• New Horizons on Maelstrom
    Maelstrom New Horizons


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New Characters

SupaDupaDurnyDoo! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Incredible! That Davy Jones really - does - look - good! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
What exactly is new with that Jack Sparrow?
We're getting waaay too many Jack Sparrows, so I think we need to decide on the versions we'll eventually use. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I like that Jack Sparrow! Very good!

I think we should use this one. It is looking rather good. I just need to tinker on it's texture though <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Then I have another request for you <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
I would like to see a bigger variation of soldier models, especially for the periods from 1680-1800. Could you give one soldier_eng model the hat of corsair1_2 for example. And could you give another soldier_eng model the hat of Offic_fra? That would create some difference between the soldiers.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> ,

Sorry for the delay with releasing Jack.....been having a fit of stupidity, renamed the damn model in Maya...hence when exporting and testing I was still getting the same problems as before because the game wasn't using the new model <img src="style_emoticons/<#EMO_DIR#>/icon_redface.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="icon_redface.gif" /> . So I've been pratting around all day trying to fix something that was already fixed.
Anyway it's OK now. Upload it as soon as poss.
Pieter.. the difference is that he works properly now and I added the cuffs & sash off Sir Christopher Mings Mad Jack model.
So credit for the model should also go to Kazeite for making him in the first place and Mr Mings for the parts added.

Thomas... if you feel the urge to tinker with the texture you may as well do the portraits for it too <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
As for soldiers .. Yes,we could do with some new models, there are far too many 'I remember Jack Sparrow as whatever' texture variants.
Give me some pics for reference please Thomas & I'll see what I can come up with for you.
We could use the AOP ones as well but they look a bit naff in my opinion.

On another note, this is another little project I've been messing about with...
[attachment=2221:Tia_Dalma__WIP..jpg]
Early stages but it taking shape I think.(Nice girl ,but she had the worst case of crabs I've ever seen <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />).

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.

Jack is uploaded now ...in my fixed characters folder <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I love Jack and Davy, I am curious of what you are making now <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
You'd have recognised her with more hair

[attachment=2224:Tia_Dalma_crew.jpg]

Face isn't too far off though....is it?
 
Thanks for fixing Jack then. Having a proper non-huge one is going to be brilliant!
The Jack Sparrow variants aren't used as soldiers, though.
Good job on Tia Dalma. I REALLY hate her since AWE though. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
Hi,

Is anyone else trying any character work? It'd be easier learning all ths stuff if I'm not doing it alone.

I have one project that I keep having a go at 'a dog - Rottwieler'.
The model is done(from another game)...skeleton is done(by me), I'm just trying to add the ik handles etc. to get it moving then animate it.
So hopefully..... with the assistance\cooperation of 'Leaya',my German Shepheard, I'll be able to get a reasonably good animation.
Once that is done I'll try some human animation.....climb & carry etc. That is in amongst other present character & location work.

damski.
 
MMMM, I think it would be a little easier if there was some kind of guide how to. Because you now have the knowledge but I have no idea how to model myself. I do think you are doing a wonderfull job though!

I hope you can get those things working, maybe we can implent a dog as officer, or just for on the streets. (you sometimes hear a dog barking in the ambient sounds.
 
Sir Christopher Mings did some character work a while ago, but he seems to have disappeared again.
High Sea Lass, Nathan Kell and Catalina the Pirate also did character work, but that was fairly long ago.
 
<!--quoteo(post=295149:date=Jan 2 2009, 02:23 PM:name=nico)--><div class='quotetop'>QUOTE (nico @ Jan 2 2009, 02:23 PM) <a href="index.php?act=findpost&pid=295149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry, but how do we use into the Davy Jones?
That is, choose menu of the game?

PS: I have downloaded the zip file.<!--QuoteEnd--></div><!--QuoteEEnd-->
You need to place model files (*.gm) and texture files (*.tga.tx) to those directories:
character model (<name>.gm) to *\RESOURCE\MODELS\Characters\
character head model (h_<name>.gm) to *\RESOURCE\MODELS\Heads\*
character textures (<name>.tga,tx) to *\RESOURCE\Textures\Characaters\*
character interfaces (<number>.tga.tx) to *\RESOURCE\Textures\INTERFACES\PORTRAITS\64(128;256)\*

and then add something like this to *\PROGRAM\Models\initModels.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    makeref(model,Models[n]);
    model.description =  "description";
    model.id       =  "<character model name>";
    model.FaceId    = <Character interface number>;
    model.price       =  750;
    n++;<!--c2--></div><!--ec2-->
 
Hi,

It's about time The Burning Brigg opened it's doors ingame.
So it's under construction.(Based on the AOP4 Inn picture)
[attachment=2247:The_Burning_Brigg.jpg]

Let's hope it will go ingame properly somehow.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
Very cool! Perhaps you can somehow figure out how to add it in a jungle location? There'd be space there...
Only problem would be the collision detection, unless you place it at a spot where otherwise you can't walk anyway.
 
Hi,

The only way to add it with collision data is to make a walk patch for the location to go with it. It's only the path that stops you going through anything.
I've got Greenford split up in Maya at the moment, So I'm going to have a bit of experimenting with exporting that. Just have to work out how to do it , comparing it with the help file location,...I'll then have a go at extending the town and add it somewhere there probably. If that all goes well....were in buissiness with altering anywhere else properly.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
That would be cool! I hope you succeed!
Are you able to modify walk patches at all yet?
Otherwise you can always add the building to a location where there is a place outside the walk patch where there's nothing else anyway.
 
Hi,

Well I've just created my first files using patch creator and grass generator ....so I'm off to get modeling and I'll let you know soon <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Oh...exported the AOP help file town OK too.
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski
 
That would be very usefull indeed. And the more important, do you know how to make .COL files for them, the lighting files?

Nice tavern btw.
 
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