• New Horizons on Maelstrom
    Maelstrom New Horizons


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An ambitious project

<!--quoteo(post=262468:date=Jun 17 2008, 05:48 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 17 2008, 05:48 PM) <a href="index.php?act=findpost&pid=262468"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes that's a big guy. How do you get the animations to work when changing size of a character? I have had no success so far and there are characters ingame already a little bigger than the average with animations that looks strange.<!--QuoteEnd--></div><!--QuoteEEnd-->
use the tool : load the character Edit Scene, resize the character, save animation (you'll find my.an in Ressources\animation folder make a copy of man.ani and rename it with the same name that the my.an (my.ani for instance) and open the file and in the first line you'll find man.an change the name in order to have the same name that my.an and save it in Ressources\animation. In tempquestcharacter add a line in order that you character use the my.an).

<!--quoteo(post=262511:date=Jun 17 2008, 06:56 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 17 2008, 06:56 PM) <a href="index.php?act=findpost&pid=262511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow! Cool stuff, Bartolomeu! Your new main quest is going to provide some good fun for players when Build 14 is done! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
in this additional quest for the main quest we'll find cannibals, the big guy, François l'Ollonais , an indian treasure and so on... <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
<!--quoteo(post=262684:date=Jun 18 2008, 08:20 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jun 18 2008, 08:20 AM) <a href="index.php?act=findpost&pid=262684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You know that I made a bunch of indians did you?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. I could use some of your indians for the cannibals. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
New models being used! Good, good! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
i think i know what the purpose of all those paintings is. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> this looks fun.
 
Very interesting Bartolomeu, you are really adding some more story and details to the game <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/Leaf_icon_new.jpg" border="0" class="linked-image" />

I retextured the leaf_icon, so that the little jungle models don't look like some kid with a pencil coloured them in <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Extract the attachment in your Textures folder to show them on the worldmap, and extract it in your Textures/ammo folder for the building set model.
 

Attachments

  • leaf_icon.tga.zip
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Wow! Impressive Bartolomeu. I wholeheartedly agree with Thomas; you really ARE adding some good stuff to this quest. It'll really be something new. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Nice job on those palm trees, Thomas! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I've just tried your new texture Thomas the Terror, and it's indeed better than the ugly one we had until now - the only thing is that the invisible part keep showing in flashy green... Could that be solved somehow?
 
Is that on the worldmap or in the land jungles? Possibly weapons don't allow for alpha maps. The same goes for characters. If so there's nothing that can be done about it with textures only; the invisible parts would have to be cut out in a modeling program instead. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Thanks a lot ! It's not perfect of course but i've tried to add something original. Thanks Thomas for your leaf. I'm going to put it in the locations' quest. By the way, be sure I'll use a lot the building set model for these locations. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> So Thomas if you are some new ideas for retexturing some building set models : GO ON ! <img src="style_emoticons/<#EMO_DIR#>/thumbs1.gif" style="vertical-align:middle" emoid=":2up" border="0" alt="thumbs1.gif" />
 
I think I have just fixed the interface pictures for the different Bartolomeu characters. They didn't show because they used portrait numbers that were not in pictures.ini. Since we still had some gaps left in the numbering, I simply changed the portraits' filenames and initItems.c references. I haven't tested it yet, but it should work. I also did the same for a bunch of PotC characters (Jack Sparrow and Norrington character by Thomas the Terror) and the new indians. Numbers 243 - 249 are still free for the use of new models.
 
Good News ! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> After testing them, could you send me these files?
 
Sure thing. But I can't test them yet because I need Pirate_KK's files first. You could make the fix yourself though: Just rename the current portrait filenames to <i>face_188.tga.tx</i> to <i>face_191.tga.tx</i> and update the initModels.c entries. These numbers are not yet used, so this gap of four unused portrait numbers is perfect for the four Bartolomeu portraits there are. Should work. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Thanks ! I'll do that <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I tested it now and it does seem to work fine. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=264117:date=Jun 21 2008, 01:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 21 2008, 01:48 PM) <a href="index.php?act=findpost&pid=264117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I tested it now and it does seem to work fine. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Excellent ! One bug solved <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Next week, I need to work on the additional quest and finally start my work on Curacao. I think to put on Curacao some quest locations I made for my last work. (As I did for instance in the second quest for Cuba.)
 
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