• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Inez Dias

    Adding locations without editing locations_init.c

    Pieter, sorry I didn't see this before, and thanks for going through all the trouble.
  2. Inez Dias

    Voyage Century using the same file formats as POTC

    New ships, new characters, everything. <img src="http://www.wigard-net.de/susanne/VoyageCentury.gif" border="0" class="linked-image" /> <img src="http://www.wigard-net.de/susanne/VoyageCentury2.gif" border="0" class="linked-image" /> <!--QuoteBegin-Pieter Boelen+Aug 28 2005, 01:29 PM--><div...
  3. Inez Dias

    Help with Maya gm export plugin

    Right, thanks alot.
  4. Inez Dias

    Voyage Century using the same file formats as POTC

    Just discovered that the Chinese MMPORG <a href="http://www.3game3.com" target="_blank">Voyage Century</a> uses the same file formats as POTC (gm for models, tga.tx for textures, ani for animations)! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif"...
  5. Inez Dias

    Voyage Century

    What is really amazing is that the model format is gm and the texture format is tga.tx !!
  6. Inez Dias

    Help with Maya gm export plugin

    <!--QuoteBegin-Trebutor+Aug 14 2005, 06:14 PM--><div class='quotetop'>QUOTE(Trebutor @ Aug 14 2005, 06:14 PM)</div><div class='quotemain'><!--QuoteEBegin-->If I manage to get it right, I guess I will have to write a complete howto as noone seems to have...
  7. Inez Dias

    Adding locations without editing locations_init.c

    <!--QuoteBegin-Pieter Boelen+Aug 14 2005, 03:07 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 14 2005, 03:07 PM)</div><div class='quotemain'><!--QuoteEBegin-->It will be added to the next modpack update.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks alot. <!--QuoteBegin-Pieter Boelen+Aug...
  8. Inez Dias

    Some more ideas I am tossing around...

    Wow! That's a thing I've wanted to do for a long time! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
  9. Inez Dias

    Problem Retexturing Weapons

    I think it has something to do with shaders - look at the sha files in the Modules/effects folder.
  10. Inez Dias

    Some more ideas I am tossing around...

    <!--QuoteBegin-High Sea Lass+Aug 11 2005, 12:23 AM--><div class='quotetop'>QUOTE(High Sea Lass @ Aug 11 2005, 12:23 AM)</div><div class='quotemain'><!--QuoteEBegin-->Inez, are you reading this?  If not, then you can not answer this, I suppose...  <img...
  11. Inez Dias

    Adding locations without editing locations_init.c

    Pondering a quest I'm hoping to make (sometime) I was much annoyed by the fact that you have to edit so many files in order to add anything new. Though Nathan and Pieter have heroically kept track of all the changes made by different people, I think that for mere humans (such as me) it is quite...
  12. Inez Dias

    Tips and Tricks for modding

    <!--QuoteBegin-NathanKell+Jul 21 2005, 09:38 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 21 2005, 09:38 PM)</div><div class='quotemain'><!--QuoteEBegin-->But for some reason, each time you extern-prototype a function -with arguments-, the number of arguments for that function that POTC...
  13. Inez Dias

    New character

    I bet she'll be the queen of the ball ... Actually we could do that: change the model to have characters wear different clothes - now that'll be a *real* tailor's mod... How about a gown for Claire also ? Afraid now all of your girls will want to go to the ball <img...
  14. Inez Dias

    Maya Plugin and animation quest

    AFAIK, nobody has so far gotten the SD2AniExport and SD2CamExport to work. We haven't yet found a way to export animations to Max or Maya. The skeleton itself can be exported to Max with the tool. Rudimentary editing of animations is also possible with the tool, but nobody (myself included)...
  15. Inez Dias

    New Interface Released For Download

    Indeed great work, Maximus. Would you answer a question ? In the interface ini files, what is bBreakCommand for ?
  16. Inez Dias

    Some more ideas I am tossing around...

    As long as you make them from existing locations, adding more towns to islands shouldn't really be difficult, only lots of work (AFAIK). You'd need to setup the town with its locations in the island's file in the Locations/init folder and connect the locations. Then in the Characters/init folder...
  17. Inez Dias

    Parrot and hat mods

    Cat, you're right, I was only trying to make the animation, and also right that the whole project is currently suspended. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> As far as being busy is...
  18. Inez Dias

    Time and Tide

    You said it best yourself (to Maximus): <!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->We'll hold the fort<!--QuoteEnd--></div><!--QuoteEEnd--> and (to Lass): <!--QuoteBegin-NathanKell+--><div...
  19. Inez Dias

    Character Interface Pictures

    Very nice to have pics for all the characters, Pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
  20. Inez Dias

    Flooding the Oxbay Sewer

    Raising locators should be automatically done when you raise a model. . But you can try to do it separately for just the locator model (ignoring the error messages). The col files have colors per vertex number, so not much we can do there. But I don't see how the raising could influence light...
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