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Notice FTP, Akella Modding Tools and Help Files

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
This thread contains links and passwords to the FTP and the modding tools and help files provided to us by Akella and seaward.ru.
Lots of thanks to Edward Zaitsev from seaward.ru and our members @Peter Willemoes and @Adamski62 for making this possible!

UPDATE 19th November 2016:
The old FTP sites originally mentioned in this thread have been retired, with all files now available either from the PiratesAhoy! Cloud or a new FTP hosted by @mbowen89.

New builds are uploaded to the Cloud site, which also hosts the Akella modding tools.
The new FTP is for more general use across all PiratesAhoy! projects, but for the sake of security, the login details are only available upon request.
(Please contact @Pieter Boelen or @Armada if you want access.)

All links below are up-to-date as of 9th June 2021.

Tools and Programs:

- Maya 5.0 Modeling Program
Maya is now only available on request. Please contact @Armada for more details.
Very old version of Maya that works with the GM export plugin (see below).

- Maya 5 Plugin, Tools and Sample Files
Password: ksowplzk2lsdj3q7ksksp
Contains GM export plugin required to get models from Maya into the Storm Engine.
Courtesy of @Eddy Zaitsev from Seaward.ru .

- Maya 8.5 Plugin
Contains GM export plugin required to get models from Maya into the Storm Engine.
Courtesy of @mitrokosta from Blackmark Studios.

- GM Viewer
Opens native GM model files used by the Storm Engine, and can export them to OBJ format.

- Inez Dias' TOOL
Custom application that can open and edit GM files.

- TX Converter
Converts textures between TGA and the Storm Engine's native TGA.TX format.

- HEX Editor
Opens GM files and allows textures to be swapped for others that have a filename of the same length.

- Animation Viewer
Plays animations applied to certain GM files, such as character models.

- Sailor Tool
Opens ship models and allows creation of Sailorspoints walk files for the Age of Pirates games. These files can be converted for use in PotC (see below).

- Walk Files Converting Tool
Custom application that converts between AoP Sailorspoints files and PotC Walk files for ships.

- PotCWalk
Custom application that generates PotC Walk files for ships.
(NOTE: We advise using the Sailor Tool instead, but this program is listed for completeness.)

Help Files:

- Example Ships
Contains Maya files for some stock PotC ships, demonstrating locator names and hierarchy needed for correct GM export.

- CoAS Help Files
Contains Maya files for various CoAS models, including a character, ship, weapons and locations, all with their respective locators.

- Animation Help Files
Password: sldjfpedkeitgg23kkds
Contains Maya files for fully-rigged Blaze and Danielle character models from PotC, including all their animations.

- Head Help Files
Contains Maya files for all PotC animated character heads, including their animations.

- Corsairs Character Animations Maya Files
Courtesy of Shoma.an from Blackmark Studios

- Corsairs Terrain and Locations Maya Files
Courtesy of Shoma.an from Blackmark Studios

- Corsairs Extra Character, Location and Ship Files
Courtesy of Shoma.an from Blackmark Studios

------------------------------------------------------------------------------------------------------------------------

ORIGINAL ANNOUNCEMENT:

Thanks to Peter Willemoes' hard work in public relations with Akella and seaward.ru, we have now been given the modding tools that Akella and Seaward.ru use to develop models and textures for the official Storm-engine based games, such as Pirates of the Caribbean, Age of Pirates and the upcoming City of Abandoned Ships. This is what Seaward.ru spokeperson Edward Zaitzev has to say about these tools:
ConvertorTX.exe - Texture convertor from .tga to .tga.tx.
gm_view.exe - Models viwer for .gm.
potcShips1.rar - Initial files for sloop and frigate.
SailorTool.rar - Tool for set the sailor's path on the ships.

Dir Maya - Maya plug-ins.
GrassGenerator.exe - Tool for convert grass on land location. The grass is necessary for unloading from Maya with collisions!
PatchCreator.exe - Tool for convert wolking patch on land location.

Dir Maya5.0 - Attention. Files on this directore must copy into the Maya 5.0 (or Maya 5.1). Copy files from bin to bin directory Maya. Copy files from scripts to scripts directory Maya.

How to include plug-ins in Maya.
Window-]Settings/Preferences-]Plug-in Manager. Set the SD2AniExport.mll and SD2GeoExport.mll.

How export .gm file from Maya.
File-]Export Selection. Press Options. Set Build BSP for export with collisions. Choose Product and press Export selection. Set path to .gm file and call it. Press Export.


I think now it is necessary to understand that you have received. I am ready to answer your questions in process of their occurrence.
Some tools are meant for use with Maya 5.0, which can be found on the PotC FTP.

