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A Family' Story

Maybe not but I agree with GreyRoger, it doesn't look so much made of cloth.
Why not use just the pole with the eagle at camp? It sure looks good as it is.

Another idea would be to make a new personal flag of the Napoleon flag and add a pole
to the camp and flag locators. I have used code for raising a personal flag in a location.
 
And just a pole with a flag, do you think it could not crash?
Ok, I tested that too. No crash, but shiny bright (from one side), "board" flag and mirrored text on one side.
no eagle.jpg
 
Another idea would be to make a new personal flag of the Napoleon flag and add a pole
to the camp and flag locators. I have used code for raising a personal flag in a location.
I like the idea :) but, if we can use the texture of my Napoleonic flag and its pole with the eagle.
 
Ok, I tested that too. No crash, but shiny bright (from one side), "board" flag and mirrored text on one side.
That is inevitable from the way flags work. If you look at ship flags, the texture only shows one side, and the other side is a mirror image. What you see on the texture file is what you get on the flag - again, look at ship flag texture files, they're toned down and have a flag texture.

I wonder if you could have two flags side by side? Flag 1 shows one side, flag 2 shows the other side.

Incidentally, a bit more Googling found this:
wargame flags, wargame miniatures, flags, miniatures, historical miniatures, wargame, wargames flags, vexilology, wargames, wargamers, grognard, grognards, Napoleonics, American Civil War, Confederate, War of the spanish Succession, Medieval banners, Burgundy, Burgundian, American Revolution, Revolutionary War, Continentals,
The flag with a white diamond surrounded by red and blue triangles appears to be the 1804 style shown on that site. "A Family Story" is set in 1812, and the 1812 style has a standard tricolour as a background. Unfortunately the images on that site are intended for use on small wargaming miniatures, so they're too low resolution for our purposes. Now trying to find a higher resolution version...

One other detail. If you are going to stick with the diamond version, the number on the corners of the flag should match the number in the centre. They're both supposed to be the regiment number. ;)
 
I wonder if you could have two flags side by side? Flag 1 shows one side, flag 2 shows the other side.
Will probably look weird, because the engine wouldn't know which one to plot on top.

It's basically an error on the engine side, because they should've flipped the UV map on the other side of the flag object, but clearly they didn't.
In theory it is possible to make a 3D model that has it correct on both sides, but that has to be set up correctly inside the model with, for example, Maya.
 
It only looked weird because one of the textures needed to be flipped. Basically, I started with "NFlag", stripped off everything except the flag itself, saved the result and copied it into TOOL's "Meshes" folder. Then I hex-edited it to use the other texture. TOOL then imported it back into "NFlag", I shifted it very slightly on the Z to offset it from the original flag, and saved the whole lot back as "NFlag_double". And now:
side1.jpg side2.jpg
I've given up on trying to find a decent image of the 1812 flag. If that style was only issued in 1812 then the new flags might not have arrived in the Caribbean yet. The text on the original file appears to be Times Roman, so all I had to do for the new texture was wipe the white diamond and write a new message. (The original texture is now "_napf_6.tga.tx" and the new one is "_napf_5.tga.tx".)
 

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I made a quick test with double flags on the soldier with a flag. That crashed the game before I even came to retexturing.
 
One other detail. If you are going to stick with the diamond version, the number on the corners of the flag should match the number in the centre. They're both supposed to be the regiment number. ;)
I see you're already made the change in the flag texture:)

Just a question, you want I try to fix the both sides with a new 3D model? I can try at least tonight...
 
Another idea would be to make a new personal flag of the Napoleon flag and add a pole
to the camp and flag locators. I have used code for raising a personal flag in a location.
Tonight, I tried many times to fix both sides of the flag but it's impossible... I use SketchUP to work on 3D models before converting with Maya. In SketchUP, both sides are ok but after converting with Maya when I check my model in the gm viewer, I still have this bug.
@Jack Rackham, I think the best solution is to forget the flag used by the soldier and make one for the military camp using my pole and flag locators.
By the way, I found the right flag now :)
Otherwise, what is the code I must use to add a personal flag to a location?
 

