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Another Fine Mesh...

I would like to respost some of Sir Christopher Mings' work that we still haven't yet included:

<!--quoteo(post=254755:date=May 5 2008, 09:32 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE (SirChristopherMings @ May 5 2008, 09:32 AM) <a href="index.php?act=findpost&pid=254755"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One thing I wanted to see was whether the Skull model would lend itself to a headswap in TOOL, and like most things in POTC there is both good news and bad news. <img src="style_emoticons/<#EMO_DIR#>/dry.gif" style="vertical-align:middle" emoid="<_<" border="0" alt="dry.gif" />

The bad news is that the pirat10 part of the mesh will not make it thru a headswap, as the neck and shoulders of the model get lost and create a gap. This is annoying because that is the part I thought would be really useful to be able to swap heads onto. <img src="style_emoticons/<#EMO_DIR#>/thumbsdown.gif" style="vertical-align:middle" emoid=":2dn" border="0" alt="thumbsdown.gif" />

The good news is the head and hat swap pretty well onto the Corsair1.gm, and with only a slight adjustment creates a new model, that I have named after the PA member and modder, Kieron. Kieron's contributions to the game are many, possibly most notable among them was his ship-berthing modification, and he was always willing to share his time, thoughts, and encouragement with the PA Community. <img src="style_emoticons/<#EMO_DIR#>/thumbs1.gif" style="vertical-align:middle" emoid=":2up" border="0" alt="thumbs1.gif" />

I've loaded the model onto the FTP in the file named "Another Fine Mesh", within the file named "Kieron". I set the model up with the Corsair1 texture, but, as you can see, with only a quick adjustment with the Hex Editor, the model can be assigned any texture that has already been set up for the various Corsair models. One other nice thing about the model is that the hands work properly in game. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

<img src="http://www.pix8.net/pro/pic/332ZK34H/1102213.jpg" border="0" class="linked-image" />

Funny how different textures can make the same model appear so... different. Can someone do me a favor and tell me who made the really sharp looking officer's outfit for number 3 from the top? (Was it Petros?) <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I like this model as a player model except for the shoes and stockings, and tend to think of it as the outfit the pirate captain might wear to offer the local governor a crass bribe. I'm thinking that eventually I will replace the shoes and stockings on this model and replace them with boots to see if that makes a good model or not.

Let me know what you think... <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=259483:date=Jun 2 2008, 10:10 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE (SirChristopherMings @ Jun 2 2008, 10:10 AM) <a href="index.php?act=findpost&pid=259483"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a new model; it comes from a source that may be familiar to some of you... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<img src="http://www.pix8.net/pro/pic/332ZK34H/1105053.jpg" border="0" class="linked-image" />

I named this one after my old buddy Meigger, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> and it is in pretty good shape. The hands on these models are not straightened out like the POTC models do in TOOL, when you use the raise arms feature, but the sword and pistol locators on the hands are not perfect. (Pretty good though... <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> ) Also, these models do not have animated heads, so I just used the "searcher" model so something shows up. I also borrowed portraits from JMV575's Royal Navy models because I was too lazy to make my own. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />)

This uniform doesn't really fit in the time period for the POTC game, it looks more late 18th Century, but it looked so cool I figured someone might like it. Let me know what you think... <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=269542:date=Jul 18 2008, 10:14 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE (SirChristopherMings @ Jul 18 2008, 10:14 AM) <a href="index.php?act=findpost&pid=269542"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it was Build 12 because I remember not wanting to download the Build and lose a really high level game I had. That the gms update even in a saved game, without reinitializing is really helpful because I test the models I'm working on in the game, and it's nice not having to start a new game every time you make a change; just load the save file... <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

This model nearly drove me nuts because it politely declined to be imported for as long as it could. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> I don't know that anyone would want to use this model as a player character or officer, but it just looked like a model that could be useful in the game somehow. Also I know how much Thomas the Terror likes those manga textures... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<img src="http://www.pix8.net/pro/pic/332ZK34H/1109315.jpg" border="0" class="linked-image" />

I forgot to put it in the picture, but I experimented with making a "talking head" model for this model; he can't move his mouth, but he does hop around a bit when you talk to him. <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> I may play around with the texture at some point because it occurred to me if the model was made to look a little more sinister it might make a good Mateus Santos model.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=280356:date=Oct 1 2008, 06:31 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE (SirChristopherMings @ Oct 1 2008, 06:31 AM) <a href="index.php?act=findpost&pid=280356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All Right, still getting used to working with Blender 2.45, but I have made some progress... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="http://www.pix8.net/pro/pic/332ZK34H/1116237.jpg" border="0" class="linked-image" />


The Mad Jack model, I mostly made adjustments to the boots and the hat, pretty much everything else is the same. If you want to update your model you only have to replace the Mad Jack.gm file.

I also figured I might as well set up a Mad Jack model with the coat, but no hat.

The Commodore Norrington model can replace the old model who's creation was prompted by a request by a member named Tian or Tien, (I can't remember <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> ) that lead to a prolonged discussion between Captain Fabris, Commodore John Paul Jones and myself. We all agreed that the pirat1 head most closely resembled Commodore Norrington in the movie, but we didn't know how to replace heads at that time and we had to settle for Man6.

