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New piratess character model

Discussion in 'Build Beta and Brainstorming' started by Grey Roger, Oct 2, 2017.

  1. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    @DeathDaisy:
    Checking that model with "Animation Viewer", she seems to work with "man_woman_sit.ani", which makes her similar to "50_33_40Claire". If instead I copy the basic "33_Piratess10" model and change the copy to use your new texture, that works with "33_Piratess10.ani". Apart from anything else, that has a more comprehensive set of animations - you could assign that model as governor of a captured colony, for example, whereas "man_woman_sit.ani" lacks some animations which mean "50_33_40Claire" might not work very well as a governor.

    Also needed are a head model and head animation file so that the character's "talking head" animation can appear when you talk to her. Easily enough done - the head model is simply "h_33_Piratess10.gm" copied, renamed and edited to use the new texture, and the head animation is just "h_33_Piratess10.ani" copied and renamed, no editing necessary. (For a talking head animation, every model must have its own head animation file. It doesn't need to be specialised, it just needs to exist - if your model is based on another existing model, then your model's head animation can just be a straight copy of that model's head animation.)

    I've created a new model file based on "33_Piratess10", using your texture, and also made the head files. Now she just needs one more thing from you - a description! For Hilda to appear in the game, she's going to need an entry in "PROGRAM\Models\initModels.c". As a minimum she'll need something to go into the "model.description" line.

    But if you look through some other model definitions, e.g. "lizswann", you'll see a whole lot of other lines which can give a character some backstory, a ship, or a default start date, all of which will show up when you go through the characters while setting up a FreePlay game. It's up to you if you want to add any of those to make Hilda more distinctive. If you at least add "model.name" and "model.lastname" lines then she'll show up in the "Named" category during character selection - much easier to find than searching through all the "Unnamed" types! If you add the "model.storytitle" and "model.storytext" lines then she'll show up as "Specific" instead.
     
    Pieter Boelen likes this.
  2. DeathDaisy

    DeathDaisy Freebooter Storm Modder

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    Nice, glad you like her enough to go through those hoops xD I'll try and come up with something reasonably interesting! Guess I should fix some portraits too :)
     
  3. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Try this. Your texture, my models, and a prototype entry in "initModels.c" which for now is little more than a copy of the original entry for "33_Piratess10" but which should at least allow Hilda to appear. That should be enough to either play Hilda in a FreePlay game, which in turn should allow you to get a screenshot suitable for the interface portraits.

    If you're going to make the interface portraits, you'll need to make them at least number 568. Almost all numbers up to and including 567 are already used or are likely to be used by someone else. And that means you'll need to edit "RESOURCE\INI\INTERFACES\pictures.ini" - go down to the bit which starts "[FACE128_567]", copy that section, and make a new one for "[FACE128_568]".
     

    Attached Files:

  4. DeathDaisy

    DeathDaisy Freebooter Storm Modder

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    I have kinda claimed 700+ for some characters I've made which I haven't shared yet because they're not finished/for future quests/just for trying things out :p which reminds me; I discovered that my portraits aren't square in the game, the large one shows as something like 256x160. Is this just me messing something up with the widescreen when installing, or is it knows behaviour I should have in mind when making the portraits?

    Also I've been thinking while texturing that some UV maps don't quite work for what I want to do, with parts overlapping in ways that make sense on low res textures but is kinda limiting when working with higher res. Theorize that I get hold of maya 5, how much can I change on a model before I have to re-rig it? adding geometry obviously needs new skinning, but tweaking the UV-map is usually okey? sometimes it works when removing geometry too, but I guess I'll have to test it if it gets to that. or is the rigging straight up lost when exporting as obj to start with? :type1

    Turns out the Blaze siblings don't have their own heads :(

    Anyway, I'll return soon with some content xD
     
  5. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    No idea. I can't even check them for wide-screen compatibility because I don't have a wide-screen monitor. But basically, there should be three versions - 256x256, 128x128, 64x64. Resizing isn't enough, you need to clip the picture to a square frame (any size) and then scale it down. Save each version as .tga format, then use TX Convertor to convert them to the game's .tga.tx format.

    Failing all else, upload a screenshot of the character with decent lighting and I'll see if I can clip it into some interface portraits. As a check, start up a game with the "Ardent" storyline - the models for both Charles and Helen are my work, as are their interface pictures, so if their portraits show up correctly on your wide-screen system then anything I do for Hilda should work as well.

    Someone else will have to help with that as I don't know what a UV map is, and Maya is something that happens to other people as well...

    They should have! Have you installed the latest version of the post 31st August fixes? The heads for the Blazes (and some other, naval Blaze variants) are in there.
     
  6. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    I think @DeathDaisy means the Devlin models; those are from AoP:CT and indeed do not have talking heads.
     
