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    Maelstrom New Horizons


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BERMUDA SLOOPS

while I get the next step sorted out. I think it would be better to afix the deadeyes to the main mast mesh because some of us use the mod the destroys masts and it would look silly having the deadeyes just floating there.if you put them on the mast mesh they would fall of with the mast, also to made the ratline platform a little wider and its thickness thinner.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> thanks again Inzane it is very good point you make i will fix this quickly with no problem.
Looking fore to next steps! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
next step is to add mast locators, first add these locators to the hull model mast1 and mast2 you will need to parent these locators to the Geometry Group that I had you make before. You have to put them where you want the masts to be placed on the hull. (mast1 is the front of the ship..mast2 being the rear)next we save file and open the mast1 model first thing is to center the mesh dead center the bottom of the mast should be at the dead center, Than add a locator name mast1 place it where the mast will meet the hull .parent the model to the mast1 locator.done! convert and place in folder, The same thing has to be done for mast2 mesh but name the locator mast2.convert and place in folder.than do a game test if there are any problems the game will crash.if not it will load. you may have a problem with the direction the masts face. just go back into the maya and rotate the locators to the right facing.
 
I am thinking maybe i make two version of the StingRay one with only the 32 pounder cannons working for people to want the realistic and historical accurate statisicals and one to have the extra statistical and working swivel guns for more fire power fun! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Inzane thanks last part was made to work very smooth and now ready for next part please. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

<img src="http://www.freewebs.com/captainaugast/sr116.jpg" border="0" alt="IPB Image" />
 
ok next step is to add the reys.they work in a order.rey_c2 is the top rey_b2 is the middle and rey_a2 is the bottom.so open the mast2 mesh make 4 locators and name them rey_c2 and rey_b2 and rey_a2 and for the latern rig rey_a4 place them where you want them on the mast and put them in a group named geometry and parent them to the mast2 locator.now open you rey_c2 mesh and center the mesh on the grid than create a locator named rey_c2 move it to where you want it, parent the mesh to it. save make sure you also name the file itself rey_c2.gm, do the same things for all reys naming them rey_b2 and rey_a2 and finally rey_a4. after you do this than we can add sails for the next step.again you may have to rotate locators if placement of reys is not right..
 
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> More thanks to you Inzane this work smooth like others and please next step please. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />


<img src="http://www.freewebs.com/captainaugast/sr118.jpg" border="0" alt="IPB Image" />
 
well I been having a hard time trying to find my notes on sails. So forgot one part.but it sould be easy to figure out by doing a few tests. first open one of the rey files.make 4 locators and name them sail1 sail2 sail3 and sail4 place them where you want them but at in full sail. but you have to place them like this.

sail1--------------sail2
------------------------
------------------------
------------------------
sail4--------------sail3

now this is the part I forgot but try 1 sail first and test it ingame
Group the locators and name the group sails and parent it to the rey locator.if naming the group to sails don't work try just renaming it to sail and if that fails try renaming to geometry.and if that fails ungroup the sail locators and
just parent them to the main rey locator.
and to make tri sails do this.

sail1
------
------------------
-----------------------
sail3--------------------sail2
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Inzane i was able to make sails to work after many trial and error and i will make a more adjustment for the size and position. The funtion of them work great now! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> and more cheers of thanks to you! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Next step please and maybe almost done? <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

<img src="http://www.freewebs.com/captainaugast/sr119.jpg" border="0" alt="IPB Image" />
 
yep you are close to done.only things left are ropes,flags and ratlines.and thats it:)I will post the final step tonite.and you can tweek the ship.
 
ok here is the last part..you can do these last part in any order.


First we will do ropes making ropes is like drawing a line you have a start and an end,it work like this ropee1------------------ropeb1 to add more ropes you just change the number ropee2---ropeb2. etc etc and you can add 1 locator to 1 file and another in a diffrent file like ropes going from mast to mast.and you just parent them to the main locator .if you miss 1 rope locator it will crash the game.

next step is ratlines or vants each ratline is made up of 3 locators.one for the top vant1u and 2 for the bottom vant1l and vant1r.the 2 bottom locators go onto the hull mesh while the top locator goes on to the mast.once you have all you vants placed you have to group them and you name it vants.and you parent them to the main locator..to add more vant just change the number to 2 or 3

last step and final step.adding flags, you add flags the same way you did the sails. make 4 locators name the f1 f2 f3 f4 place them where you want them.but in this order.

f2-------------f1 mast
----------------- mast
----------------- mast
f3-------------f4 mast


once done put them in a group called flag1 and parent it the the main locator.


ohh to give you proper tri sails rename your locators to sailt1 sailt2 and sailt3. and for gaff sails use sailf

Thats it your done!
 
