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did someone build already times a city?

That WOULD be cool. Haven't got a clue if it would be possible, but that'd be nice. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=328652:date=Jun 14 2009, 02:35 PM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ Jun 14 2009, 02:35 PM) <a href="index.php?act=findpost&pid=328652"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=328650:date=Jun 14 2009, 10:31 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 14 2009, 10:31 PM) <a href="index.php?act=findpost&pid=328650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With a realistically sized worldmap that includes Europe, you'd have a huge bit of ocean in there with nothing, aka the Atlantic Ocean.
Boring for gameplay and the islands would be scaled accordingly and thus become absolutely tiny.
In other words, we'd have to first try to see if we can't physically enlarge the worldmap.

And also figure out something to prevent you from sailing <i>waaay</i> too long over a stretch of nothingness.
Either:
- Swap worldmaps (can that be done?)
- Make a bigger worldmap and teleport your worldmap ship to Europe and back to save you sailing time.
- Add new "Europeon" islands that are simulated to be further away by just adding several months to the calander.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would say a mix of point 1 and point 3 if it is possible
Have you sail to a certain spot and then add several months and go into the European worldmap
That would be cool!
<!--QuoteEnd--></div><!--QuoteEEnd-->

if it could be done, that would probably be the best way which presents various advantages :
First, we don't need to modify existing worldmap.
second, we would not be limited in the number of worldmaps and could even made other parts of carribean to add islands rather than overload the current worldmap
 
OK who of you try to add a second map to the game??

for a complete new town i use the existing house models.
 
Pirate_KK was doing some thinking in that direction, but he's a coder, not a modeler.
 
the model should be finished in the nest 2 days!
than he can coding <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Coding for adding a town, I can try as well. But worldmap switching, I don't think so.
But for me, I won't be able to work on helping you with coding until at least next weekend or so. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

The following might be useful if ever you intend to make Amsterdam/a Dutch city:

Hmm... the Douwesen townhall building would look good as "Palace on the Dam" for Amsterdam.
And there'd need to be some "grachten": eg. a canal with buildings next to it. Refer to the historical map too:
<img src="http://www.let.rug.nl/~maps/images/blaeu/amsterdam.jpg" border="0" class="linked-image" />
Townwalls and warehouses in port would also be cool. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
to make such a big city is only a question of time but can the engine handle it?
i see Amsterdam with all they need incl. the little harbour you can see to the left, there are the merchants and warehouses, many peoples, animals like cats/dogs.

Mmmmh who animates models? VCO has cats/dogs, cows, Horses. all these we need for the old world.

<a href="http://img269.imageshack.us/i/townl.jpg/" target="_blank"><img src="http://img269.imageshack.us/img269/8841/townl.jpg" border="0" class="linked-image" /></a>
 
Oh Man I can't wait! But wait. Which city should we use for France. For Spain, it would be Barcelona and for England London/Portsmouth. The ideas here are awesome. You are doing a great job yo ho ho!
 
Thanx Stijn,

but bevor you say that i do a great job, let me first do a job <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

France - Brest ?
Spain - Cadiz ?
Portugal - Lisboa ?
England - Portsmouth ?
Dutch - Amsterdam ?

thats what i would say.
 
Congratulations Yo ho ho! Creating a brand new location - that's a wonderful achievement! Of course, I'm ready to help in all coding as much as I'm only able.

<!--quoteo(post=328650:date=Jun 14 2009, 02:31 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 14 2009, 02:31 PM) <a href="index.php?act=findpost&pid=328650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With a realistically sized worldmap that includes Europe, you'd have a huge bit of ocean in there with nothing, aka the Atlantic Ocean.
Boring for gameplay and the islands would be scaled accordingly and thus become absolutely tiny.
In other words, we'd have to first try to see if we can't physically enlarge the worldmap.

And also figure out something to prevent you from sailing <i>waaay</i> too long over a stretch of nothingness.
Either:
- Swap worldmaps (can that be done?)
- Make a bigger worldmap and teleport your worldmap ship to Europe and back to save you sailing time.
- Add new "Europeon" islands that are simulated to be further away by just adding several months to the calander.<!--QuoteEnd--></div><!--QuoteEEnd-->I can't definitely speak about existing possibilities right now, but I would be inclined to first option, as I <i>believe</i> that would be possible. I believe whole logic of the worldmap (I mean which model to use, where in turn textures to be used are defined) is in a worldmap.dll. This is loaded with "worldmap" entity. If we do something similar as CCC did for direct sail:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (map border reached) then begin
   Fade in();
   Delete current worldmap entity();
   Load new worldmap (current map, border edge);
   new map -> current map;
   Unload current islands();
   Load new islands (current map);
   Fade out();
end;<!--c2--></div><!--ec2-->After we create many worldmap files (depending on how many regions we would make maps, islands and towns for), we could prepare appropriate amount of modules to load maps and all the rest!

We could have: Caribbean, Western Europe, Baltic Sea (my dream), Africa shores (pirates was active also near Madagascar), China sea,...

Hellish amount of work, but still.

pirate_kk
 
Is the worldmap GM model defined somewhere so it can be switched?

Nobody did any animal work, I think. Maybe Damski62 when he returns?
 
This is really exciting <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

The city is looking great already Yo Ho Ho, finished product will be totally wicked.

If we can switch between World Maps like that KK that will be totally wicked and open up a whole new gameplay. It will require a lot of work though to get all the new cities and World Maps in game but that work would definantly be worth it <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=328723:date=Jun 14 2009, 07:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 14 2009, 07:49 PM) <a href="index.php?act=findpost&pid=328723"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the worldmap GM model defined somewhere so it can be switched?<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, for PotC it's RESOURCE\MODELS\WorldMap\islands.gm. The access to that file is defined in MODULES\worldmap.dll whose copies we could modify in the same way as all those copies of MODULES\rigging.dll for Different Flags mod.

As for CoAS, it's using different method so I'd need to check precisely how system is made there first.

pirate_kk
 
Ah; that DOES offer possibilities!

I wonder if we should maybe skip trying to add another worldmap until we move to CoAS.
After all, a new PotC worldmap wouldn't be compatible with CoAS.
Otherwise we'd end up delaying Build 14 by a great amount and we'd have to do it again for CoAS anyway. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

A new town model we would surely be able to put to good use in PotC too, though.
For Amsterdam, for example, I was thinking perhaps the Assassin storyline could be extended to start there instead.
 
I think yo ho ho is modding for CoAS? Anyway, I need to get it.

Yo ho ho I sent you a PM regarding a netherlands.obj mesh you might be able to use. Let me know if you want the texture for it as well.
 
CoAS towns or PotC towns doesn't matter; model files are compatible. Yo Ho Ho makes it for CoAS, we put it in PotC, eh?
And maybe we can provide some help to Yo Ho Ho for putting it in CoAS too; the code should be fairly similar, no?
 
@ Peter,
i send you a pm, i need a texture for .gm export.

I think the model should be for PotC/AoP/CoAS.

this evening i upload some pictures from the first European Town. stay tuned.
 
I really hope you can make something out of it.
Let me know, if its too big or you need something else. Also, I dont know if the game needs sea around everything or maps need to be level 0 in the edges. But my CPU is burning right now.
 
I suggest that you build big townwalls around it though <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> otherwise you will need those plan thingies, which show mountains. Which aren't there in Holland.
 
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