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    Maelstrom New Horizons


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Discussion new location

locations[n].id = "Test";
locations[n].id.label = "Townhall";
locations[n].filespath.models = "locations\inside\Big_residence";
locations[n].image = "loading\inside\residence.tga";
//Town sack
locations[n].townsack = "SentJons";
locations[n].lockWeather = "Inside";
//Sound
locations[n].type = "residence";
locations[n].fastreload = "SentJons";
locations[n].islandId = "Antigua";
//Models
//Always
locations[n].models.always.locators = "bigresidence_l";
locations[n].models.always.l1 = "bigresidence";
locations[n].models.always.l2 = "bigresidence_w";
locations[n].models.always.back = "..\inside_back";
//Day
locations[n].models.day.charactersPatch = "bigresidence_p";
//Night
locations[n].models.night.charactersPatch = "bigresidence_p";
//Environment
locations[n].environment.weather = "true";
locations[n].environment.sea = "false";
//Reload map
locations[n].reload.l1.name = "reload1_back";
locations[n].reload.l1.go = "SentJons_town";
locations[n].reload.l1.emerge = "reload3";
locations[n].reload.l1.autoreload = "0";
locations[n].reload.l1.label = "Street";

locations[n].reload.l2.name = "reload2"; //комната со спальней налево от входа
locations[n].reload.l2.go = "CommonResidence_2";
locations[n].reload.l2.emerge = "reload1";
locations[n].reload.l2.autoreload = "0";
locations[n].reload.l2.label = "Room";

locations[n].reload.l3.name = "reload3"; //кабинет направо от входа
locations[n].reload.l3.go = "CommonResidence_4";
locations[n].reload.l3.emerge = "reload1";
locations[n].reload.l3.autoreload = "0";
locations[n].reload.l3.label = "Room";
// стража
locations[n].soldiers = true;
LAi_LocationFantomsGen(&locations[n], true);
n = n + 1;

The ceiling somewhere was gone. Anyone can tell what you can add?
 
Last edited:
screen from original
 

Attachments

  • Большая резиденция.jpg
    Большая резиденция.jpg
    51 KB · Views: 239
That's a nice room, actually!

@Grey Roger: I could potentially think of some Hornblower quest use for the dinner scene.... :rolleyes:
 
But screen from my game....

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// РЕЗИДЕНЦИЯ
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
locations[n].id = "Test";
locations[n].id.label = "Townhall";
locations[n].filespath.models = "locations\inside\Big_residence\";
locations[n].image = "loading\inside\residence.tga";
//Town sack
locations[n].townsack = "SentJons";
locations[n].lockWeather = "Inside";
//Sound
locations[n].type = "residence";
locations[n].fastreload = "SentJons";
locations[n].islandId = "Antigua";
//Models
//Always
locations[n].models.always.residence = "bigresidence";
locations[n].models.always.locators = "bigresidence_l";
locations[n].models.always.window = "bigresidence_w";
Locations[n].models.always.add = "smumh_d";
//Day
locations[n].models.day.charactersPatch = "bigresidence_p";
//Night
locations[n].models.night.charactersPatch = "bigresidence_p";
//Environment
locations[n].environment.weather = "true";
locations[n].environment.sea = "false";
//Reload map
locations[n].reload.l1.name = "reload1_back";
locations[n].reload.l1.go = "SentJons_town";
locations[n].reload.l1.emerge = "reload3";
locations[n].reload.l1.autoreload = "0";
locations[n].reload.l1.label = "Street";

locations[n].reload.l2.name = "reload2"; //комната со спальней налево от входа
locations[n].reload.l2.go = "CommonResidence_2";
locations[n].reload.l2.emerge = "reload1";
locations[n].reload.l2.autoreload = "0";
locations[n].reload.l2.label = "Room";

locations[n].reload.l3.name = "reload3"; //кабинет направо от входа
locations[n].reload.l3.go = "CommonResidence_4";
locations[n].reload.l3.emerge = "reload1";
locations[n].reload.l3.autoreload = "0";
locations[n].reload.l3.label = "Room";
// стража
locations[n].soldiers = true;
LAi_LocationFantomsGen(&locations[n], true);
n = n + 1;
 

Attachments

  • Безымянный.jpg
    Безымянный.jpg
    245 KB · Views: 168
Whatever is the sky doing there!?!?

