I raised the ground just a little to make the water lower look lower.
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I think those VCO locations still need COL files made first.I'll look into it, but something in my memory tells me that I already tried it once and it didn't work for the Beatrice models.
As for loading screens? Do you have time to make these? I guess it would save a lot of time since I don't have a good image editing programme and even when I had, I haven't had much success when I tried to work with PotC image files.
There are the screenshots I made, I would name them "Wreckage Cove" (1), "Sacred Forest" (2) and "Offering Room" (3).
Correct. Looking at "PROGRAM\Loc_ai\types\LAi_poor.c", the animations used are "Ground_sitting", "Ground_look_around", "Ground_Scratch", "Ground_Death" and "Ground_Death1". These do not exist in "RESOURCE\animation\woman_sit.ani", which is the animation used for most female models including "Beatrice". Moreover, if you use "Animation View" to look at "Beatrice" or most other female models, pick any animation, change "From" to 1 and "To" to about 2800, you can view all possible animations. There's one sequence not referenced in "woman_sit.ani" which looks as though she's pushing a button, but there's no sequence for sitting on the ground. So unless someone can make a whole new "woman_sit.an" to include sitting on the ground, almost no female characters can possibly use 'LAi_SetPoorType'. So whenever the player needs to sit on the ground, the game uses 'LAi_ActorSetSitMode'. It doesn't look too bad because you can't see yourself sitting high up as if on a chair - try doing a treasure quest and look what happens when you dig up the chest.For clarification: I'm talking about sitting on the ground, or in other words: PoorType and about doing it with the player. And all my tests indicate that PoorType simply doesn't work for the Beatrice models. For example: executing LAi_SetPoorType(Pchar); through console makes player character Blaze sit on the ground, but player character Beatrice keeps standing, frozen in place. And creating an NPC with that model and in that type actually results in an invisible NPC (see picture):
EDIT: Probably PoorType doesn't work for female characters at all? Indian_girl1 also disappears.
Can you upload the model and texture files for Wreckage Cove? And, for preference, the location definition file. I'll then see if it's possible to raise the water level to put normal water there. Or, if the flat-looking water is part of a texture file, maybe change it to look more watery - it won't look reflective like proper water but at least it won't look like an island in the clouds.The screenshots are from within the game with free camera. I agree that the water looks a bit cheap there, but I wouldn't know to how to change that. I think it looked always that way. When the location model was transferred from VCO, @Jack Rackham raised (or lowered?) the water level a bit for me.
Hello Jack, I think we haven't seen each other so far this yearI raised the ground just a little to make the water lower look lower.
Not me - I'll just let them stand around the fire. As I said, it's not the end of the world, even though it would have been nice if it worked.So unless someone can make a whole new "woman_sit.an" to include sitting on the ground, almost no female characters can possibly use 'LAi_SetPoorType'.
There are the files, textures according to GM Viewer.Can you upload the model and texture files for Wreckage Cove? And, for preference, the location definition file. I'll then see if it's possible to raise the water level to put normal water there. Or, if the flat-looking water is part of a texture file, maybe change it to look more watery - it won't look reflective like proper water but at least it won't look like an island in the clouds.
Thanks, that's interesting. I added your files and also have better lighting now, in fact the wreckage cove almost looks like a different location now, a much better one. But the water looks the same for me as it ever did, rather bland and flat and grey-ish. Of course it does, I didn't change anything because you didn't change anything, and you didn't change anything because mysteriously, it looks right in your game and only off in my game. I also just noticed that the water looks similarly off inside the shipwreck.Attached are the revised .col files
Locations[n].image = "Offering_Room.tga";
Locations[n].image = "Wreckage_Cove.tga";
That's how I always do it. So while I never had streetlights that disappear from a certain angle, maybe the fonars I made with my characters coordinates disappear because the game is not used to have them basically on the ground. I'll do some more testing (perhaps raising them a bit) this evening and also send you the files. Typing from my phone right now...Or you can do it the easy way.
Here they are. Those are only the textures that GM Viewer lists when I open the main location file in GM viewer - there would be lots more for tree.gm and xiao.gm, those two files are the trees and all the other decorations there. Because I also just sent you the texture files corresponding with the main file for the wreckage cove, I assume they suffice.Meanwhile, if I am to create new lighting files and a loading screen for the forest, I'm going to need the forest! Model files and textures, please
I placed the fonar-locators in the sacred forest differently. Not on the edge of bushes, more in places where the terrain is flat and plain. Now they're much better visible, at least when you get somewhat close. From a distance, they can't bee seen, and moving character and camera around them, there are still certain "blind spots". But it has much improved and I gave some instruction to narrow the areas where you have to look down.I don't know why "fonar" lights would be restricted by angle, though. Have a look at some streetlights in towns - do they also disappear from some angles
Probably I already had all the other files for the wreckage cove. But I don't have the files for "tree.gm" and "xiao.gm".Here they are. Those are only the textures that GM Viewer lists when I open the main location file in GM viewer - there would be lots more for tree.gm and xiao.gm, those two files are the trees and all the other decorations there. Because I also just sent you the texture files corresponding with the main file for the wreckage cove, I assume they suffice.
Here they are.But I don't have the files for "tree.gm" and "xiao.gm".
The y-value was indeed 0 and when side-stepping into the cage, the player character also "jumps" to a slightly higher level.Placing a character outside the walking area his y-value (height) will unfortunately always become 0.
You can of course be lucky if the walking area is about 0, you wont notice it.