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Asking some help for more new ship over at the Pirates of the Burning Sea forum

Thomas the Terror

Mad Pirate
Storm Modder
Pirate Legend
I saw that over at the Pirates of the Burning Sea forum, there modellers where, who tested their ships in Pirates of the Caribbean Game (such as Clutch Marauder). So I have asked a favor over there, if they would be willing to let us use their ships in the build mod.

Here is the link:
<a href="http://www.flyinglab.com/forums/showthread.php?p=442844#post442844" target="_blank">http://www.flyinglab.com/forums/showthread...2844#post442844</a>
 
Thomas, you know what? Ask them to tell us how they did it instead. I was getting around to ask<b> Duke S</b> and <b>Clutch Marauder</b> exactly that, and since you are registered on the <i>PotBS</i> forum, and, as I understand, actually know those guys, maybe you could ask them to write some kind of tutorial?

Because, you see, recently I've actually acquired copy of Maya old enough to permit working of the Akella plugins. The trouble is, this program is way different than 3DMax I use, and so I have no idea whatsoever how to properly prepare a model for exporting into .gm format. So, I need some guidance - what kind of materials apply to the model, <b>how</b> to apply them, what kind of stuff is also required (as I understand it, Maya must have entire package, locators and path file and everything), how to create this kind of stuff... the very bare basics.

So, could you do it for me? For all of us? Please? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Try contacting the authors who used them in PoTC via PM.

btw Kazeite, once you learn your way around Maya, perhaps you could try to re-export the new surprise that was put in the latest build version? i worked with milkshape3D and the exporting from there seems to screw up and reverse the lighting of the model.
 
I definitely could... Once I strip her of extra polys. As you may not know, <i>Surprise</i> is actually 2.5 ships in one: all polys have been duplicated and mirrored, and in additin to that, most of the upper hull polys have extra duplicates as well. That's why <i>Surprise</i> is over 60k polys.
 
wow.... 60k .... <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> By the way, what do you mean, screw up the lightning? Im very curious. Im using Milkshape too, as a converting help- maybe I wasnt realized, that something changed?
 
Basically, ships exported via TOOL behave like the light was lightning them from the opposite direction. In other words, side that should be in shadow isn't, and vice-versa.

It's definitely the fault of the TOOL - I got the same result, no mather whether I used Milkshape along the way or not. Actually, TOOL mirrors entire model during import from vrml.
 
yep. In dsmax editing always realized, that the hulls left side is the right <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> But somehow, convberting it from 3dsmax to *.3ds then importing with milkshape, then exporting as wrml97, and then importing with tool, and saving to gm will restore the correct left-right side.
the same with you?


But, not the lightning... I tried ingame: if the sun is at my right side, I got light from the left ...
 
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