Yea I know, seeing a low level of interest doesn’t help, especially when for some reason the motivation to work on the game is already low by itself. I took a break in the last few months, I simply didn’t feel like continuing my projects, and this feeling was reinforced by knowing the level of interest around the game.
Anyway, let’s see if I can…[Read more]
After some time of inactivity, I’ve finally finished a project that I started months ago: the “restoration” of the San Felipe de Barajas fort, a model that MK sent me, which appears in PotC New Horizon Mod.
For its majority the model was done very well, but the way it was textured was horrible, and didn’t do it justice at all. So I decided to fix…[Read more]
So I went through the process of installing Maya 5.0 again, and here are the steps:
- Install the program.
- Run crack.exe, click on “Create License”; you should get “License.dat was successfully created”.
- I’m not 100% sure, but the crack should create a folder in your C: drive, called ‘flexlm’ with a file called ‘aw’ inside, and that should be…
Maya 5 is a very old program, I don’t think you will find many tutorials using that version, and its functionalities aren’t as advanced as the more recent softwares.
You’re better off picking a program like Blender (free), or 3DS Max/Maya 2016 onward (you can use these two freely for 3 years if you say you’re a student). Then you practice in one…[Read more]
Locations are 3D models in the usual GM format that are added to the game via lines of code. Every location must have its own little piece of code in the appropriate file where the necessary models are specified, along with other properties, for example what other model to load when you open a certain door.
Adding a new location via code is not…[Read more]
I haven’t been very active lately, but I’m working on something.
I begun modeling a cabin for the yachts, inspired by the Utrecht Statenjacht replica; I was also converting one of the Mount&Blade ships MK gave me some time ago.
(Direct link, better resolution: http://i.cubeupload.com/SjvgHE.jpg)
However, as I was working on these two, another…[Read more]
I’m pretty sure Maya 5 is required to run the plugins. I’ve never tested them on newer versions, but I remember reading somewhere that they won’t work.
You will likely do your modeling stuff in another program, then import everything in Maya 5 and export in GM format.
I have Windows 7 64bit, and was able to install Maya without any problem. It…[Read more]
Orazio replied to the topic New features and changes I'd like to see added in future updates in the forum GOF Eras Module 2 download & discussion board 6 months, 2 weeks ago
Slow down, Oldtimer 😀
I’m just creating one single cabin for yachts (though maybe it can be assigned to other small/medium ships as well, I’ll see).
I’m not going to model the interior of an entire ship.
I’m not sure about functional pipes, they probably require a custom animation so you can see your character smoke them. Anyway, it’s not a…[Read more]
Orazio replied to the topic New features and changes I'd like to see added in future updates in the forum GOF Eras Module 2 download & discussion board 6 months, 3 weeks ago
A more luxurious cabin for yachts you say? I may have the inspiration now! I’ll work on something.
The models you are referring to are Yacht1 and Yacht2 right? Are there any other yachtes?
Since I’m working on this right now, this is the cabin I’ve made for the small class 7 ships.
Partially used as cargo storage, there’s just a hammock, a chest and a stool (not visible here). It will be finished very soon.
Great work with those sterns!
That 3D model isn’t very detailed, but you managed to give the illusion of a more detailed and sumptuous stern with a nice texturing work.
I got a little bit sidetracked from the work on the world map, when I looked at the models to use in some of the new locations and noticed one in particular: a fort (a representation of San Felipe de Barajas Castle), that was very well made, but at the same time very poorly textured and with some detail that could be improved.
I like that model so…[Read more]
I’m in the same situation, a laptop with both an Intel and an Nvidia GPU.
Are you really sure the game is using the Intel GPU? Forget about the config.exe, I can’t choose the card either from there, but forcing it through the Nvidia control panel should work.
I know my game is using the Nvidia card, despite what the config.exe might say, because I…[Read more]
I thought the sailorspoints editor was a different package. I’ve always used the one powered by the PotC Engine.
I’m curious to try these three editors. What’s the run startup .c file? I have this line
int iScriptVersion = 54128;in _mod_on_off.h, but once in game I don’t know how to access the editors.
This is the loclighter tool, or at least…[Read more]
It wasn’t my intention to ruin everything, but I just found that type of lighting kind of unrealistic, too simplified.
However, since it’s easy to turn it off by just putting a 0 in those #define‘s, everybody can make his/her choice.
If somebody really wants to play with the lighting, I would rather advise the use of the ‘loclighter tool’, which…[Read more]
I took a little break from the world map, and decided to try and make one of the new locations, also to learn how to import new islands.
I chose the Alacranes Reef, and it was made by taking two islands from PotC and the rest from other models MK sent me. I’m not entirely satisfied with those PotC island, you can see some flickering from time to…[Read more]
Unfortunately we can not have now a 100% accurate representation of the Caribbean, due to engine limitations (the game doesn’t seem to accept a rectangular map, which is a better shape for this region) and the existing islands/land models not being very accurate. Besides, many of the new islands are just an approximation, because I used…[Read more]
Those english ships by Yo Ho Ho are incredibly well done! A nice addition to the game.
About the contest, I think every modeler should formalize his/her participation by replying in the “Modeling Contest” section, indicating which ship he/she is going to build, in order to avoid two or more people picking the same ship.
I would also add some…[Read more]
In addition to what MK has thoroughly explained, I want to add a few things, from a technical point of view.
# Polygon count #
Since the purpose of this contest is to acquire new ships for the game, models can not have an unlimited polygon budget. They should be optimized for an efficient use in a real time rendering environment.
For this…[Read more]
I also like the idea of having a base, possibly upgradable and that has some purpose. For example, in addition to storing things, we could recruit new sailors based on the reputation we have, leave there a ship, build facilities (and hire people) to produce certain goods, and so on.
Maybe the base will be acquired after completing an apposite…[Read more]
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