I also wanted to try and adjust Barbossa's hat so it looks more like the way it does in the movie. Along with that I added a sash like the one for the Mad Jack model.

All of these models are on the FTP in file named, "Another Fine Mesh", let me know what you think... <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
 
Additionally, the following two posts of Thomas the Terror remind me that we really ought to have a Jack-pack including all the correct versions.
I'm quite lost when it comes to which Jacks we have and which ones we should be using at some point.
I recall the YoungJack model we're having now is actually one of those models Thomas said he wasn't quite happy with.
Do we need a new one? Some of the below look like they might be a good base.

<!--quoteo(post=264689:date=Jun 24 2008, 08:14 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jun 24 2008, 08:14 PM) <a href="index.php?act=findpost&pid=264689"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/JackSCM.jpg" border="0" class="linked-image" />

With some skinning. I really like the result (nice that you could attach the bone sash and beard!)<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=264699:date=Jun 24 2008, 08:50 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jun 24 2008, 08:50 PM) <a href="index.php?act=findpost&pid=264699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/YoungJackHat.jpg" border="0" class="linked-image" />

Got the hat on it right this time thanks to your MadJack, this is officer/young Jack.

<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/JackwithSash.jpg" border="0" class="linked-image" />

Jack with his sash, without coat.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Kieron model: should be able to use him as officer in places, right? Maybe some reskins would be nice?
Meigger: does anyone think "Hornblower" here?
Nathan Kell: maybe Turks could finally get a governor? And maybe the hatless version could be retextured and used as a governor elsewhere too?
Mad Jack: Here I'm confused again. Right now we have "Jack" (with coat and hat) and "depp" (without coat and hat); so which ones do we need?
Commodore Norrington: more like PIRATE Norrington. Can we do a replace of the existing one? And we need that DMC-quest at some point of course. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Barbossa: is there any reason to NOT use this model? I like that feather on his cap. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Nathan Kell - with and without hat (indoor/outdoor scenes) - to me would make a <u>superb</u> Beckett.

I agree the young jack should be changed - look like jack - but a LOT less pirated, perhaps lose the facial hair? (he was young and innocent in those days)
his outfit does change (including the skeleton/cursed one) as the story progresses.

Meigger - perhaps Commodore Hornblower?

Just thoughts.
 
<!--quoteo(post=318959:date=May 11 2009, 03:57 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ May 11 2009, 03:57 PM) <a href="index.php?act=findpost&pid=318959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nathan Kell - with and without hat (indoor/outdoor scenes) - to me would make a <u>superb</u> Beckett.<!--QuoteEnd--></div><!--QuoteEEnd-->With a different texture, of course. Beckett never really wore such a hat though, did he? Oh well, who says he never did? <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=318959:date=May 11 2009, 03:57 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ May 11 2009, 03:57 PM) <a href="index.php?act=findpost&pid=318959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree the young jack should be changed - look like jack - but a LOT less pirated, perhaps lose the facial hair? (he was young and innocent in those days)<!--QuoteEnd--></div><!--QuoteEEnd-->Agreed; I've heard several reports of players already who don't really like starting the Jack Sparrow storyline with a character who doesn't really look like Jack.

<!--quoteo(post=318959:date=May 11 2009, 03:57 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ May 11 2009, 03:57 PM) <a href="index.php?act=findpost&pid=318959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->his outfit does change (including the skeleton/cursed one) as the story progresses.<!--QuoteEnd--></div><!--QuoteEEnd-->And so he does. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=318959:date=May 11 2009, 03:57 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ May 11 2009, 03:57 PM) <a href="index.php?act=findpost&pid=318959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Meigger - perhaps Commodore Hornblower?<!--QuoteEnd--></div><!--QuoteEEnd-->I'd like there to be a series of different-rank models for Hornblower.
Right now there's just the Lieutenant, which means that before and after, non-Hornblower models would need to be used for him, which I consider quite unfortunate.
I really don't like the Hornblower storyline starting with Hornblower looking like a generic midshipman, but of course there is no other options at the moment.
If people agree, I think I'd like some different-rank textures of the Meigger model that match the other navy characters; that'd be nice for dear 'ol Horry. ( <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> )
I'm also VERY interested in how Hornblower's later adventures will play out in the game! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=318961:date=May 11 2009, 10:05 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 11 2009, 10:05 AM) <a href="index.php?act=findpost&pid=318961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm also VERY interested in how Hornblower's later adventures will play out in the game! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->As of right now - more gone on at the front end (partly to enable player to get experience etc. levels up).
Now starts on Justinian - transferred to 'Indy' after duel - sinks french ship - promoted (lt) - French blockade Charlestown (Indy is away)
Our hero sneaks out of town via secret tunnel - captures Le Reve (video added) reunites with 'Indy' - Goes to Jamaica on Le Reve - given documents for England and told to escort Duchess of Wharfedale.

Now um'ing and Ah'ing on best way to get him captured by the Spanish.
 
