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Released 20 gun privateer schooner

I think the descriptions are used in the shipyard repaint interface, and with that in mind, your description may be a tad long...

The flags are of different proportions because of the locators on the GM files.
Clearly the version that Craiggo uploaded is not as up-to-date as the CoAS version, that's all.
I'll try to shorten it, hmm that would explain the backwards behavior of the gaff sails too..
 
Craiggo could you upload the latest version of the gaff sail files? the ones with the larger flags and that face the right direction in the wind? still not getting a crew even after modifying that extra file too, ill see if theres anything I missed...
Also how are the Revolutionnaire and Volage coming along? I gave them you a month ago, so I thought there would be some progress by now, but I'd imagine film school is taking up alot of your time too. Do you think you will have one ready in time for the next POTC patch in about 2 weeks? because if not I might try to learn how to get them ingame myself, so that maybe one of them will be in the patch.
 
Recently I noticed in CoAS that the brig Enterprise has fore stays'ls and a jib that move in relation to the wind. Could that be done for this vessel?
 
what do you mean? they certainly seem to behave correctly ingame for me, did you mean adding sails? I don't want to stray from what is shown on the sailplan.
 
I don't know if they're like this in POTC, but in CoAS all the stays'ls and jibs are permanently set amidships, and they don't move at all, (they do billow though) On the brig Enterprise the fore stays'l and jibs move with the wind in an approximation of a port or starboard tack. The sail plan would stay exactly the same, the sails rigged to the headstays would just behave more realistically.
 
oh ok, well I'll see how it looks ingame now, but I really ahve no idea how I to implement any such change:facepalm I really need to get to know the coding side better, and how to make walk files and add locators for guns and sails and whatever else one needs to add locators for, because it would seem I am turning out ships faster than craiggo can get them ingame, and it would be nice to be able to get them launched on my own schedule
 
I'm not sure anyone else knows how to do that either, considering the fact that the Enterprise is the only vessel in the game that I've ever seen do that.

If it isn't too difficult, properly behaving heads'ls is something I'd definitely like to see commonly implemented in the future.
 
This is the first I've heard of any kind of stays'ls moving with the wind in either game. o_O
I'll have to investigate the PotC version to see if it acts in this way. If it doesn't, I might ask if someone could upload the CoAS version to compare it with.

I really need to get to know the coding side better, and how to make walk files and add locators for guns and sails and whatever else one needs to add locators for, because it would seem I am turning out ships faster than craiggo can get them ingame, and it would be nice to be able to get them launched on my own schedule
It might be best if you send me a PM about getting new models in-game. That way, I'll remember to give you the tutorials you need. ;)
 
This is the first I've heard of any kind of stays'ls moving with the wind in either game. o_O
I'll have to investigate the PotC version to see if it acts in this way. If it doesn't, I might ask if someone could upload the CoAS version to compare it with.

I was admittedly shocked to see the sails working like that. Before I ran into that vessel I wasn't even aware that it was possible.
 
Ahoy! I'm back from my trip and am looking around to see what is happening and saw this. Which Enterprise are you referring to? In COAS there is Enterprise1 and USS_Enterprise1. The former is black and white and the latter is brown and white. I just recently reworked both of those ships and the POTC versions are in the "downloads" section at the top of the forum. I have COAS also and can look at them and maybe see what any differences might be.
 
Ok, I just had a look at both versions in TOOL. COAS has an extra sail locator that tells a sail how far it can bulge out with the wind. With the rearmost heads'l it is set to zero. On the others one is set slightly to port and the other slightly to starboard. That is the biggest difference between the two versions of those sails. Does one behave better than the others?
 
Generally, the one in the middle (I don't remember whether it was a foretopmast stays'l or some other heads'l) behaves the most realistically.

Edit: Do you think that that might also work for trapezoidal stays'ls? ((set so that they move to a lesser extent)
 
No ideer. It is a COAS thing. Try changing the value in TOOL and then see what happens.
 
Unfortunately I'm afraid I won't be of very much use in that department. The extent of my coding abilities is tweaking ship and character stats.
 
So I've been tying to fix the spanker models but I keep getting an "Error, model cannot be read" message in the tool when I try to open it. this happens right after I change the texture from the mast texture to Blnk.tga, I think there might be something wrong with the file because in the hex editor I see 'undefined' alot I think it is trying to assign textures to the model that shouldn't be assigned to it?
http://www.flickr.com/photos/64339105@N08/7274872630/in/photostream
 
Thanks Hylie! that worked for the texture:onya I'm still not able to get it to work overall (There was a time when I got the yard invisible, but the sail was still facing the wrong direction, so thats how I know the texture works) I followed armada's instructions as well as I could, but I get a runtime error everytime I try to play the game. could someone with more experience please take a look at the modified files and look for anything I did wrong? here are the files:
foremast spencer sail
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_fspanker.gm
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_rey_d2.gm
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_mast2.gm
Mainmast gaff
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_mast3.gm
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_mspanker.gm
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_rey_b3.gm
sail above mainmast gaff
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_rey_a33.gm
http://dl.dropbox.com/u/43901618/CArmstrong/Models/Prince de Neufchatel/PDN1_tsail.gm
 
Ok, I dl'ed Craiggo's files and your new ones. Schooners are hard to work with. I had a lot of trouble with them last summer.

Armada's spanker instructions are a bit cryptic. Through trial and error I have changed them to where I mostly understand them, and they work well enough now.

Do you have your Ships_init.c for this ship somewhere? I'd like to get her in POTC too. :drunk
 
Are you referring to these instructions? It's possible that confusion has arisen because these instructions were intended for stock spankers (using deck.tga).
Your original problem with the textures messing up was probably down to my instructions leading you to believe that you had to use blnk.tga. That isn't true for your case (sorry! :facepalm )
That texture works only for four-letter texture names, because in the HEX editor, you must not add or remove any spaces, and can only overwrite the same number of characters.
Hence, Hylie's version of the texture works because its name is the same length as the existing texture.

The optimum solution for correct spanker behaviour and lighting will always be to select the 'Opposite' render stat in Maya, and then only set the geometry locator for the spanker to use XX -1.
The other method does work, but admittedly it's more long-winded and confusing. Seems to be the way with all the workarounds I've come up with over the years. :p
What I really need to do some time is clarify the instructions for both methods and update the related thread...
 
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