Inzane, is it possible for you go find where all the rope errors are coming from in the logs? You obviously know more about this subject than I do. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
WOW! This is AMAZING! This ship looks EXCELLENT! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Thanks a lot for helping, Inzane. Now we should make a tutorial out of you posts in this thread.
 
<!--quoteo(post=153410:date=Jul 2 2006, 11:50 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 11:50 AM) [snapback]153410[/snapback]</div><div class='quotemain'><!--quotec-->
Inzane, is it possible for you go find where all the rope errors are coming from in the logs? You obviously know more about this subject than I do. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->I don't think it would show up in a log.I wish it did.the best thing to do is a good old pad of paper to keep track of what ropes you are useing and to check off all the ones that complete the chain.its low tech but it works.Ropes are a headache along with guns. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=153502:date=Jul 2 2006, 11:30 AM:name=Inzane)--><div class='quotetop'>QUOTE(Inzane @ Jul 2 2006, 11:30 AM) [snapback]153502[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153410:date=Jul 2 2006, 11:50 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 11:50 AM) [snapback]153410[/snapback]</div><div class='quotemain'><!--quotec-->
Inzane, is it possible for you go find where all the rope errors are coming from in the logs? You obviously know more about this subject than I do. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->I don't think it would show up in a log.I wish it did.the best thing to do is a good old pad of paper to keep track of what ropes you are useing and to check off all the ones that complete the chain.its low tech but it works.Ropes are a headache along with guns. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

An excerpt from one of my system.log files:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Bad rope data for rope: (rope num = 13) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 96791700
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 96791700
Bad rope data for rope: (rope num = 22) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 96791700
Bad rope data for rope: (rope num = 56) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 96791700
Bad rope data for rope: (rope num = 516) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 101317628
Bad rope data for rope: (rope num = 522) (begin group=-1, end group=0)
Begin pointer = 101317628? end pointer = 0
Bad rope data for rope: (rope num = 706) (begin group=0, end group=0)
Begin pointer = 97144004? end pointer = 0
Bad rope data for rope: (rope num = 705) (begin group=0, end group=0)
Begin pointer = 97144004? end pointer = 0
Bad rope data for rope: (rope num = 711) (begin group=-1, end group=0)
Begin pointer = 97101356? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=0, end group=0)
Begin pointer = 96957108? end pointer = 0<!--QuoteEnd--></div><!--QuoteEEnd-->

There were 44 "Bad rope data" entries in that particular file. Any idea where these are coming from, and how to fix them? Are they caused by problems with the new ships?

Hook
 
<!--quoteo(post=153453:date=Jul 2 2006, 05:21 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 2 2006, 05:21 PM) [snapback]153453[/snapback]</div><div class='quotemain'><!--quotec-->
WOW! This is AMAZING! This ship looks EXCELLENT! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Thanks a lot for helping, Inzane. Now we should make a tutorial out of you posts in this thread.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds great Pieter,I was going to ask if that could be done along with the pics if thats ok with Captain_Augast. I have to admit Captain_Augast was a great student.And I was very glad to help.It took some time to figure all of it out.Almost 2 years and its something I am glad to share with all of you.We had alot of people try and never finish.So this is my gift to Pirates Ahoy POTC modding scene.

Hook are you building a new ship or kitbashing a old one.
 
<!--quoteo(post=153504:date=Jul 2 2006, 11:47 AM:name=Inzane)--><div class='quotetop'>QUOTE(Inzane @ Jul 2 2006, 11:47 AM) [snapback]153504[/snapback]</div><div class='quotemain'><!--quotec-->
Hook are you building a new ship or kitbashing a old one.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Neither. I'm just playing the game. These errors have been coming up ever since I turned error logging on. I'm wondering if there are errors in existing ships that could be fixed.

Hook
 
No once the model has been converted there is really no way to fix it.if it was a problem with the models the game wont run.It could be a issue with you vid card and direct X.because they are shaders.And that would be why they are in you sys log.
 
Great teamwork Inzane an Cap'n Augast <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> along with all other mates,am impressed with your determination to get this awsome ship in game, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
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