<!--quoteo(post=214564:date=Sep 17 2007, 02:27 PM:name=Captain. Jack Sparrow)--><div class='quotetop'>QUOTE(Captain. Jack Sparrow @ Sep 17 2007, 02:27 PM) [snapback]214564[/snapback]</div><div class='quotemain'><!--quotec-->I got the following from KK Mod:
C:\Program Files\Bethesda Softworks\Pirates of the Caribbean BUILD\buildinfo
[codebox]1. Boardable Black Pearl.
During the final battle near Khael Roa "Black Pearl" might be captured, but
only after use of artefact from the Temple. "Black Pearl" crewmembers will
get killed from cannon fire only after use that artefact, although without it
she will get damage and loose cannons. During boarding skeletons on "Black
Pearl" will die like normal cutthroats.
To enable this feature set REALISTIC_BLACKPEARL to 1 in BuildSettings.h.
Other switch, BARBOSSA_CAN_SURRENDER, is set to 0 by default. This means that
he, together with cursed pirates, will fight until last skeleton get killed.
Setting this to 1 will enable taking Barbossa as hostage to kill, ransom,
release him or hire as officer later. This setting allows also adding to the
crew some cursed pirates who survived boarding.
6. Improvements in CCC's boarding party.
I have added two new groups as boardingmodel: "soldier" and "boarder". With
a "soldier" setting boarders will be soldiers of nation whose flag Nathaniel is
currently using. Models for Nathaniel's flag can be set in NATHANIEL_BOARDER_1
to NATHANIEL_BOARDER_10 entries. BOARDER_INDEX decides if selection should be
made randomly (-1), sequential (0 for NATHANIEL_BOARDER_1 to
NATHANIEL_BOARDER_5 or 100 for NATHANIEL_BOARDER_6 to NATHANIEL_BOARDER_10),
or it should be clones of the one character (1-99). If any of
NATHANIEL_BOARDER_* is set to "", the stock default boarding character will be
loaded. Parameters NATHANIEL_BOARDER_* are names of *.gm files from
RESOURCE\models\characters directory with one additional letter at the end
informing if character is man (M), woman (W) or skeleton (S).[/codebox]
C:\Program Files\Bethesda Softworks\Pirates of the Caribbean BUILD\PROGRAM\Loc_ai
[codebox]
// added by MAXIMUS [abordage mod] -->
if(newDeck==true || Locations[locIndex].id.label == "Boarding town")
{
if ((BOARDER_INDEX == 0) || (BOARDER_INDEX == 100))
boarder_num++;
switch(BOARDERMODEL)
{
case "skeleton": gmodel = SelectBoardingGroup("skel", 1, 4, boarder_num, "man"); model = ExtractBoarderModel(gmodel); break;
case "corsair": gmodel = SelectBoardingGroup("corsair", 1, 5, boarder_num, "man"); model = ExtractBoarderModel(gmodel); break;
case "marine": gmodel = SelectBoardingGroup("rn_warnt18_", 1, 5, boarder_num, "man"); model = ExtractBoarderModel(gmodel); break;
case "masked": gmodel = SelectBoardingGroup("mask_", 2, 4, boarder_num, "man"); model = ExtractBoarderModel(gmodel); break;
case "girl": gmodel = SelectBoardingGroup("towngirl", 1, 7, boarder_num, "woman"); model = ExtractBoarderModel(gmodel); break;
case "soldier": gmodel = SelectBoardingSoldiers(iNation, boarder_num); model = ExtractBoarderModel(gmodel); break;
case "boarder": gmodel = SelectBoardingSoldiers(NATHANIEL_NATION, boarder_num); model = ExtractBoarderModel(gmodel); break;
case "standard": model = LAi_GetBoardingModel(GetMainCharacter(), &ani); break;
}
// model = LAi_GetBoardingModel(GetMainCharacter(), &ani); //ccc original code
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, model, ani, "rld", "aloc" + i); //ccc original code
}
else
{
// added by MAXIMUS [abordage mod] <--
// KK -->
if ((BOARDER_INDEX == 0) || (BOARDER_INDEX == 100))
boarder_num++;
switch(BOARDERMODEL)
{
case "skeleton":
gmodel = SelectBoardingGroup("skel", 1, 4, boarder_num, "man");
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, ExtractBoarderModel(gmodel), "man", "rld", stringret(!swaplocs, chLocator, enLocator)); // NK on MC boarded, reverse locs. 05-04-22
chr.sex = "skeleton";
break;
case "corsair":
gmodel = SelectBoardingGroup("corsair", 1, 5, boarder_num, "man");
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, ExtractBoarderModel(gmodel), "man", "rld", stringret(!swaplocs, chLocator, enLocator)); // NK on MC boarded, reverse locs. 05-04-22
break;
case "marine":
gmodel = SelectBoardingGroup("rn_warnt18_", 1, 5, boarder_num, "man");
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, ExtractBoarderModel(gmodel), "man", "rld", stringret(!swaplocs, chLocator, enLocator)); // NK on MC boarded, reverse locs. 05-04-22
break;
case "masked":
gmodel = SelectBoardingGroup("mask_", 2, 4, boarder_num, "man");
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, ExtractBoarderModel(gmodel), "man", "rld", stringret(!swaplocs, chLocator, enLocator)); // NK on MC boarded, reverse locs. 05-04-22
break;
case "girl":
gmodel = SelectBoardingGroup("towngirl", 1, 7, boarder_num, "woman");
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, ExtractBoarderModel(gmodel), "woman", "rld", stringret(!swaplocs, chLocator, enLocator)); // NK on MC boarded, reverse locs. 05-04-22
chr.sex = "woman";
break;
case "soldier":
gmodel = SelectBoardingSoldiers(iNation, boarder_num);
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, ExtractBoarderModel(gmodel), ExtractBoarderAni(gmodel), "rld", stringret(!swaplocs, chLocator, enLocator)); // NK on MC boarded, reverse locs. 05-04-22
chr.sex = ExtractBoarderSex(gmodel);
break;
case "boarder":
gmodel = SelectBoardingSoldiers(NATHANIEL_NATION, boarder_num);
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, ExtractBoarderModel(gmodel), ExtractBoarderAni(gmodel), "rld", stringret(!swaplocs, chLocator, enLocator)); // NK on MC boarded, reverse locs. 05-04-22
chr.sex = ExtractBoarderSex(gmodel);
break;
// <-- KK[/codebox]
More files to look into:
C:\Program Files\Bethesda Softworks\Pirates of the Caribbean BUILD\PROGRAM\Models\initModels.C
Maybe anyone can look into this? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="

" border="0" alt="dunno.gif" />
I am quite new to the code so..<!--QuoteEnd--></div><!--QuoteEEnd-->
All that code you reference has to do with STANDARD character models (your boarding party uses the standard character models). I think what you are asking about is the low-poly models used on the ship walk function. These are two separate things (character model versus low-poly ship walk model). I'm not a 3d modeler, so that's about all I know.
kevin