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Capt Jack Sparrow

LongTom

Landlubber
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I tried to put Jack Sparrow from Build 12.1 into AOP but have some problems. Looks a bit strange <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

It accepts the textures (tga.tx) but i think there is a prob with the gm. (i have no idea about modding..just tried to copy/ paste).

The texture is on the char but the whole animation is screwed up. (i already changed existing chars like the pirates etc in AOP..no prob...but in order to use a totaly new model..i have no idea)


pls if anybody has a elegant solution i d be very happy...if a change of the base-model d be necessary with maya or so..then i have 2 give up..no experience with such stuff <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />


<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

greetings from switzerland
LT
 
you need also to copy the animation man.ani from potc and paste them in aop, because the animations from AOP en POTC are differnt.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

thx Thomas for your fast reply. Ehm..but if i take the ani from potc...wont the new ani in aop collide with the key mapping. in potc i always used the mouse to control my char and now on land the direction-keys. does the ani support this kind of moving? sidesteps etc?

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
LT
 
The .ani file has nothing to do with the key mapping. However make sure that you don't overwrite the AoP files, because otherwise all OTHER characters would be animated inproperly.
 
But if you rename the file, I think the game would try to load the man.ani instead. Unless you can somehow set the animation file for the model. Not having the game myself, I haven't got the slightest idea if that is possible or not.
 
ok thx...i ll have a look into the ani files <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> and make a backup hehe


cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
maximus succeeded in putting an AOP char in POTC with those ani files, can`t you ask that to him pieter?
 
He made the AoP models use the new_man.ani and new_woman.ani. I don't know if you can do that in AoP; I don't know how much you can modify the code.
 
It has been my experience that if you use the "tool" to import then export .gms it has a wicked bad habbit of remapping/unmapping/flipping coordinates on the stock UV's. This is why I could not convert my 3ds files back to gm's as my maps would get tottally jacked up. (I dont know if this applies to what your doing, but it could be).

Supposedly if you use the Maya plugin from akella on 4.5 this does not occur. Heck even beyond that if you had maya/poser/gesturemax you could not only create all new content but properly keep it mapped and export the propper bone coord's and .ai files as well. (akella I believe uses poser and a tool called gesturemax for all there char models). The only trick would be to decipher in code what locators for bones are called during what actions so if you hit jump... your character dosnt geek out and scratch his ass.

I spose you could get around this too by just simply importing in one of the stock .ai's and keyframing around that in reduced scale... (by god I will have those little midshippmen in meh game!).
 
For AoP -> PoTC, i suspect its just a matter of running the bone tool and setting new locators to a more appropriate location for the PoTC animations. Probably going to be the same way on the reverse... remapping the bones to the model of JS. If the maps are getting jacked around... then its prob the same issue I was having with the tool loosing/messing with the UV coordinates; or not forcing a 2d object (so you can see through the model, or the model is being painted on 'inside'); which totally geeks out the stock UV.
 
bump ^^^^^^^^ hey guys awsome idea converting it try an keep this at the top so we get some majors look at this!!!!!!!
 
Yeah u can indeed make new animations, i know someone was succesfull in making new characters already will see if i can reach him but can be sometime since he just went on vacation. Heck he even put himself in the darn game lol
 
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