Hello I have uploaded "Packet_Brig_Potc_Coas.7z" to ftp. Captain hawk folder
This is a test port of POTC ship to AOP2 COAS.
First Ship model and walk file.
Add "1" to your POTC ship folder, "Packet_Brig1".
Add "1" to All ship gm files also, "Packet_Brig1.gm".
Ship folder "Packet_Brig1". goes to RESOURCE/MODELS/Ships/.
You must change "Brig_walk" file to aop format sailorspoints file.
I think there is in forum tutorial how to do it, so no problem there I hope.
sailorspoints file named "Packet_Brig1" goes to RESOURCE/MODELS/Ships/ sailorspoints/.
Next textures.
Deck texture "Deck.tga.tx" named as "Dick.tga.tx" goes to RESOURCE/textures/.
Hull texture "Packetbr.tga.tx" goes to RESOURCE/textures/Ships/Packet_Brig1/Hull1, Hull2 and Hull3, folders.
interface ship pic," Packet_Brig.tga.tx "goes to RESOURCE/textures/INTERFACES/SHIPS/.
Next text file changes.
RESOURCE/INI/interfaces/ "pictures" file
[SHIPS_packet_brig]
sTextureName = ships\Packet_Brig.tga
wTextureWidth = 128
wTextureHeight = 128
picture = ship,0,0,128,128
----------------------------------------------------------------------
\RESOURCE\INI\texts\russian\ "common" file
string = Packet_Brig,"Packet Brig"
string = Packet_BrigGen,"Packet Brig"
string = Packet_BrigAcc,"Packet Brig"
string = Packet_BrigDat,"Packet Brig"
------------------------------------------------------------------------------------------
\RESOURCE\INI\texts\russian\ "ShipsDescribe" file
Packet_Brig {
Packet Brig -Post office hired small brigs to transport letters, packets etc.
}
-------------------------------------------------------------------------------------------------------------------------
Program/Ships/ "Ships_init" file
///////////////////////////////////////////////////////////////////////////
/// PacketBrig
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_PACKET_BRIG]);
refShip.Name = "Packet_Brig";
refship.Soundtype = "lugger";
refShip.Class = 6;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 12;
refShip.Weight = Tonnes2CWT(250);
refShip.Capacity = 1000;
refShip.CannonsQuantity = 22;
refShip.rcannon = 9;
refShip.lcannon = 9;
refShip.fcannon = 2;
refShip.bcannon = 2;
refShip.MaxCrew = 250;
refShip.MinCrew = 32;
refShip.BoardingCrew = 80;
refShip.GunnerCrew = 10;
refShip.CannonerCrew = 40;
refShip.SailorCrew = 120;
refShip.SpeedRate = 14.5;
refShip.TurnRate = 45.0;
refShip.Price = 250;
refShip.HP = 2500;
refShip.SP = 100;
//refShip.AbordageLocation = "Boarding Deck_02";
refship.Type.Merchant = false;
refship.Type.War = true;
refShip.fWindAgainstSpeed = 2.0;
refShip.sea_enchantment = 1.8;
refShip.lowpolycrew = 12;
refShip.buildtime = 60;
refship.Rocking.y = 0.5;
refship.Rocking.az = 0.04;
refship.WaterLine = 0.1;
refship.SpeedDependWeight = 0.27;
refship.SubSeaDependWeight = 0.6;
refship.TurnDependWeight = 0.3;
refship.WindAgainstSpeed = 3.3;//boal
refship.CabinType = "Cabin_Medium"; // boal 28.03.05
refship.InertiaAccelerationX = 5.5; refship.InertiaBrakingX = 5.5;
refship.InertiaAccelerationY = 8; refship.InertiaBrakingY = 8;
refship.InertiaAccelerationZ = 6.0; refship.InertiaBrakingZ = 6.0;
refShip.Height.Bombs.Y = 1.0; refShip.Height.Bombs.DY = 1.0;
refShip.Height.Grapes.Y = 2.0; refShip.Height.Grapes.DY = 1.0;
refShip.Height.Knippels.Y = 15.0; refShip.Height.Knippels.DY = 10.0;
refShip.Height.Balls.Y = 1.0; refShip.Height.Balls.DY = 1.0;
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
refShip.GeraldSails.rey_b2.vscale = 0.8;
refShip.GeraldSails.rey_b3.vscale = 0.8;
refship.Track.Enable = true;
refship.Track1.ZStart = 0.20;
refship.Track1.LifeTime = 12;
refship.Track1.Width = "2.0, 3.0";
refship.Track1.Speed = "6.0, 8.0";
refship.Track2.ZStart = -0.15;
refship.Track2.LifeTime = 7.5;
refship.Track2.Width = "4.0, 6.0";
refship.Track2.Speed = "0.15, 0.25";
------------------------------------------------------------------------------------------------------------------------------------
Program/Ships/ "ships.H" file
#define SHIP_PACKET_BRIG 4
-----------------------------------------------------------------------------------------------------------------------------------------
Program/battle_interface/ "battleinterface" file -------- not sure if I have right map ship
case "Packet_Brig":
BI_intNRetValue[0] = 2+4*8;
BI_intNRetValue[1] = 2+4*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
------------------------------------------------------------------------------------------------------------------------------------------------
Program/scripts/ "ShipsUtilites" file --------- this makes ship avaiable in shipyard
if (iTest_ship == 1) FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_PACKET_BRIG), "ship3");
--------------------------------------------------------------------------------------------------------------------------------------------------------
If you like to test "Packet_Brig" in AOP2 COAS, start new game as holland trader. ship costs about 250 piasters in shipyard.