Sounds good! As for the capture, it'd be nice if it could be handled in some sort of interesting/unexpected way.
I recall in the movie, Hornblower ended up in the middle of a Spanish fleet in the fog; would be fun if you could do that somehow.
Maybe you could set the weather to be foggy and add a Spanish fleet close to you and then after a bit of a delay, you'd surrender,
be transported to your ship's deck and get a talk with the Duchess of Wharfedale and a Spanish officer.

We should try and put some "ship anchoring locators" to the various deck models; it'd be awesome to be able to see ships while you're on your deck.
In this case it could be made to have a Spanish ship in the fog next to you and it could also be used for the "Hail Ship" mod.

If possible and not too boring, you should actually get to experience a fair amount of gametime in that prison.
There could be times where you're allowed to walk around in the fort between the soldiers and talk to your shipmates and then are returned to your cell, etc.
 
<!--quoteo(post=318992:date=May 11 2009, 11:08 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 11 2009, 11:08 AM) <a href="index.php?act=findpost&pid=318992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds good! As for the capture, it'd be nice if it could be handled in some sort of interesting/unexpected way.
I recall in the movie, Hornblower ended up in the middle of a Spanish fleet in the fog; would be fun if you could do that somehow.
Maybe you could set the weather to be foggy and add a Spanish fleet close to you and then after a bit of a delay, you'd surrender,
be transported to your ship's deck and get a talk with the Duchess of Wharfedale and a Spanish officer.

We should try and put some "ship anchoring locators" to the various deck models; it'd be awesome to be able to see ships while you're on your deck.
In this case it could be made to have a Spanish ship in the fog next to you and it could also be used for the "Hail Ship" mod.

If possible and not too boring, you should actually get to experience a fair amount of gametime in that prison.
There could be times where you're allowed to walk around in the fort between the soldiers and talk to your shipmates and then are returned to your cell, etc.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes - well I initially intended "next weather foggy" cut to video [per film] BUT that is an awfully long video.

I am trying a short video - see Spanish - cut to deck - cut to prison.
I found (for game purposes) the prison scene, again is very long, so I have an alternative escape planned via a character "Hori" met when capturing Le Reve that I haven't mentioned here.
WAY OFF the film - but hey ho - someone can change it later if they want.
Right now I'm trying to merge this story(film)line in with the later ones to extend "Hori's" story.
Basically trying to keep the key points in - but allowing flexibility for other matters, as the storyline is (has to be) a straight line so I want to give the player some options where I can.
 
I'd hate to lose the circumstances in which Hornblower is <i>honourably set free</i> at that point; that's one of my definite favourite parts of the movies and books.
For that reason alone I would really like to have a more drawn out part in the prison, with some interaction with the governor/prison commander too.
Would be nice to have, for example, a dinner scene and such. I'd be hard to make this interesting gameplay-wise though,
because it'd quickly become a long sort-of interactive cut-scene, which won't make players very happy. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
You make me remember the last time I tried the Hornblower quest, Pieter... right at the begining I tried to land to buy a few items to the streat merchant in port, and ended up in prison for desertion <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
That made me so laught ! I waited a moment in jail... until I just exited my cell with side-step. Talked to the guards - nothing was wrong for them... Talking to the prison commander sitting in front of his desk was so funny as well.
"Hello. What brings you here to our humble little jail?",
"Curiosity and nothing more. Just taking a look around.",
I could exit without problem !


By the way. I wonder if we shouldn't move Redmont prison. Wouldn't it make more sense if it was located in the big fort guarding the town? The former-prison building would then just be a post of guard near the gate. What do you think?
 
<!--quoteo(post=319047:date=May 11 2009, 08:04 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ May 11 2009, 08:04 PM) <a href="index.php?act=findpost&pid=319047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You make me remember the last time I tried the Hornblower quest, Pieter... right at the begining I tried to land to buy a few items to the streat merchant in port, and ended up in prison for desertion <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
That made me so laught ! I waited a moment in jail... until I just exited my cell with side-step. Talked to the guards - nothing was wrong for them... Talking to the prison commander sitting in front of his desk was so funny as well.
"Hello. What brings you here to our humble little jail?",
"Curiosity and nothing more. Just taking a look around.",
I could exit without problem !<!--QuoteEnd--></div><!--QuoteEEnd-->Whahahaa! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

<!--quoteo(post=319047:date=May 11 2009, 08:04 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ May 11 2009, 08:04 PM) <a href="index.php?act=findpost&pid=319047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way. I wonder if we shouldn't move Redmont prison. Wouldn't it make more sense if it was located in the big fort guarding the town? The former-prison building would then just be a post of guard near the gate. What do you think?<!--QuoteEnd--></div><!--QuoteEEnd-->At the moment you can't actually visit the prison, though that could easily be made.
What'd we be using the guardpost for?
 
Does anyone have any input on, for example, whether we can use that Barbossa model or not?
And would anybody be willing to take the Meigger model and reskin it to become a set of Hornblower models?
And perhaps a Beckett reskin of the Nathan Kell model too?
 
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