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HMS surprise issue

futura715

Landlubber
hello. i think this issue has bin on this forum before but why isint the cannon holes open on second deck, is it any version that has them open!?

Version: Build mod 14 alpha 6 with Pb modification

Best regards. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
The first version had them open with actual cannons there.

However, it made the entire model very high polygon count, which tends to produce lag in graphics.

For that reason, the cannons below deck were removed and the hatches closed.
 
so is there any place i can get that first version?

Best regards. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I'm afraid that isn't entirely true, Petros. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
The original version (which is in Build 13 up to Build 14 Alpha 6) had the cannon ports closed, but was quite high-poly. Merciless Mark improved the model, adding opened gunports and actually also DECREASING the polygon count. However, this did introduce the reversed lighting issue on the Surprise. This new version is in Alpha 7 and up.
 
Sure. You just need to install the EXE file to a folder other than your game folder, then copy the Surprise MODEL folder and appropriate textures (check with the <a href="http://www.s31clan.com/privateftps/pietersmods/potc_downloads/tools/gmviewer.zip" target="_blank">GM Viewer</a> - mostly all files that have "inzane" in their filename) to your own game folders. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=225395:date=Dec 11 2007, 02:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 11 2007, 02:19 PM) [snapback]225395[/snapback]</div><div class='quotemain'><!--quotec-->I'm afraid that isn't entirely true, Petros. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
The original version (which is in Build 13 up to Build 14 Alpha 6) had the cannon ports closed, but was quite high-poly. Merciless Mark improved the model, adding opened gunports and actually also DECREASING the polygon count. However, this did introduce the reversed lighting issue on the Surprise. This new version is in Alpha 7 and up.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, I'm afraid that isn't entirely true, Pieter. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

The original, version worked on by Inzane had full guns.
<a href="http://www.piratesahoy.com/forum/index.php?showtopic=4706&hl=surprise" target="_blank">http://www.piratesahoy.com/forum/index.php...amp;hl=surprise</a>

It would only be conjecture on my part, that he may have started working on a closed gunport model in an attempt to set up cannon "run-out" animation.

In any case, the open gun port version was not released for the reason I stated in my first post.
<!--quoteo(post=142102:date=Mar 15 2006, 03:00 PM:name=KaiserWilhelm)--><div class='quotetop'>QUOTE(KaiserWilhelm @ Mar 15 2006, 03:00 PM) [snapback]142102[/snapback]</div><div class='quotemain'><!--quotec-->If I recall correctly, I remember talking to Inzane about the gunports way back when this was still being worked on. The original model had a full complement of cannons, but the cannon models were very high-poly. It completely destroyed the FPS, almost made it unplayable. Hence the closed-gunports look. I think it looks fine as-is, and when I'm blowing ships out of the water, I'm not really concerned about details like that :p<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=142108:date=Mar 15 2006, 04:13 PM:name=Inzane)--><div class='quotetop'>QUOTE(Inzane @ Mar 15 2006, 04:13 PM) [snapback]142108[/snapback]</div><div class='quotemain'><!--quotec-->...
yes there is a second version with lower guns,and they where a fps killer.but this is also a good way to see how potbs will run on you computer.<img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> the flag is lost on my old harddrive someplace.if I have time I will look for it tonite and put it in the folder on the ftp.I am really glad you guys enjoy it. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

So I guess it all depends on which version we call first.
Inzane calls it second here, because he didn't release it first, but it was in fact the first (i. e. original) model.
 
In that case there are three versions:
1) Inzane version with open gun ports (low framerate)
2) Inzane version with closed gun ports (much better framerate)
3) Merciless Mark modified version with open gun ports (even better framerate, but has reversed lighting bug)

Kazeite reported that Inzane's model consists of FOUR times the same model on top of each other somehow. This cannot be seen, but he noticed it when opening her in 3DS MAX. That would explain the low framerates.
 
And this version <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->1) Inzane version with open gun ports (low framerate)<!--QuoteEnd--></div><!--QuoteEEnd--> remains lost I presume. Or was this the one MM worked on?

I guess it doesn't matter.
If it were found and edited to correct the redundancy errors that Kazeite found on the second model, then it would still have to go through the Tool where it would pick up the reversed lighting.
 
As far as I know, Merciless Mark did his own version and never had access to Inzane's original version. We could ask Inzane if he still has the files. He visited the forum last week and I caught him on PM. He's in the middle of relocating, but is willing to help us with the reversed lighting issue when he has got time. Let's hope that will actually come to happen. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I personally prefer to have good framerate and open gunports combined with the reversed lighting error than low framerate and closed gunports without that issue. Would be better if we could eliminate the lighting issue properly though.
 
<!--quoteo(post=225450:date=Dec 11 2007, 11:36 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 11 2007, 11:36 PM) [snapback]225450[/snapback]</div><div class='quotemain'><!--quotec-->Would be better if we could eliminate the lighting issue properly though.<!--QuoteEnd--></div><!--QuoteEEnd-->

Aye. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
As long as we're clarifying and correcting each other: I believe that <i>Surprise</i> actually is two and a half of the same model, not four. At least that's what I could gather: Every poly has mirror counterpart (sadly, without evil goatee <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ), and some areas have even more extra polys as well.

In addition to that, Inzane hasn't optimized his ship, which means it has many uneeded polygons which could've been removed without any loss of detail. This also applies to texturing job - it's unoptimized as well.

And, in addition to that, his model is simply innacurate <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> I can see it was modelled after real <i>Surprise</i>, but rear of the ship doesn't fit at all - there are no extensions for the main cabin.

So, in my opinion, it's a good ship, really, but it could've been better. However, with double polys, it's a real resource hoarder. I am actually working on the optimized version and I've made much progress, but I'm not sure when am I going to finish it, and whether the TOOL is capable of grafting such massive collision data from original version. Well, if MM could import collision data, then I guess it can be done again <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Consider me corrected then. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Just to let you know: I could also import the collision data. I have done a lot of experimenting as well on the Surprise, trying to get rid of the reversed lighting bug. No luck, of course. I recall Merciless Mark only sending the VRML file for the Surprise, so I actually did the conversion myself on the new version and obviously the importing of the collision detection did work. So I think that's the least of our worries. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
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