Does CoAS have a "back" folder with a simple model of the surrounding area that could be accidentally shown there?
If you use a Free Camera and fly up, is there actually a ceiling above the sky? Or is the ceiling missing altogether?
 
Try to // this line
Locations[n].models.always.add = "smumh_d"; (which is the inside of a light blue cube)
and see if any ceiling is visible.

I can't see the location model at all in GM-viewer so I don't know if it has any ceiling.
It has in the resource folder no ceiling model file that should be added separately.

Should this really be true?
locations[n].environment.weather = "true";

At least in POTC in could mean rain inside.
 
Whatever is the sky doing there!?!?

Does CoAS have a "back" folder with a simple model of the surrounding area that could be accidentally shown there?
If you use a Free Camera and fly up, is there actually a ceiling above the sky? Or is the ceiling missing altogether?

Can you give me a way to this folder in PotC?
This location has a folder "back", there was only a file "smumh_d"

This is just the sky, maybe because of ignorance I did not write something in the location code.
 
I am wondering whether the sky is also showing in the original screenshot. The weather might simply not have been as nice - that could very easily be a cloudy sky.

TOOL refuses outright to open "bigresidence.gm", saying "Model could not be read", which means the model file may be corrupt. GMViewer doesn't even show a blank model but does tell me that it wants the following texture files:
  • A_big.tga.tx
  • A_new_residence.tga.tx
  • pirat_home2 copy.tga.tx
  • rsd_1.tga.tx
@Myth: do you have these files? Can you upload them?

@Pieter Boelen: I wasn't planning on doing anything new on the dinner scene. Once I've finished "Ardent", I do indeed have ideas for "Hornblower", but for something new - and on that note, I'm on the lookout for a Spanish two-deck warship of between 40 and 60 guns, as different sources give different armaments for what I have in mind...

But the original code for that location puts it in St. John's, Antigua, whose naval HQ could perhaps do with a different location to the stock residence model.
 
without smumh_d

  • A_big.tga.tx
  • A_new_residence.tga.tx
  • pirat_home2 copy.tga.tx
  • rsd_1.tga.tx
Desktop.zip

Code for location i am write by my self. Maybe need some

Locations[n].models.day.window.level = 65531;

And in original screen all good. look up

I do not have enough ceiling and the fact that under the columns
 

Attachments

  • Безымянный1.jpg
    Безымянный1.jpg
    252 KB · Views: 155
Last edited:
without smumh_d

  • A_big.tga.tx
  • A_new_residence.tga.tx
  • pirat_home2 copy.tga.tx
  • rsd_1.tga.tx
Desktop.zip
I don't know why, but I can't download that. When I click the icon to download, I get the usual dialog to ask where to save it, but the file never shows up there.
 
About the blades: if they appear as oversize in COAS as they do in PoTC, try these:
blade_01_new.jpg blade_02_new.jpg

And now I know how to resize things in TOOL. :D
 

Attachments

  • blade_01.zip
    18.9 KB · Views: 138
  • blade_02.zip
    18.2 KB · Views: 136
It turns out I'm waiting for a decision? Or the location can not be fixed? One of the friends said that it felt like there was no part of the location in the resources.
 
Probably without editing the model this issue can not be solved? I was already thinking about not cutting a piece of sky into parts to make a ceiling of it. But it's not mine. It's a pity ... So I wanted the city of the main character to add uniqueness. :(
 
Yes, if TOOL and GM Viewer won't touch the model file then it's likely to be unusable. Which indeed is a pity, as that room could have had uses in PoTC as well.
 
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