Now we need to figure out how to use these tools for making proper ship, character and location models. Please post here with your comments on the tools and any problems/questions that might occur. Then we can try to figure things out for ourselves or otherwise ask Mr. Zaitzev for help with using them.

Peter Willemoes wrote:
I have tried to get the readme.txt-file translated with the babelfish-link (thx Julian) but it is half pure nonsense, half my guessing. Also, I dont know anything about working in Maya or the file-extensions mentioned here. If anybody would like to try translating the original text or make something out of this, you´re MORE than welcome! :D

Code:
Plugin for Maya v4.0 and v.4.5

The plugin consists of 3 parts.
2 of them are Maya-independent: it is necessary to copy export.dll into the folder AW\.Maya4.?\.bin\SD2GeoExportMel.
It is necessary to copy mel-files into folder AW\.Maya4.?\.scripts\.others\
This part of the plugin depends on the version of Maya and if there exists a MAI 4.0 and 4.5

Copy D2GeoExport.mll into folder AW\.Maya4.?\.bin\.plugins\Exported objects:
- polygonal mesh.
The material must be assigned to the object:
-.Pyuong
-.Lamber
Incadescene is more than zero for the materials, which emit luminous energy.

Value
- energy density per unit of area.
CosPow is assigned the spread of the outgoing directions of photons relative to the standard of the vertexes of triangle.
Object must contain mapping. To each UVSet, you must be (prilinkovana?) its texture.
-.map (compulsorily?) - base texture.
-.bump (optionally) the color of the pixels of this texture will be (znakovo?) added to the color of the pixels of base texture.
- if the additional mapping is not necessary its UVSet, it is possible to use field Bump Mapping in the editor of the materials of Maya.

Additionally, mapping considers place2dTexture = transformation of the textural coordinates:
Repeat UV = tayling of textural coordinates

Offset = displacement of mapping

Rotate UV = turning of textural coordinates; all the remaining options in place2dTexture are not considered.

Locator in the scene = indication that everything which to it fastened will be unloaded into the separate file of geometry.

Other locators, that are fastened to the geometry, create separate file - the means of the formation of hierarchy.

The triangles of object have VertexColor. In Maya, it is not originally vertexColor that determines the vertex.
In this case, it is the unloaded value ARGB = of 255,127,127,127.

Color of vertex = coefficient of the diffuse component of material.

During unloading of objects with those painted vertexColor´ami object, it is necessary to triangulate before the unloading.

For unloading the geometry it is necessary to isolate the locator, to which this object is attached.

For unloading the locators without the geometry must also be isolated.

Object cannot be unloaded, if the material texture is not assigned.

Materials with two textures cannot be placed to the object with one mapping.

In the object it is not possible to combine triangles with one or two uVSet'ami.

During unloading of the geometry in parallel are created atg-files, into which are written the obtained errors and information about the exported objects.

"Incadescene is more than zero for the materials, which emit luminous energy. "? Any rocketscientists out there? :D
 
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Hi,

If anyone wants to have a go at animation Just PM me and I'll help all I can....as for posting a tutorial it's too complex to explain in a post, it's taken me months of experimenting to learn.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
The opening post has been updated with the Build FTP login details.
 
Of course all the above links are unavailable now! I have to fix that later... <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Links in opening post are fixed. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Thanks to Damski62 and seaward.ru we now have "Head Help Files"! See link in opening post! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
The heads help file is corrupted. Just so you know, Pieter. I've tried downloading twice now with the same results both times. Gives an unexpected end of file error when I try to test or extract it.

Cap'n Drow
 
And so it is; apparently something went big-time wrong. Working on sorting it now.
 
File's replaced now. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Excellent, much better.

Thanks, Pieter!

Cap'n Drow
 
Due to a demand from the community, I have posted the link for the DelftShip program! :D

DELFTship free

In order to download the free version, you must register on their site and log in to access the downloads page. Don't worry mates, its free to register too. They just want to keep stats on how well their product is doing and to be able to email you with software updates... though the updates are for the versions you have to buy. Basically, the free version doesn't have the ability to design and install hull interiors like compartments, bulkheads, engines, etc. But that's no loss for us... we're just using the program to model perfectly accurate ship hulls, aye?
 
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Cool, Commodore! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
You mean 3D ship model hulls? You'd need to convert them to GM, either with Maya or Ines Diaz' TOOL. Maya works better.
 
Check the first post in this thread. The passwords are there. You can find Maya on the PotC Files FTP in the "Maya 5.0" folder, if I recall correctly.
 
I updated the opening post with the important content from <a href="http://forum.piratesahoy.net//index.php?showtopic=11470" target="_blank">this old thread</a>.
 
I can export, but not import .gm files to maya. Do I really have to use tool for converting to .vml? It ruins all information..
 
I think you can export to OBJ with the GM Viewer and import that in Maya.
 
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