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Trying to tempt me to modify the QAR, too? Now who's giving whom more work?We need to do SOMETHING for those spirals on the QAR railing. It's always looked a bit odd to me. I'd suggest the best would be to make an addition to QAR_Extras.tga.tx and make a simple circle surface so I can texture either a spiral or the skull and crossbones design.
Don't panic! That's just a missing texture for the path file, by the looks of it. Here you go: http://www.pyratesah...ed/Blank.tga.txCrap. Aramda, the Pearl has some serious issues. Idk id it's UV mapping or the model, but something is very much off. Look:
Trying to tempt me to modify the QAR, too? Now who's giving whom more work?
OK, I'll take a look at it. Hopefully I'll only need to move some UVs, I'll add another surface if I need to.
Is it every spiral that needs the skull-and-crossbones feature added?
No worries, I didn't mean to say it was a problem. I was just getting my own back for you saying I gave you more texture work.Sorry, I don't mean to pile more stuff on you, but it really needs something. And I thought a simple circle shaped surface wouldn't be all that tough. The QAR only has two spirals. One on each side. However, each spiral has two sides. so 4 circle surfaces would be needed. They're all gonna use the exact same texture.
I never made an entry for that ship, so you'll have to do it yourself for now.Armada, do you have the Ship_init.C code for the damaged Pearl? I never got that.
I never made an entry for that ship, so you'll have to do it yourself for now.
Just copy the BlackPearl code and change the refShip.name line to "DamagedPearl" and make sure refShip.id = refShip.name (without quotation marks), and that should do it.
Agreed on keeping the Damaged Pearl's stats the same as the standard Pearl. It makes sense, really.Ok. That should actually suffice for the damaged Pearl. I think her stats should be the same as the standard Pearl. Unless we wanted to make her a tad slower due to her damage. But she still needs to be fast. I'm thinking make the stats identical to the standard version. I don't know yet, but I might need some of those special UV surfaces for the damaged Pearl. I need to experiment first, but it wouldn't surprise me if I needed some for those areas where the railing is blown apart and where there are cannon holes. This one is gonna be fun adding the battle damage.
Also, do you think I should add maybe a few holes here and there to her sails (make a 4th unique Pearl sail texture)? I think it would go nicely with the whole damaged look.
And I'm doing 2 versions of the Wicked Wench, correct? Naval and official?
It's going to be huge whatever we do, but anything we can do to tone down on the size would be much appreciated. I'm going to try to clean up as much as I can and I'll try to apply some compression to all the Build-added textures too.Seeing as the sails aren't actually meant to be damaged much, I don't think it's worth another sail texture. As it is, we already have quite a few more textures in general than we did before.
The same argument could be said about the Pearl/Wench versions. Do we really need two different hulls for the Standard and Un-cursed Pearls, seeing as they're so similar?
I'm just saying that we're trying to resist adding more models and textures than we really need, because otherwise Beta 2 will be absolutely huge.
It's going to be huge whatever we do, but anything we can do to tone down on the size would be much appreciated. I'm going to try to clean up as much as I can and I'll try to apply some compression to all the Build-added textures too.Seeing as the sails aren't actually meant to be damaged much, I don't think it's worth another sail texture. As it is, we already have quite a few more textures in general than we did before.
The same argument could be said about the Pearl/Wench versions. Do we really need two different hulls for the Standard and Un-cursed Pearls, seeing as they're so similar?
I'm just saying that we're trying to resist adding more models and textures than we really need, because otherwise Beta 2 will be absolutely huge.
I think generally nobody uses the compression settings in the TX Converter and that is really hurting the modpack filesize.
It is actually possible to maintain close to the same quality with a lot smaller filesize in the file format we're using.
No worries; virtually nobody ever uses the compression and that is not just limited to you.Sorry about that. No one ever told me about that.
Cheers, mate!
No worries; virtually nobody ever uses the compression and that is not just limited to you.Sorry about that. No one ever told me about that.