• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Importing Characters

Cavily

Landlubber
Because I was unable to play the New Horizons modpack ( it had something to do with my computer's low physical memory) I started playing build mod 13 which I still have a lot of fun with. But I wanted to make it a somewhat new experience for myself, so I imported almost all the character models from the New horizons mod.
After I had done that and all the new character were working in the game, I was wondering if i could import the models from age of pirates 2.

So after installing Age of Pirates 2 with the Gentlemen of Fortune mod, I wasn't sure how to import models from it. I tried to import the Espinosa model ( since he was in New horizons but with the new_man animation). But I have the problem that the character appears to be stretched out. ( I included a file how it looks). I was thinking it had to do something with animation, so I tried assigning the man animation from age of pirates 2 to him but it did not seem to work.

So I was wondering if anyone knows how to import the character models from age of pirates 2 to the pirates of the caribbean build mod 13 .
 

Attachments

  • Espinosa.JPG
    Espinosa.JPG
    68.8 KB · Views: 87
The animation is indeed the problem. The only thing I can think of is to assign the "new_man" animation file. Anything else will definitely not work.
Not even sure if CoAS>PotC actually works for character models. There are quite some differences in animations as far as I know.
 
Too bad it won't work. But I als had another minor problem, that the portraits in the select outfit screen from some of the characters I imported from New horizons seem to be missing.
 
Probably because the portrait files aren't set up in RESOURCE\INI\INTERFACES\pictures.ini .
 
So I added the lines in pictures.ini for example

{FACE128_340]
sTextureName = portraits\128\face_340.tga
wTextureWidth = 128
wTextureHeight = 128
picture = face,0,0,128,128

Is there anything else I should do because the portraits still aren't visible
 
There might still be the Facemaker code at the bottom of PROGRAM\Models\initModels.c in Build 13.
Can't remember now, but Build 14 did do away with that completely.
 
Back
Top