'm trying to get it straight as well--as you saw I had it completely backwards above. So don't overestimate, please. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
N'est pas possible! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Re: C4D and exports.
Hmm, according to <a href="http://www.gamedev.net/reference/articles/article2079.asp" target="_blank">http://www.gamedev.net/reference/articles/article2079.asp</a> it appears X supports bones. And we can export to X from Max, too.
Does C4D's X export module support /exporting/ bones, though?<!--QuoteEnd--></div><!--QuoteEEnd-->
Ne sais pas. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Presumably C4D XML would support them too, and that's at least plaintext I presume.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oui, probablement! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->UVMap Pro: Ah, OK. I'm used to using Max's internal UV tools, so I figured C4D would handle it about the same, without an external tool.
<div align="right">[snapback]116349[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
A oui, but I used UV Mapper long before Cinema 4D. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
True to myself I spent today doing what I want to do rather than what I should do, such as putting them zips together... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Anyway, here is what I am playing with right now:

<div align="center"><img src="http://img.photobucket.com/albums/v644/justagrrl/Affrica00.jpg" border="0" class="linked-image" /> <img src="http://img.photobucket.com/albums/v644/justagrrl/Affrica01.jpg" border="0" class="linked-image" />

Affrica hails from the Dark Continent, and now she tries to win her freedom in the New World.</div>

This model is Danielle, heavily tweaked (yup, I hid them thigh-high boots), with the head from Towngirl 4, also rather heavily tweaked to give her a nice Afro hairdo. And of course brand new textures. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Still at 512 x 512 though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I know, I know - the gloves need a bit more tweaking, as the sleeve pokes through... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<div align="center">A detailed view (1:1 vs game resolution, cut out from 1280 x 960):

<img src="http://img.photobucket.com/albums/v644/justagrrl/Affrica02.jpg" border="0" class="linked-image" /></div>

I figured we needed at least one African lady, seeing we have a few guys around. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> I hope she will be useful to someone else but me once I am done fine-tuning her. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


<span style='font-size:8pt;line-height:100%'>Boy, I do have too many zips I ought to do now... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /></span>
 
Very nice work HSL. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Another amazing addition to the game! Great work, High Sea Lass! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Uh, wow!
What Meigger & SirChris said! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Speaking of male->female, did Alan or Inez send you the Beatrice I did up? Dunno if it'd help what you're working on because I welded a few vertices, but it's a femalized char with gloves. Though since the bone info comes from the UVs, welding shouldn't be a problem, only adding new vertices, right?
Speaking of UVs. Could you send me a pair of WRLs, before and after editing the UVs, with everything else unchanged?
(I could probably whip some up, but better to be doing the coding around/testing on, something useful to you.)
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Oh that's really nice, Lass!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Maaaan... See, this is what I have been DYING to do but haven't got the time to learn! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> I LOVE this!!! This is great, excellent job! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Oh gosh, that afro'd girl might be my favourite so far.

I was thinking about your remodelling for me earlier in this thread... did you want to just send it straightaway to her, NK?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

Glad you folks like her. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

And she may be the model I spent most time on so far - one can say I am getting into it now, warming up... Getting the urge to do more details and make the model more unique. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

<!--QuoteBegin-NathanKell+Jun 23 2005, 03:22 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 23 2005, 03:22 AM)</div><div class='quotemain'><!--QuoteEBegin-->Speaking of male->female, did Alan or Inez send you the Beatrice I did up?<div align="right">[snapback]116506[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Eh, nope... Mind you, I have also femaleifised (heheh) Beatrice - would be fun to see how they compare. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

So, anyone want to send me this, please? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> oh, and Alan - what model did you want to have feminine legs on? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-NathanKell+Jun 23 2005, 03:22 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 23 2005, 03:22 AM)</div><div class='quotemain'><!--QuoteEBegin-->Speaking of UVs. Could you send me a pair of WRLs, before and after editing the UVs, with everything else unchanged?
(I could probably whip some up, but better to be doing the coding around/testing  on, something useful to you.)<div align="right">[snapback]116506[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
All right, you want a re-textured model. Sure, I can do that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Just let me do it, let me know where to send it and I should be able to do so today I hope (along with actually zipping "old" Ronald and Petronella finally, along with a few other... Eek. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />)

<!--QuoteBegin-CatalinaThePirate+Jun 23 2005, 04:44 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jun 23 2005, 04:44 AM)</div><div class='quotemain'><!--QuoteEBegin-->Maaaan...  See, this is what I have been DYING to do but haven't got the time to learn!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><div align="right">[snapback]116526[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I have been learning all by my lonesome, and if I can, surely you can! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I did start out with free programs, such as the Quake editor (hardly ever played the game, heh), Anim8or, Wings 3D et al... I suppose they all serve their own purpose, depending on the depth one wishes to go to with this. I have onyl began to learn C4D though... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Sometimes I am way too impatient, I want instant results, like with Poser! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Now, if I could get a Poser model, if reduced in polygons, heh, into PotC, then I would be able to have sooo much fun... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

And then to make me some pirate music too, heheheh! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> Arr!

...

Okay, I should stop day-dreaming and ranting and get back to zipping... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Impressive. Very impressive. We sure <i>are</i> getting lots and lots of new great models recently, aren't we? Great job High Sea Lass!!!
Now if only somebody could put it into some quest into the game... Would be a shame to only have them available from the tailor's shops. Or maybe I ought to go and do some more character switching. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
HKD is working on something.

I wish we could get Skull to start up that quest he was working on to do with the gunboat. He lost all those files in a hard-drive crash. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />

I have all sorts of ideas... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Don't worry, something will come up. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Sent.
(And you also thereby get the address, though if not either nkell@optonline.net or nathankell@piratesahoy.net will work)

Ah, Poser...fun stuff.
(Heh, you go back far enough in versions, probably there'll be a model that's about right for POTC. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />)
 
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