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This is what I used to raise a Preussian flag:

ref cmdr = CharacterFromID("Dante Siciliano");

CaptureTownForNation("Grand Turk", PERSONAL_NATION);
cmdr.nation = PERSONAL_NATION;
cmdr.Flags.Personal = 1; cmdr.Flags.Personal.texture = 4;



or an Irish flag:

CaptureTownForNation("Grand Turk", PERSONAL_NATION);
cmdr.nation = PERSONAL_NATION;
cmdr.Flags.Personal = 2; cmdr.Flags.Personal.texture = 4;


Not sure why I'm using Grand Turk here. The location isn't there at all.
But it works perfect. This is in the Golden Age of Piracy period.:pflag
 
Personal flags don't care about period, or at least, not when they're on their normal position on a ship. In "PROGRAM\QUESTS\quests_side.c", case "thomas_contraband_12_exit_2", you attack a smuggler's ship which has just stolen Thomas O'Reily's cargo. It has a choice of Personal flags; it will use the 7th flag of the 2nd row unless the player is already using that, in which case the ship uses the 2nd flag of the 3rd row:
Code:
           NPChar = CharacterFromID("Pirate Captain 04");
           NPChar.recognized = true;
           NPChar.nation = PRIVATEER_NATION;
           SetNationRelationBoth(ENGLAND, PRIVATEER_NATION, RELATION_NEUTRAL);
           SetNationRelationBoth(PERSONAL_NATION, PRIVATEER_NATION, RELATION_ENEMY);
           if(sti(GetAttribute(PChar, "flags.personal")) == 6 && sti(GetAttribute(PChar, "flags.personal.texture")) == 1)
           {
               NPChar.flags.personal = 1;
               NPChar.flags.personal.texture = 2;
           }
           else
           {
               NPChar.flags.personal = 6;
               NPChar.flags.personal.texture = 1;
           }

'Flags.Personal.texture' is the row, and it starts at 0, but flag texture files start at 1. So a value of 1 there means the flag is in "perflg2.tga.tx". If you're going to add a new one, it will either need to replace one of the three remaining empty slots on the last row or it will replace an existing flag. Assuming it's taking one of the empty slots in row 7, that means you'll want 'Flags.Personal.texture' to be 6.

'Flags.Personal' is the flag on that row, again starting at 0. The red and black flag with crossed bones, which the smuggler is supposed to use, is the 7th flag of that row, which is value 6. You'll probably be using the 5th slot of the last row, so 'Flags.Personal' will be 4.

This is a sidequest which ought to work with any storyline in any period. :D

PRIVATEER_NATION is a sort of fake nation which uses Personal flags but isn't the same nation as the player. You can assign Personal flags the same way as to PERSONAL_NATION and you can assign national relations however you like for the purposes of the quest. Here the smuggler is set to be hostile to you and not hostile to Britain, so you don't get penalised for attacking the ship and Port Royale fort doesn't blow it out of the water before you can get to boarding range.
 
There is something I don't understand :(

You "link" the flag to a character not to a specific location. And I want the flag just in One location...
 
I missed two things because I looked at the wrong location. This will explain how it's linked to a specific location.
This should be in your location:

Locations[n].townsack = "Grand Turk";

And this line should be added at the end of the other code:

Towns[GetTownIndex("Grand Turk")].gov = "Dante Siciliano";
 
I missed two things because I looked at the wrong location. This will explain how it's linked to a specific location.
This should be in your location:

Locations[n].townsack = "Grand Turk";

And this line should be added at the end of the other code:

Towns[GetTownIndex("Grand Turk")].gov = "Dante Siciliano";
Does that mean the location uses a flag assigned to the governor of Turks Island? Then the location, being linked to Turks Island, uses the governor's flag?
 
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