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Progress thread location remodelling/reskinning

<!--quoteo(post=216668:date=Oct 5 2007, 12:44 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Oct 5 2007, 12:44 PM) [snapback]216668[/snapback]</div><div class='quotemain'><!--quotec-->CCC: I like your idea for Antigua. But I think it would better to replace the church in that model with a model of a fortification, with batteries etc. Because that clifftop space (where the church stands) is to strategic to put a church.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Initially I thought of placing the Admiral's mansion on the hill, but it's just the place for a fort.

I extracted some fort meshes out of AOP and put them on the hill and into the port. With the same texture like the existing embrasures of the hilltop they blend in nicely. Now I "only" have to make the lighting and locator files.
 
<!--quoteo(post=217246:date=Oct 9 2007, 06:33 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE(bartolomeu o portugues @ Oct 9 2007, 06:33 PM) [snapback]217246[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=215884:date=Sep 29 2007, 03:40 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Sep 29 2007, 03:40 PM) [snapback]215884[/snapback]</div><div class='quotemain'><!--quotec-->I consider using AOP Nevis for Turks and Curacao for Grand Cayman.
Or is anyone else already working with those models or on those towns? In that case speak up, please, and I'll use/remodel something else <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
These changes could cause some problems with the quests. (I think about the Elizabeth Shaw's disappearance). However, I'm not against this change.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are those quests taking place in the "_port" or "_town" locations? If yes, just tell me the locators that are being used, and I'll make sure that they wil remain in the game <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
We've got the "Turks help" quest which takes place partly in Turks town. Also the end of the new "First Contact" quest takes place in a quest copy of Grand Cayman town and port. I'm doing some work on that quest myself at the moment, but I'm not done yet. I'll make the files available once I'm done so that you can check them out. I used a lot of locators in the Cayman town (Douwesen town) to generate enemy sea corpses and corpses of slain British soldiers.
 
Sounds interesting <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Are there any ideas for quest related location design that I could incorporate?

I put the new locationmodel for "Antigua Navy Yard" on the FTP. This model is based on the St Eustatius townmodel from AOP, but there are some changes:

Deletions:
-the allways-the-same "functional" AOP buildings like church, barracks, windmill... cause those models appear in other towns already

-the saint statue in front of the palace, cause it is too "papist" <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> for an English naval base

Additions:
-fortifications on the hill and in the port (fort models from AOP)

-the ruin of an abandoned hospital (a very unhealthy place)

-a few grey stone buildings, for a more "English Navy" style

-5 treasure box locators, so that it pays to explore the new location

Changes
-several reload locators

-the dialogtexts of the navy guys, so that there hints about the place refer to the new location.


There are two versions of this mod on the PA FTP, in the "location remodeling" folder:

B14_Antigua_12oct.zip for Build14 (tested with 14.7)

B13_Antigua_12oct.zip for Build13 (which contains more textures, those which B14 already has)

Unzip one of those into your PotC folder if you can't stand my old Buildingset version of Antigua anymore <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
that looks wonderful! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> without doubt, it will cause some huge lag on my computer just like tortuga, but it looks awesome all the same!
 
That looks awesome, CCC! I especially like the fort on the hill. I'm getting it right now! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Are there any files that have become superfluous with the new Antigua model? If so, these could be removed from the game to decrease the download size.

Tortuga has a lot of characters walking around. The lag might be caused by the characters and not by the model.
 
well, the model is pretty huge too, you know. but all those characters make a big difference as well.
 
Amazing job, CCC! I especially like the fort up on the hill! Now as for that abandoned hospital: Does anyone think it'd be nice to add some sort of cursed interior location into there? Something similar to the Maltese Knight Abbey? Only with the zombies of dead plague victims or something like that... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

To Morgan Terror: Do you have a problem with Guadeloupe as well? And how about Charlestown, provided you use Alpha 7 Plus?
 
no, don't use it. what kind of problem with guadeloupe exactly? i've spotted quite a few problems with it, but none of them being a real problem.
 
Guadeloupe is also an AoP town location. If Guadeloupe doesn't have the lag that Tortuga has, then the lag shouldn't be caused by the town model.
 
well, i would have lag in just about any location, so that's pretty useless. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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