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    Maelstrom New Horizons


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Realistic Fortifications

<!--quoteo(post=139226:date=Feb 10 2006, 06:56 AM:name=´Chocolate` Bill)--><div class='quotetop'>QUOTE(´Chocolate` Bill @ Feb 10 2006, 06:56 AM) [snapback]139226[/snapback]</div><div class='quotemain'><!--quotec-->ok, check your emails agin, its converted without having any problems. should work perfectly<!--QuoteEnd--></div><!--QuoteEEnd-->

Did you test it ingame, it makes it crash really bad, somehow converting it to gm is not enough, maybe it has to do with the dummy object that parents the rest of the keep´s parts.

Is there a procedure or a list of things necesary to put models ingame?
 
ok, wait, i'll test something else =)
hm, something there must be wrong... wait. i'll check this out and try again, but later, have to go now
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=139238:date=Feb 10 2006, 11:05 AM:name=´Chocolate` Bill)--><div class='quotetop'>QUOTE(´Chocolate` Bill @ Feb 10 2006, 11:05 AM) [snapback]139238[/snapback]</div><div class='quotemain'><!--quotec-->ok, wait, i'll test something else =)
hm, something there must be wrong... wait. i'll check this out and try again, but later, have to go now
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

We have a serious problem here. There must be a list of things a proper PotC 3D model must have and I am not doing at least one of them. Does anyone knows how to create a PotC model all the way to the end from point A to B?

Please help us.
 
keep up the good work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> it looks very well!
Can't wait for the keep to be ingame!
 
<!--quoteo(post=139359:date=Feb 11 2006, 01:04 PM:name=bremg)--><div class='quotetop'>QUOTE(bremg @ Feb 11 2006, 01:04 PM) [snapback]139359[/snapback]</div><div class='quotemain'><!--quotec-->keep up the good work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> it looks very well!
Can't wait for the keep to be ingame!<!--QuoteEnd--></div><!--QuoteEEnd-->

That my firend is a problem because I just don´t know how to make it work, the game crashes on me as soon as I look at the model. of course I don´t get to actually see it because loading the model is what makes the game crash. The weird thing is that it loads in the Gm viewer pretty well

Any suggestions on how to fix this?
 
<!--quoteo(post=139306:date=Feb 10 2006, 10:36 PM:name=Capitan Caceres)--><div class='quotetop'>QUOTE(Capitan Caceres @ Feb 10 2006, 10:36 PM) [snapback]139306[/snapback]</div><div class='quotemain'><!--quotec-->...
We have a serious problem here. There must be a list of things a proper PotC 3D model must have and I am not doing at least one of them. Does anyone knows how to create a PotC model all the way to the end from point A to B?

Please help us.<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm no expert when it comes to 3-D anything, but I believe your model is missing the walk file.

The GM viewer shows what the model will look like, but in game, your character (& camera) has to be able to move around/within the model.

The walk file maps where a character can stand and walk.
The scene can't load and the game crashes without it.
 
So if you add any walk file from another ship/location, will that work?
 
I would think the walk file has to match the model.

Otherwise you would be walking above or below parts of it and going through walls which would then be invisible when seen from behind.
 
Of course. But then the game at least wouldn't crash, right? Then you can see if the model works at all. And after that you could make a walk file that is actually appropriate to the model. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Worth a try <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Can't crash the game any worse than it already does. ... Or can it? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Right now I have 2 projects.

1. Replace/Modify the forts ingame, so far I have one full replacement for the one at Redmond, but it makes the game crash.

2. Creating replacement models for CouchCaptain Charles building mod.

So what I need is a PotC modding for dummies. I am not entirely iliterate when it comes to 3D stuff, but I don´t know how to create the walk files. Does it have something to do with the small green box that parents all the model pats?
 
For the buildingset you won't need any walkfiles or patches, just a .gm model. (That's why I chose the weird method of making those buildings as bladeitems) So if your keep shows up in the GM viewer I can try to get it working. Can you put the .gm model(s) on the FTP? Or mail them to me, I'll PM you my adress.
 
<!--quoteo(post=139620:date=Feb 14 2006, 02:51 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Feb 14 2006, 02:51 AM) [snapback]139620[/snapback]</div><div class='quotemain'><!--quotec-->For the buildingset you won't need any walkfiles or patches, just a .gm model. (That's why I chose the weird method of making those buildings as bladeitems) So if your keep shows up in the GM viewer I can try to get it working. Can you put the .gm model(s) on the FTP? Or mail them to me, I'll PM you my adress.<!--QuoteEnd--></div><!--QuoteEEnd-->

I have the Keep in GM format, I will send it as soon as I get your adress.

Does the fort need a walk file?
 
Adress sent <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

A complete new location would need a walkfile or patch, locators, lightingfiles etc. All this CAN be done with Inez Tool, but don't ask me for details, never made one, and it seems that NOBODY ever made one.

The Buildingset buildings are characteritems like swords, so they don't need all that stuff, no matter how big they are. Big disadvantage: there is no collisiondetection, you can walk right through the walls.
 
