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    Maelstrom New Horizons


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Ship Plans / Ship modeling

<!--quoteo(post=178595:date=Jan 9 2007, 07:51 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Jan 9 2007, 07:51 AM) [snapback]178595[/snapback]</div><div class='quotemain'><!--quotec-->
damn, i cant see them, can you convert it in gm?
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I have heavently problem with the convert in gm files. The modding Tool "TOOL" convert my vrml file in a invisible gm file.
The readme explain that "Tool" must have a vrml97 <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
and you have not? Too bad, maybe you should send it to Kazeite, and maybe he can convert it, he has already converted one.
 
"Works on the mast shrouds"

<a href="http://imageshack.us" target="_blank"><img src="http://img72.imageshack.us/img72/2462/hull1oq5.png" border="0" alt="IPB Image" /></a>



@t.t.terror i will ask kazeite about the convert problem.


Sisko
 
I've managed to download and convert <b>Sisko</b>'s cannon, so, I guess I'm going to texture it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I'm going to use stock hi-detail cannon model (the one that you can see in some of the shops) as a base.

<b>Sisko</b>, regarding your latest picture - you <b>do</b> know that you don't have to model ratlines, right? The engine can generate them ingame, which, again, saves polycount.

(also, when exporting, I think that deadayes shouldn't be part of the hull model, but part of mast model. That way, when mast goes down, deadeyes go down with it, instead of staying)
 
what's with the yards? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> they're pointing te wrong way.
 
<!--quoteo(post=178791:date=Jan 12 2007, 01:03 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Jan 12 2007, 01:03 AM) [snapback]178791[/snapback]</div><div class='quotemain'><!--quotec-->
I've managed to download and convert <b>Sisko</b>'s cannon, so, I guess I'm going to texture it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I'm going to use stock hi-detail cannon model (the one that you can see in some of the shops) as a base.

<b>Sisko</b>, regarding your latest picture - you <b>do</b> know that you don't have to model ratlines, right? The engine can generate them ingame, which, again, saves polycount.

(also, when exporting, I think that deadayes shouldn't be part of the hull model, but part of mast model. That way, when mast goes down, deadeyes go down with it, instead of staying)
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Hi Kazeite,

what mean you with deadayes? Gun hatches ?

Can you here describe your export process ? Thanks <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />


Sisko
 
shame on you! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> deadeyes are the pulleys that attach the ratlines to the hull. you do know what ratlines are, do you? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=178815:date=Jan 12 2007, 07:12 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 12 2007, 07:12 AM) [snapback]178815[/snapback]</div><div class='quotemain'><!--quotec-->
shame on you! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> deadeyes are the pulleys that attach the ratlines to the hull. you do know what ratlines are, do you? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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Ah, in German deadeyes are Wantjungfern =P
 
yes, well, such names are pretty different in dutch as well. for example:

mizzen mast: bazaansmast

foremast: fokkemast

just plain different. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<a href="http://imageshack.us" target="_blank"><img src="http://img440.imageshack.us/img440/3414/takeljg0.png" border="0" alt="IPB Image" /></a>

I have a question: How detailed should the rigging be?
I have here a riggplan, but the 2D shematic is not so detailed. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Have you tips for me ?


Sisko
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
yes, well, such names are pretty different in dutch as well. for example:

mizzen mast: bazaansmast

foremast: fokkemast

just plain different. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

And yet, similiar <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

You know, Polish and Dutch names are quite similiar. Observe:

mizzen mast - bazaansmast - bezanmaszt

foremast - fokkemast - fokmaszt

I gather that main mast Polish name, "grotmaszt" would be, like, "grottenmast" in Dutch or smth? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

OK, back to work: <b>Sisko</b>, theoretically, you don't need to model any rigging at all - the game will place lines in apprioprate locations, dictated by locators (which also show where cannons are, where are the masts, and where are the fires caused by enemy cannonfire). However, some of the thicker ropes cannot be adequately shown, so, I think those should be modelled.

Tell you what: look at your rigging plan and model only the thickest lines, like the one going from bowsprit to main mast, and make the rest with the locators.

Well, don't worry about those locators now - we'll take care of them when the time comes <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Also, if you use Maya, then I won't be able to help you with the export process. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

And, btw, here's my progress on cannon:
<img src="http://republika.pl/kazeite/Victory/cannon.jpg" border="0" alt="IPB Image" />

There's only edges left to texture <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> that would actually mean 'cavesmast'. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> it's 'grote mast'. but that's not important. that's an amazing cannon! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> any chance of putting it in PotC? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Well, that's the general idea - it's the Sisko's cannon, one of those four visibile on the main deck of his ship <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

(and, it's quite remarkable that word "grotte" means "cave" in Dutch, and word "grota" also means "cave" in Polish <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Our languages are more similiar than I thought <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> )
 
Dutch and English are german dialects <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> . But English & Dutch are related to "Plattdeutsch" Low German.

Sisko

mizzen mast is the besanmast in German =).
 
<!--quoteo(post=179352:date=Jan 17 2007, 11:23 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Jan 17 2007, 11:23 AM) [snapback]179352[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
yes, well, such names are pretty different in dutch as well. for example:

mizzen mast: bazaansmast

foremast: fokkemast

just plain different. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

And yet, similiar <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

You know, Polish and Dutch names are quite similiar. Observe:

mizzen mast - bazaansmast - bezanmaszt

foremast - fokkemast - fokmaszt

I gather that main mast Polish name, "grotmaszt" would be, like, "grottenmast" in Dutch or smth? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

OK, back to work: <b>Sisko</b>, theoretically, you don't need to model any rigging at all - the game will place lines in apprioprate locations, dictated by locators (which also show where cannons are, where are the masts, and where are the fires caused by enemy cannonfire). However, some of the thicker ropes cannot be adequately shown, so, I think those should be modelled.

Tell you what: look at your rigging plan and model only the thickest lines, like the one going from bowsprit to main mast, and make the rest with the locators.

Well, don't worry about those locators now - we'll take care of them when the time comes <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Also, if you use Maya, then I won't be able to help you with the export process. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

And, btw, here's my progress on cannon:


There's only edges left to texture <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

A realy Nice map. =)

Can you descripe me your Export process?
Maybe is an important step in your description for me.

I think my problems are the vrml files.


Sisko
 
<a href="http://imageshack.us" target="_blank"><img src="http://img412.imageshack.us/img412/963/fullseals1iu.png" border="0" alt="IPB Image" /></a>
<a href="http://imageshack.us" target="_blank"><img src="http://img166.imageshack.us/img166/1467/rig8ug.png" border="0" alt="IPB Image" /></a>

My rigging....

Sisko
 
You dont need to model all sails and ropes, you have to add them with locators, so they MOVE with the wind, otherwise you get static sails, flags and ropes.
 
<!--quoteo(post=179755:date=Jan 21 2007, 09:36 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Jan 21 2007, 09:36 AM) [snapback]179755[/snapback]</div><div class='quotemain'><!--quotec-->
You dont need to model all sails and ropes, you have to add them with locators, so they MOVE with the wind, otherwise you get static sails, flags and ropes.
<!--QuoteEnd--></div><!--QuoteEEnd-->

i know, modeld only standing rigging (stehendes Gut). The sails are only for me <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />.

But what is now. what is about the Locators ? How work them ?
How i convert the model an test with the game engine ?

Questions over questions =)


Sisko
 
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