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What are these 'things' in Oxbay?

IncredibleHat

Landlubber
Storm Modder
I am not sure why I never noticed it before... maybe I havn't been in Oxbay in eons since I downloaded Post Build Mod 12.

But... what is this?

<a href="http://swankyplace.com/forumimgs/potc_what_is_that.jpg" target="_blank">Link to JPG</a>

There are a few other chunks of this stuff on the other side of the dock as well (behind the character). What is that stuff? And if its a mod, which one, so I can turn it off?
 
What you are describing are the different buildings made by CCC's building mod. These building just add aesthetics to the game. I think they can be turned off in the Buildsetting h. file. I haven't played the game in quite awhile so I am not sure on this point.
 
<!--quoteo(post=152638:date=Jun 27 2006, 07:46 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 27 2006, 07:46 PM) [snapback]152638[/snapback]</div><div class='quotemain'><!--quotec-->
They also disappear after the French Invasion.
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I've never had 'em disappear. As a matter of fact, they're a problem when taking Massoni out to meet your aunt's daughters, as you have to go through the Oxbay suburbs. I got attacked there once, and the entire thing blew up for some reason. The walls were still there, but all the stuff was gone.

I just sailed my newly captured 74 to Oxbay and took the three French ships guarding the place, then blew up the fort. All the extra buildings were still there at that time too.

Hook
 
Hmm. So when will the mod have shading added? Aesthetics? Looking like that??? Those buildings look like ... uh ... *blarf*

No offense to whom made them. But my god, add some shading/shadows/depth to them. I wonder if thats possible...
 
<!--quoteo(post=152640:date=Jun 28 2006, 11:02 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 28 2006, 11:02 AM) [snapback]152640[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152638:date=Jun 27 2006, 07:46 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 27 2006, 07:46 PM) [snapback]152638[/snapback]</div><div class='quotemain'><!--quotec-->
They also disappear after the French Invasion.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I've never had 'em disappear. As a matter of fact, they're a problem when taking Massoni out to meet your aunt's daughters, as you have to go through the Oxbay suburbs. I got attacked there once, and the entire thing blew up for some reason. The walls were still there, but all the stuff was gone.

I just sailed my newly captured 74 to Oxbay and took the three French ships guarding the place, then blew up the fort. All the extra buildings were still there at that time too.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->


That's interesting, cause they disappear once the French invade Oxbay in my game. Maybe the code is set for random appearance or something similar.
 
<!--quoteo(post=152644:date=Jun 27 2006, 08:20 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 27 2006, 08:20 PM) [snapback]152644[/snapback]</div><div class='quotemain'><!--quotec-->
Hmm. So when will the mod have shading added? Aesthetics? Looking like that??? Those buildings look like ... uh ... *blarf*

No offense to whom made them. But my god, add some shading/shadows/depth to them. I wonder if thats possible...
<!--QuoteEnd--></div><!--QuoteEEnd-->
It's a work in progress. If you can do better, we'd be glad to see your work.

Hook
 
These buildings are a fort and a clock tower added by CCC to the game. After you left Oxbay port the first time and the French invasion has begun, these buildings WILL be gone.

Adding shadings to these buildings is, unfortunately, impossible to do the way they are coded in now, because (believe it or not) the game considers these buildings as blades and guns attached to an invisible character. The plus is that you can build buildings anywhere you like, the cons are that the mod works odd: You can walk through walls and the models don't have proper lightning either. But it's either that or no building set mod at all.

Sometimes you can make a perfect mod, but most of the times, you have to do what you can with the resources in the game. This is about as good as you can make a buildingset mod in this game. However, the buildings in Oxbay port will be gone after you leave Oxbay. The buildings added to other locations at least make it clear that it is not Redmond where you are, but instead Greenford. People used to become confused about that after CCC enlarged Oxbay and Greenford. You can turn the entire enlarged Oxbay off in BuildSettings.h, but it requires a new game. Also: You can then not enter the Greenford Maltese Knight Abbey anymore, which is a shame.

BTW: I once had the idea of making the buildings characters. That way, there should be proper lightning and collision detection (I hope). However, all tests for this have, so far, resulted in CTDs only.
 
<!--quoteo(post=152710:date=Jun 28 2006, 04:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 28 2006, 04:25 AM) [snapback]152710[/snapback]</div><div class='quotemain'><!--quotec-->
Adding shadings to these buildings is, unfortunately, impossible to do the way they are coded in now, because (believe it or not) the game considers these buildings as blades and guns attached to an invisible character.<!--QuoteEnd--></div><!--QuoteEEnd-->

Blades and guns on an invisible character???
<i><b>LOL!!</b></i>


<!--quoteo(post=152710:date=Jun 28 2006, 04:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 28 2006, 04:25 AM) [snapback]152710[/snapback]</div><div class='quotemain'><!--quotec-->
The plus is that you can build buildings anywhere you like, the cons are that the mod works odd: You can walk through walls and the models don't have proper lightning either. But it's either that or no building set mod at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, I noticed this with a guy standing by a little shack (motionless)... the building was more a fantom than a solid object. I just figured it was a work in progress.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sometimes you can make a perfect mod, but most of the times, you have to do what you can with the resources in the game. This is about as good as you can make a buildingset mod in this game. However, the buildings in Oxbay port will be gone after you leave Oxbay. The buildings added to other locations at least make it clear that it is not Redmond where you are, but instead Greenford. People used to become confused about that after CCC enlarged Oxbay and Greenford. You can turn the entire enlarged Oxbay off in BuildSettings.h, but it requires a new game. Also: You can then not enter the Greenford Maltese Knight Abbey anymore, which is a shame.

BTW: I once had the idea of making the buildings characters. That way, there should be proper lightning and collision detection (I hope). However, all tests for this have, so far, resulted in CTDs only.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah. Understood.

A thought was, instead of actually having (or trying) to get the game to add dynamic lighting and shading... just make the textures have it built in, and use the right texture for the specific parts. Unless that texture is a teeny little box that is repeated in a a grid all along the sides... then no that would not work either.
 
It might be possible to work in lightning into the textures, but that can only work for one specific location for the building. And with the building set mod, you can have buildings anywhere. Making seperate textures for each location is quite a lot of work. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

I still want to try and continue with my idea of changing the buildings into characters instead of having them as blades and guns on characters. Either my idea would work really well or it would really not work at all. So far, it has only produced CTDs, even though I KNOW something has to be possible. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
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