• New Horizons on Maelstrom
    Maelstrom New Horizons


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Maelstroms and Maya

<!--quoteo(post=246164:date=Mar 18 2008, 09:16 PM:name=bonjourmonami)--><div class='quotetop'>QUOTE (bonjourmonami @ Mar 18 2008, 09:16 PM) <a href="index.php?act=findpost&pid=246164"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone know how to export things from Maya properly on PA and if there is someone HELP!!!<!--QuoteEnd--></div><!--QuoteEEnd-->The only person who I KNOW can do it is Inzane. I recommend you try to send him a PM. Other people have tried export from Maya properly, but so far without any luck.
 
<!--quoteo(post=246244:date=Mar 19 2008, 07:53 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 19 2008, 07:53 PM) <a href="index.php?act=findpost&pid=246244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->..but so far without any luck.<!--QuoteEnd--></div><!--QuoteEEnd-->

From my experience, ye don't need any luck. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> All we need is knowledge. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> (yep that's typical hit-the-rig case)
 
Knowledge on the matter. Now that would be MOST welcome! <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Like I said elsewhere, currently I have no means of running 3DMax, and probably not Maya as well, so I can't even try to figure the export problem by myself.

Anyway, so, you've removed lamps on the railings, huh? Can't say I blame you, since they technically aren't present on the DMC <i>Pearl</i> - only CotBP <i>Pearl</i> had those, and since the game was supposed to be the prequel to the movie, well, I've included them as well <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And as long as you're adding damage, remeber that one of the big lamps was destroyed as well. Also, one of the steering wheel spokes was shot off <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

What else... oh yes, the banister. I actually added one myself to my model as well, but haven't managed to figure out export process before I had to move... Anyway, Ii think it looks a little bit too detailed... but you all know how I dislike poly-intense models <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Since you've removed the boats, the poly increase shouldn't be too dramatic, though...
 
strangely sounding remark, to say the least. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Back to the Maelstrom, the way they make the sea in the game is an array of triangle polygons animated to look like sea, at least that's what I read in a book.
Anyway I was thinking was, would it be possible make a maelstrom in the same way?
 
If you can find a way to manipulate the sea's triangle polygons, yes. In theory it can be done. The main question is: can it be done in the Storm 2.0 game engine? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Hi,
Just a bizzare though here......but in order to make the mealstom turn, could the mealstrom model be connected to the AOP windmill model if that was layed on it's back?. Thats supposing it could be located in the sea. It would have to be a location that is teleported to though ....I think.

Well.. back to the looney bin.
damski.
 
One thing that might work is indeed taking something like a mealstrom-looking windmill and put that around a deck location. You can't actually sail into the maelstrom in 3D sailing mode, but you <i>would</i> be able to stage a boarding scene there. Might work. Good idea. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->One thing that might work is indeed taking something like a mealstrom-looking windmill and put that around a deck location.<!--QuoteEnd--></div><!--QuoteEEnd-->
In that case, I would suggest to look at the code that is used for creating rivers at Redmond (in PROGRAM\Locations\init\Redmond.c), as well as the related models (in RESOURCE\MODELS\Locations\Town_Redmond\whatever) and the related files (in Modules/techniques, those can be opened with Notepad.) If you mix this and the windmill code you might be able to create your gigantic whirl, around a deck location.
 
the rivers use the same water as the sea, as far as i'm aware. making a fixed whirlpool and attaching it to the windmill animation might work better, though it wouldn't look as good.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the rivers use the same water as the sea, as far as i'm aware.<!--QuoteEnd--></div><!--QuoteEEnd-->
No they don't. Apart for the river in the AOP towns. Look carefully at the rivers in Redmond, and at the way it's coded. It's simillar at the waterfall near Douwesen, and at some water pounds in several caverns : completly different of the sea. And characters don't swim in it.
 
well, it's not like i can sail a ship in them, so i didn't really check. <img src="style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
One thing's for sure: it would definitly be interesting to have some experimenting with this. There might be some options there. So would anybody be willing to give it a try?
 
Does anyone know how to apply textures to character models and how to arrage the animation skeleton? Because if I find out how to do those 2 things My Inspector Gadget model will be on the FTP today or tomorrow!!! Yahoo!!!
I've finished the model and have managed to export it from Maya, I just need to texture it and figure out how to get the skeleton to be attached to the arms.
 
Send a PM to Sir Christopher Mings or Ines Diaz; they'd probably know best.
 
Hi,
Bonjourmonami.....Inspecter Gadget is done now,with animation, so you can have him back now <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

[attachment=1988:Inspecter_Gadget.jpg]

Now get making some pirates please <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
LOL. So would we be able to get him in the game? That'd be REAL interesting! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
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