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Screenshots thread

Early days, but this is a character for a quest I've been tinkering with xD
The character model looks good. I have to wonder whether the very pale eyes and the almost successful attempt at hiding her fear of the church indicate that she may also be hiding long teeth. In any case, a new quest - excellent news!
 
Ciri from Witcher 3 is awesome and I wanted to experiment with adding new character models to the game, so here she is! :p she's not for the main mod I think, least not yet. she's still got like 17000 polygons and the mesh is a terrible mess :modding but I'm glad I know how it's done now. maybe I'll fix her up at some point xD

her hair's obvsly not supposed to look like that tho. is transparency not supported on character models? :(
ENGINE 2017-10-27 23-04-27.jpgENGINE 2017-10-27 23-17-04.jpg
 
That's cool, @DeathDaisy!
Did you extract the character model from another game and import it in PotC?
With functioning animations too? That is NOT easy!!! :shock
thanks! yeah, exported her from Witcher 3 and tossed her into maya! xD I was sloppy with the prework when reducing the polygons and whatnot which made it a nightmare to make her animatable, you reap what you sow I guess, but I think it turned out good all things considered! not gonna make that mistake again :p

Indeed I don't think it is...

that's a shame, kinda ruins her :fiddle oh well, was mostly a test eitherhow
 
But... How?!
I pretty much bashed my head against the screen until it worked tbh

long version tho; it was something of an adventure, I exported her from witcher, imported her into maya and reduced the polygons(terribly), then I opened the animation files from the FTP and imported her there, then it was just a matter matching her pose and painstakingly paint the skin weights, then repaint them several times as I did things to mess it up. for example, I skinned her in a newer version of maya, then imported her into 5.0. but I couldn't get the skinning there, so I had to do it all over. :shrug had to pretty much remodel the fingers at one point because they were just impossible to use. also had to export it from newer maya to blender, then export from there to old maya because maya's obj exporting is garbage. then finding the proper export options from 5.0 to the game. all in all pretty fun.
 
then it was just a matter matching her pose

That's the point I am most puzzled about.
Did you remove the model from FTP, leaving only the skeleton and matched the new model to it?
Or there is anything else?
 
That's the point I am most puzzled about.
Did you remove the model from FTP, leaving only the skeleton and matched the new model to it?
Or there is anything else?
that's almost it, but I matched the skeleton the her pose instead of vice versa
 
that's almost it, but I matched the skeleton the her pose instead of vice versa

And it just worked? Fantastic! That just opens the door for player modifications!

And the facial animations, eyes? I don't remember if they blink in the game...
 
thanks! yeah, exported her from Witcher 3 and tossed her into maya! xD I was sloppy with the prework when reducing the polygons and whatnot which made it a nightmare to make her animatable, you reap what you sow I guess, but I think it turned out good all things considered!
:bow :bow :bow
 
And it just worked? Fantastic! That just opens the door for player modifications!

And the facial animations, eyes? I don't remember if they blink in the game...
xD

the regular world models like the one I done dont have any facial animations, but every model has a separate head model that shows up in the corner in dialogs which does have some blinking and talking. I dont think it should be much different to skin that in the same way tho, but might have to add some teeth in the mouth and such
 
seriously, I know what it looks like, but I swear I'm not a programmer. I worry my soul is being claimed by demons for this, but literally by blind luck I managed to enable transparency on player models which means nice hair is now possible. the animation.sha-file in the rar goes into MODULES\Techniques

ENGINE 2017-10-28 21-10-51.jpg
 

Attachments

  • animation.rar
    385 bytes · Views: 78
I got very excited with the last one and shared it maybe too early, transparent areas made the sea black and all sorts of ugly things, but here's a new variant of the animation.sha that seems to do a much better job blending. I still don't know quite what I have done, so no guarantees, but I haven't had any problems so far(ie the last hour:p)!
ENGINE 2017-10-28 22-19-06.jpg
 

Attachments

  • animation.rar
    430 bytes · Views: 78
@DeathDaisy

You got Maya5 to work? :bow When I tried it the tutorial didn't even work right. If you ever get bored I have some small jobs that can be done in Maya5. :wp
 
@DeathDaisy

You got Maya5 to work? :bow When I tried it the tutorial didn't even work right. If you ever get bored I have some small jobs that can be done in Maya5. :wp
working is maybe saying too much, I have some infuriating problems like the file browser stops working after a short while which means I have to restart it as soon as I need to import-export, save as etc..:ko
but it's alright for a ~15 year old program I spose :p I have so many projects, but I also have very short attentionspan and switch between them a lot, so put the jobs out there and I might pick em up xD
 
Ok, let's see what happens. Some of the modelers made the lateen and the lower spar of the mizzen together so they rotate as a whole. This has the lateen turning in the wrong direction. If they were separated, then I could get the lateen working properly. This is what I am currently doing with the NeptunusE.

This is how the lateen is made in the light pinnace. You could look at the NeptunusE to see how Armada changed it. lateen-1.jpg
 
separating the model seems easy enough, but I don't know what to do with the locators :eek: I can't get them into maya and inez tool confuses me o_O
 
TOOL confuses everybody. I should be able to figure it out once they are separated.
I got a bit sidetracked, but I separated the pieces, fixed them up and put them in the right place in the scene to the best of my knowledge, left the locators be for now. hopefully they just work but tell me if I missed something xD

also a maybe probably final version of the animation.sha for character alpha maps; discovered the rest of the world was still visible thru the head behind the hair, so I changed some things and now it seems to work :shrug hope it leads to great creations!
ENGINE 2017-10-31 00-48-02.jpg
 

Attachments

  • FR_LightPinnace_rey_a4.rar
    4.3 KB · Views: 72
  • animation.rar
    429 bytes · Views: 86
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