  7. DeathDaisy

    DeathDaisy Freebooter Storm Modder

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    Assymetric portraits.png
    They don't seem to be working properly either o_O It's the same thing in other menues and seems to happen with all characters. The 64x64 portraits do seem to work properly. No idea what I've done to cause it, except misclicking or messing something up when installing

    3D modelling is purgatory :ko

    Peiter's right, my mistake :facepalm

    Anyway, here's a description for Hilda while I work the portrait problem out!
    Code:
    model.description =  "Piratess with a stylish purple coat";
        model.id    =  "HildaPiratess";
        model.FaceId    = 701;
        model.nation    =  FRANCE;
        model.price    =  2000;
        model.assigned    =  true;
        model.sex    =  "woman";
        model.ani    =  "33_Piratess10";
        model.height    =  1.75;
        model.name = "Hilda";
        model.lastname = "Sparre";
        model.storytitle = "The Road Back to Greatness";
        model.storytext = "You are a noblewoman, part of Sweden's most ancient nobility, but the reign of Charles XI had come with ever diminishing power and privilege. Conspiring to take back what was lost, you instead found yourself on the run from a death sentence. With nowhere else to go and hunted by the king and his allies, you fled to the New World.";
        model.playertype = PLAYER_TYPE_REBEL;
        model.difficulty = DIFFICULTY_MARINER;
        model.Flags.Pirate = 19;
        model.Flags.Personal = 31;
        model.ship = "Lugger1";
        model.shipname = "Robber Queen";
        model.date.hour = 7;
        model.date.minute = 12;
        model.date.sec = 30;
        model.date.day = 24;
        model.date.month = 10;
        model.date.year = 1694;
        AddCharacterModel(model);
     
  8. Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

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    I think that's just how this game reacts to widescreen resolutions. The widescreen patch in the installer only makes minor tweaks, such as making the sun and moon less elliptical, but most of the interface remains stretched. It would require a major overhaul to fix this properly.

    Now that's not entirely true... but Maya 5.0 can be a royal pain sometimes, I'll give you that. :wp
     
  9. DeathDaisy

    DeathDaisy Freebooter Storm Modder

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    Aha, that explains it. I can stop troubleshooting like a fool then :p Portraits on the way, I suppose!

    It can be a lot of fun (when it works), I just find rigging incredibly tedious :p
     
  10. Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

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    Character rigging certainly IS tedious. Even converting PotC characters for New Horizons Remastered involves rebinding the mesh to a skeleton, and while the automatic option makes a fairly good attempt, there's still some manual tweaking to do. :facepalm
     
  11. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Indeed there's no easy solution to the stretching in the interface.
    You can set your game resolution to your desktop resolution though.
    That helps with the portraits during actual play, even I the full screen interfaces remain as stretched as ever.
     
  12. Homo eructus

    Homo eructus Freebooter Storm Modder

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    Never bothered me tbh. In fact, I only noticed it when you pointed it out.
     
  13. DeathDaisy

    DeathDaisy Freebooter Storm Modder

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    I know right :ko

    I'm so sorry :eek:

    Anyway, attaching some portrait files!
     

    Attached Files:

  14. DAT66

    DAT66 Sailor Apprentice

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    Cant unzipp. :shrug

    Like the idea of better looking mates, especially in 3D sailing.:onya But my officers could need a "Face Lift" too.:aar
     
  15. DeathDaisy

    DeathDaisy Freebooter Storm Modder

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    Do you have winrar or 7zip? I don't think winzip or windows built-in zipper can handle rar-files
     
  16. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    @DeathDaisy: Those portraits look great! I've renumbered them to "face_538" to fill in one of the few remaining unused slots below 567. Now Hilda just needs a description to go into "initModels.c"... (And any other attributes you want to set. They'll then become her default settings if you pick her as your character for a FreePlay game.)

    @DAT66: indeed 7-Zip will handle .rar files as well as many others, and it's completely free:
    7-Zip
     
  17. DAT66

    DAT66 Sailor Apprentice

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    :ahoy:pirates, :rumgone ?

    Thank you very much for your advise (not sarcastic:oops:), Yes i use 7zip!
    Even released my first mod as .rar to avoid that users install the main zip instead of the containing zip's that belong into the Game.
    This is the message i recive, the 3rd time now.
    Piratess.jpeg
     
  18. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Strange, as I successfully opened the archive using 7-Zip. Have you an up to date version?
     
    DAT66 likes this.
  19. DAT66

    DAT66 Sailor Apprentice

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    Great, stupid me:oops:; seems not the only thing getting old. Now it works. THX and sorry for disturbing.
     
  20. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Oops! :oops: I didn't notice that such a description had already been posted. So, this ought to contain everything needed to play Hilda Sparre, former Swedish noblewoman and now anti-French rebel.

    Oops 2: it turns out that "RESOURCE\INI\INTERFACES\pictures.ini" wasn't as complete as I thought, and had no entry for "FACE128_538", so Hilda's face doesn't appear in the character selection menu. If you've downloaded the zip, please download it again - the revised version includes an updated version of "pictures.ini".
     

    Attached Files:

    Last edited: Oct 4, 2017
    DeathDaisy, Pieter Boelen and ANSEL like this.

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