This is a test port of POTC ship to AOP2 COAS.
First Ship model and walk file.
Add "1" to your POTC ship folder, "Packet_Brig1".
Add "1" to All ship gm files also, "Packet_Brig1.gm".
Ship folder "Packet_Brig1". goes to RESOURCE/MODELS/Ships/.
You must change "Brig_walk" file to aop format sailorspoints file.
I think there is in forum tutorial how to do it, so no problem there I hope.
sailorspoints file named "Packet_Brig1" goes to RESOURCE/MODELS/Ships/ sailorspoints/.
Next textures.
Deck texture "Deck.tga.tx" named as "Dick.tga.tx" goes to RESOURCE/textures/.
Hull texture "Packetbr.tga.tx" goes to RESOURCE/textures/Ships/Packet_Brig1/Hull1, Hull2 and Hull3, folders.
interface ship pic," Packet_Brig.tga.tx "goes to RESOURCE/textures/INTERFACES/SHIPS/.
Next text file changes.
RESOURCE/INI/interfaces/ "pictures" file
[SHIPS_packet_brig]
sTextureName = ships\Packet_Brig.tga
wTextureWidth = 128
wTextureHeight = 128
picture = ship,0,0,128,128
----------------------------------------------------------------------
\RESOURCE\INI\texts\russian\ "common" file
string = Packet_Brig,"Packet Brig"
string = Packet_BrigGen,"Packet Brig"
string = Packet_BrigAcc,"Packet Brig"
string = Packet_BrigDat,"Packet Brig"
------------------------------------------------------------------------------------------
\RESOURCE\INI\texts\russian\ "ShipsDescribe" file
Packet_Brig {
Packet Brig -Post office hired small brigs to transport letters, packets etc.
}
-------------------------------------------------------------------------------------------------------------------------
Program/Ships/ "Ships_init" file
///////////////////////////////////////////////////////////////////////////
/// PacketBrig
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_PACKET_BRIG]);
refShip.Name = "Packet_Brig";
refship.Soundtype = "lugger";
refShip.Class = 6;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 12;
refShip.Weight = Tonnes2CWT(250);
refShip.Capacity = 1000;
refShip.CannonsQuantity = 22;
refShip.rcannon = 9;
refShip.lcannon = 9;
refShip.fcannon = 2;
refShip.bcannon = 2;
refShip.MaxCrew = 250;
refShip.MinCrew = 32;
refShip.BoardingCrew = 80;
refShip.GunnerCrew = 10;
refShip.CannonerCrew = 40;
refShip.SailorCrew = 120;
refShip.SpeedRate = 14.5;
refShip.TurnRate = 45.0;
refShip.Price = 250;
refShip.HP = 2500;
refShip.SP = 100;
//refShip.AbordageLocation = "Boarding Deck_02";
refship.Type.Merchant = false;
refship.Type.War = true;
refShip.fWindAgainstSpeed = 2.0;
refShip.sea_enchantment = 1.8;
refShip.lowpolycrew = 12;
refShip.buildtime = 60;
refship.Rocking.y = 0.5;
refship.Rocking.az = 0.04;
refship.WaterLine = 0.1;
refship.SpeedDependWeight = 0.27;
refship.SubSeaDependWeight = 0.6;
refship.TurnDependWeight = 0.3;
refship.WindAgainstSpeed = 3.3;//boal
refship.CabinType = "Cabin_Medium"; // boal 28.03.05
refship.InertiaAccelerationX = 5.5; refship.InertiaBrakingX = 5.5;
refship.InertiaAccelerationY = 8; refship.InertiaBrakingY = 8;
refship.InertiaAccelerationZ = 6.0; refship.InertiaBrakingZ = 6.0;
refShip.Height.Bombs.Y = 1.0; refShip.Height.Bombs.DY = 1.0;
refShip.Height.Grapes.Y = 2.0; refShip.Height.Grapes.DY = 1.0;
refShip.Height.Knippels.Y = 15.0; refShip.Height.Knippels.DY = 10.0;
refShip.Height.Balls.Y = 1.0; refShip.Height.Balls.DY = 1.0;
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
refShip.GeraldSails.rey_b2.vscale = 0.8;
refShip.GeraldSails.rey_b3.vscale = 0.8;
refship.Track.Enable = true;
refship.Track1.ZStart = 0.20;
refship.Track1.LifeTime = 12;
refship.Track1.Width = "2.0, 3.0";
refship.Track1.Speed = "6.0, 8.0";
refship.Track2.ZStart = -0.15;
refship.Track2.LifeTime = 7.5;
refship.Track2.Width = "4.0, 6.0";
refship.Track2.Speed = "0.15, 0.25";
------------------------------------------------------------------------------------------------------------------------------------
Program/Ships/ "ships.H" file
#define SHIP_PACKET_BRIG 4
-----------------------------------------------------------------------------------------------------------------------------------------
Program/battle_interface/ "battleinterface" file -------- not sure if I have right map ship
case "Packet_Brig":
BI_intNRetValue[0] = 2+4*8;
BI_intNRetValue[1] = 2+4*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
------------------------------------------------------------------------------------------------------------------------------------------------
Program/scripts/ "ShipsUtilites" file --------- this makes ship avaiable in shipyard
if (iTest_ship == 1) FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_PACKET_BRIG), "ship3");
--------------------------------------------------------------------------------------------------------------------------------------------------------
If you like to test "Packet_Brig" in AOP2 COAS, start new game as holland trader. ship costs about 250 piasters in shipyard.
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