I think you should replace RESOURCE\MODELS\Islands\Redmond\Redmond_fort1.gm and maybe also Redmond_fort1_locators.gm.
 
I am currently making a new fort (with an existing model) for Philipsburg/St Maarten. It doesn't shoot yet, but here is what I have done so far:

Open the modelfile that you want to replace with Inez Tool

Click Scene/edit scene

click on "Original" and note the displayed coordinates


Copy your .gm model into the appropriate models\islands\xxx folder

Give your new modelfile the filename of the original fortmodelfile

Now open this one with the tool, use edit scene

click on "Original", enter coordinates that you have noted from the original and click "Move"

"Save as GM"

Now you should have a new fortmodelfile that places your model at the site of the old one. Some trial and error finetuning of the coords may be necessary.

The position of the guns(or rather the muzzleflash, there are actually no guns) is being determined by the locators in the xxx_fortlocator.gm file. To change them open it with the tool, click view/locators and overwrite the x y z coords in the list.


Got your keepmodel, thank you. It looks beautiful in the GM viewer, and I'll try to get it into the game tonight or tomorrow <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I am going to try that right away, thanks a lot.

I will let you know the results.
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I just tested it and it was the same cursed result, I understood the coordinate tuning, but I don´t need to change the coordintes in the tool because I have already positioned my model in 3d max, so it fits the same spot as the original one, as a matter of fact, the coordinates of my model are almost the same as the original redmond fort, only differ in a few numbers.

Now I have one more doubt:

Redmond fort is made up of 2 meshes, the fort itself and the gatehouse, when importing into 3D MAX the fort name is VISF01 and the gatehouse name is VISF02 plus a "dummy object" that serve as a parent for both of them named V2Grp01, but when I open the same model in the tool, the names are pCylinder1 and Vorota_1 ????????? the weird thing is that when I open my model with the tool, the names are the same I geve them in 3D MAX.
 
PROGRESS !

I think your keep model crashed the game because it has been converted as CHARACTER model. At least it had locators called Saber_belt, saber_hand, gun_hand etc. , and only characters should have those.

If you work with a NONcharacter model in Inez Tool you must check the "ship,item,location" option at the right margin. Otherwise your model will be converted into a character that requires such stuff as the mentioned locators, bonestructure, animation etc. I think your keep causes crashes because those things don't exist (properly), or the program get's confused cause a charactermodel is used for an (building)item.

I managed to let your keep appear without crash this way:

Checked "ship,item,location"

Opened b_keep.gm with the tool and saved it as Vrml

opened that b_keep.vrm and saved it as gm again

That twice reconverted b_keep.gm DOES show up in the game. Albeit slightly garbled: the exterior walls got lost. But that might be fixed if you convert your original model to GM again, this time as item.

Some other, minor things:
A building item is an item of the "blade" type, and as such it needs a "start" and an "end" locator. If those are missing you'll get errors. For details look at the locators of other buildings (but I can also add them for you)

The textures for building items must be in the resource\textures\AMMO folder. The ones you used are from resource\textures, so currently you'll get errors

Can't load texture resource\textures\AMMO\WALKL_256.TGA.tx
Can't load texture resource\textures\AMMO\FFPW.TGA.tx
Can't load texture resource\textures\AMMO\OXBAY_BRICK.TGA.tx
Can't load texture resource\textures\AMMO\BRCK48L COPY.TGA.tx
Can't load texture resource\textures\AMMO\BRCK48L COPY.TGA.tx
Can't load texture resource\textures\AMMO\SPAIN_PESOK.TGA.tx
Can't load texture resource\textures\AMMO\FFPW.TGA.tx
Can't load texture resource\textures\AMMO\PLANKS.TGA.tx
Can't load texture resource\textures\AMMO\WOODEN2.TGA.tx
Can't load texture resource\textures\AMMO\PLANKS.TGA.tx
Can't load texture resource\textures\AMMO\WOODEN2.TGA.tx

and the keep is untextured. It would be no big problem to copy those textures into the ammo folder, but we could save filespace and download volume if you take, where ever possible, the stone and wood textures from the ammo folder.

Your keep is a really beautiful model, and we can employ it to improve the looks of locations. But it is simply too big to be used in the settlement feature of the Buildingset: it dwarfes all other buildings, and is half as wide as the average beach. No big problem though, we can stick to my ugly "Pentagonal Norman Keep" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> in the settlement part (will probably be not much used anyway), and use your model as B_citadel to make nice new architecture for the new islands.

I mailed you a screenshot of your keep in Oxbay port, and the double-reconverted model in case you can get any info out of it. And I'm looking forward to your (small) redoubt model <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Those are excellent news mate, I will reconvert it right away and mail it to you as well as the redoubt, feel free to gime my keep the use you see fit, but you can also scale it down if you want.

That keep is a transition building between medieval and renaissance-modern fortification, so I could create a retro version of it, by removing the sentry boxes and changing the cannon crennels for arrow slits, that way we could represent the cannon upgrade the marine makes when you ask him.
 
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