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Discussion new location

Myth

Freebooter
Hello from Russia! Found resources from the modification that had only one almost non-working version (many errors in the scripts), but there are a few new very good locations. I did not see such locations before. I decided to put them on a foreign forum. Maybe they will help you. Initially, these locations were planned POTC, but if someone else will transfer the locations in COAS - please submit new files of light. Perhaps there is a problem with a large residence - programs for viewing models do not open it. In the code it, too, no.

Also I will be grateful if someone will help to correct the models of the two blades, they strangely shine in COAS.

Code and loc model - Google Drive

Thank you so much.
 
The taverns and the warehouse are already in New Horizons.
The warehouse office is very much the same as POTC residence1.
The residence I couldn't see for some reason in GM-viewer.
About the alchemy:
I have spent so much time to create one myself so I don't need another right now. But the location looks alright.

I show my alchemy here:
 

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The taverns and the warehouse are already in New Horizons.
The warehouse office is very much the same as POTC residence1.
The residence I couldn't see for some reason in GM-viewer.
About the alchemy:
I have spent so much time to create one myself so I don't need another right now. But the location looks alright.

I show my alchemy here:

no col file for COAS?
 
I just hate make new col files, its too long
I've used that PotC method; took only a few minutes per location.
Of course I used the Console to make time pass and reload the location AND PotC only needs 4 COL files while CoAS needs more.
But this is the only method I know that works. :shrug
 
open the TOOL
Open GM/choose the locationfile that needs COL-files
scene/edit scene

1 Light/make.COL file/with fixed color
2 instead of the * type in DAY1/save
3 click: "define fixed colors"
4 change "the lower left value" to 40 I have it only in swedish but guess it's brightness
5 click "add fixed colors" (lowest bar to the right)
6 click the new small colored square that showed up on the left side/OK

repeat 1 - 6 but use
EVENING3 value 42
MORNING1 value 23
NIGHT1 value 17

These values are for AOP/COAS locations imported to POTC.
If it doesn't look good ingame change the values. Low numbers means dark.

But in COAS there are so many COL-files. Only day are 8.
 
open the TOOL
Open GM/choose the locationfile that needs COL-files
scene/edit scene

1 Light/make.COL file/with fixed color
2 instead of the * type in DAY1/save
3 click: "define fixed colors"
4 change "the lower left value" to 40 I have it only in swedish but guess it's brightness
5 click "add fixed colors" (lowest bar to the right)
6 click the new small colored square that showed up on the left side/OK

repeat 1 - 6 but use
EVENING3 value 42
MORNING1 value 23
NIGHT1 value 17

These values are for AOP/COAS locations imported to POTC.
If it doesn't look good ingame change the values. Low numbers means dark.

But in COAS there are so many COL-files. Only day are 8.

open main location file?

locations[n].models.always.town = "Antigua";

or all?
 
Also I will be grateful if someone will help to correct the models of the two blades, they strangely shine in COAS.
That is to do with the alpha channel. Weapons seem to use this differently from other items. Where the alpha channel is black (which would usually mask off the area to make it transparent), the texture is used as it appears. Where the alpha channel is white (which would usually make the area visible), the texture is ignored and the bright metallic texture is used instead.

So a texture file which either has no alpha channel or has it all white, as these ones do, will produce a weapon that is entirely shiny metal.

I've added alpha masks to those areas of the files which provide the textures for the grips. Try these.

I don't know whether COAS characters and weapons are a different scale to those in PoTC, but when I tried to use these weapons in PoTC, they looked a bit large. "blade_01" looks like some sort of dagger but appears the size of a sword. "blade_02" is huge!
blade_01.jpg blade_02.jpg
 

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That is to do with the alpha channel. Weapons seem to use this differently from other items. Where the alpha channel is black (which would usually mask off the area to make it transparent), the texture is used as it appears. Where the alpha channel is white (which would usually make the area visible), the texture is ignored and the bright metallic texture is used instead.

So a texture file which either has no alpha channel or has it all white, as these ones do, will produce a weapon that is entirely shiny metal.

I've added alpha masks to those areas of the files which provide the textures for the grips. Try these.

I don't know whether COAS characters and weapons are a different scale to those in PoTC, but when I tried to use these weapons in PoTC, they looked a bit large. "blade_01" looks like some sort of dagger but appears the size of a sword. "blade_02" is huge!
View attachment 29559 View attachment 29560

Thank you for your work. In the evening I'll see them in the game.
 
There was a minute to check the blades - no problem. Thank you. If anyone suddenly transfers the locations - I will be grateful for the light files.
 
If anyone suddenly transfers the locations - I will be grateful for the light files.
Anyone here to transfer from PotC to CoAS? You can always hope; but don't count on it.... We usually do things the other way around. :unsure
 
Do you have the damage values, blocking chance, piercing chance, price and rarity for those blades? Models alone aren't much use - if they're going to be used in a game then we need to know how much they'll cost to buy or sell, and how effective they'll be in battle.
 
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