• New Horizons on Maelstrom
    Maelstrom New Horizons


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the amazing JUNK

@SuperChango:
I'm using maya 5.0 but as I said it lags so bad, that it's almost impossible to work on. Could it be because of the OS (vista 64bit)?
I'll look over if there are problems with locator export.

@Keith:
This particular model is based on 2 reference images alone so it's not accurate. For ship plans try this: http://www.burningse...read.php?t=1846 (the 2nd and 7th post), and http://www.all-model.com/

Dimensions are usually noted in blueprints but they're not that helpful since most of the time you'll try to match your mesh with the lines of the blueprint, but after you're done modeling, you'll have to scale the model using other ship model already in game and here the dimensions might come in handy: for that you must know plan dimensions of a ship wich is already in game so you can scale your model in proporcion to that one.

sorry if my post doen't make many sence, I'm really sleepy right now
huhh.gif
 
Cheers Roger, hopefully Solidworks will be able to convert to something that can be used in game.

I may want to try something simple like a sword or gun first....
 
@IRF: I dont think vista has anything to do with the lag, i have XP and still is laggy, that or blender flows like a river xD:
I use maya only in the export process...

@Keith: can i suggest a boat instead ?, is quite easier than a ship, yet has a hull, wich is the "hardest" part to model...
 
Any good boats to choose from, I'm looking at a plan of the Black Pearl, would that be a good one (ie. has someone else already done it?)
 
We've got a perfectly good Black Pearl model in the PotC Build Mod by Kazeite. :yes
 
Sorry guys... i've totally forgot about this !

@Keith: here is a boat's plan, you should color some lines to fit your preferences... needless to say, if there's anything you want to ask, go ahead

BoteSantisimaTrinidad.jpg

@IRF: I'll get hands on to make a pack for the junk, should be done in a couple minutes :onya

Done, it's in CoAS>SuperChango>JunkPack
Hope they are useful, some of those can be tiled, many are raw colors, so you can transform the tinting to wichever tone fits best for the proyect.
Usually, on the big raw chunks i create a selection (around a 10th or a 20th of the height and 3/4 width) and create several samples with different zones, you can have hundreds of unique pieces out of the original texture that you can then use in very exposed zones of the ship, such as the deck (creating the joints and nails is a completly different matter)...
Again, if there's anything you want to ask, go ahead !
 
uh... been a while. Here's a little update on project. Model is almost done, only a little mast editing left. Current face count 22845. I know it's a little too much, but hope there won't be any problems because of that.

render02.jpg


render01.jpg


render04.jpg
 
Wow! that's an hell of a work! You must have spent a long time on that! congratulations matey!
 
Holy CRAP! That's some serious amount of detail! No wonder you get such unfunny polycounts!
I might suggest trying to make the Chinese-ish decorations textured instead of modeled.
That should work fairly well if done right. :yes
 
This is lovely, any more detail and I can live in it :3

But yes it's more practical to have the decor as textures, or make the close-up detail have a very low LOD (if it's even possible) so it's only visible from first person deck view.
 
W I C K E D xD:

This is lovely, any more detail and I can live in it :3

But yes it's more practical to have the decor as textures, or make the close-up detail have a very low LOD (if it's even possible) so it's only visible from first person deck view.

Actually it's possible to have all that detail, but in a much cheaper way... in the readme for the plugin i've found that the engine supports bump mapping :cheeky
 
I've also seen a word 'bump' in the readme attached to the plugin, but could not read those hieroglyphs...
laugh.gif
Anyway, I read on Seaward.ru that the storm2.x doesn't have the bumpmap technology at all.

Also it seems that AoP & CoAS engine has been programmed to understand lightmaps. I read that it's possible to add lightmap to the ship through the bump section in lambert material (I think you can find it in maya). This technique seems to lower the load on the renderer, thus adding some extra fps. However I'm not sure if 2.0 supports this feature.
 
Readme said:
-map1 (optional) - the base texture.
-bump (optional) color pixels of the texture will be added to the symbolic color of the pixel base texture.
-If additional mapping does not need your UVSet, you can use the field Bump Mapping in the material editor in Maya.

That's a google translation... i'm still trying to understand what it means :cheeky i really hope you are wrong...
 
Readme said:
-map1 (optional) - the base texture.
-bump (optional) color pixels of the texture will be added to the symbolic color of the pixel base texture.
-If additional mapping does not need your UVSet, you can use the field Bump Mapping in the material editor in Maya.

That's a google translation... i'm still trying to understand what it means
icon_mrgreen1.gif
i really hope you are wrong...


Me too
laugh.gif
It would be awsome if we can use bump mapping
 
Readme said:
-map1 (optional) - the base texture.
-bump (optional) color pixels of the texture will be added to the symbolic color of the pixel base texture.
-If additional mapping does not need your UVSet, you can use the field Bump Mapping in the material editor in Maya.

That's a google translation... i'm still trying to understand what it means
icon_mrgreen1.gif
i really hope you are wrong...


Me too
laugh.gif
It would be awsome if we can use bump mapping

from the looks of this,its for storm 2.5 and higher by map1- id understand base texture ,and bumpmaps for the second one

ps "what i would love is normal,displacement maps"
 
Readme said:
-map1 (optional) - the base texture.
-bump (optional) color pixels of the texture will be added to the symbolic color of the pixel base texture.
-If additional mapping does not need your UVSet, you can use the field Bump Mapping in the material editor in Maya.

That's a google translation... i'm still trying to understand what it means
icon_mrgreen1.gif
i really hope you are wrong...


Me too
laugh.gif
It would be awsome if we can use bump mapping

from the looks of this,its for storm 2.5 and higher by map1- id understand base texture ,and bumpmaps for the second one

ps "what i would love is normal,displacement maps"

You bet ! that would be awesome...
 
So is there any news on these, has anyone actually seen IRF active on the forum (I havnt for awhile)
 
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