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Dutchman and Amsterdam

Sorry for the confusion: You could try to add the cannons by adding a geometry locator to the ship's GM file just like with the railings. That is the "code" I referred to. "Code" was the wrong way to say it though. Sorry about that. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
<!--quoteo(post=223224:date=Nov 25 2007, 01:04 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 25 2007, 01:04 PM) [snapback]223224[/snapback]</div><div class='quotemain'><!--quotec-->Sorry for the confusion: You could try to add the cannons by adding a geometry locator to the ship's GM file just like with the railings. That is the "code" I referred to. "Code" was the wrong way to say it though. Sorry about that. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
And just what exactly, do you think I did to get those screen shots?
Pieter, you're loosing it!
 
I thought you had added the cannon model to the actual ship GM file instead of through locators, truth be told. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Please find attached the cannon model used on the Flying Dutchman. Perhaps using that one instead would do some good. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=223235:date=Nov 25 2007, 01:30 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 25 2007, 01:30 PM) [snapback]223235[/snapback]</div><div class='quotemain'><!--quotec-->I thought you had added the cannon model to the actual ship GM file instead of through locators, truth be told. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Ahh, that explains it. I'm not that good, and I'm not a 3-D modeler.

I guess I do a pretty good impersonation of one. <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Please find attached the cannon model used on the Flying Dutchman. Perhaps using that one instead would do some good. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks, I'll have a look at that.
 
<!--quoteo(post=223236:date=Nov 25 2007, 07:36 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 25 2007, 07:36 PM) [snapback]223236[/snapback]</div><div class='quotemain'><!--quotec-->Ahh, that explains it. I'm not that good, and I'm not a 3-D modeler.<!--QuoteEnd--></div><!--QuoteEEnd-->I thought you could do things like that with the Edit Scene option in the Tool.
 
<!--quoteo(post=223241:date=Nov 25 2007, 01:47 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 25 2007, 01:47 PM) [snapback]223241[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=223236:date=Nov 25 2007, 07:36 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 25 2007, 07:36 PM) [snapback]223236[/snapback]</div><div class='quotemain'><!--quotec-->Ahh, that explains it. I'm not that good, and I'm not a 3-D modeler.<!--QuoteEnd--></div><!--QuoteEEnd-->I thought you could do things like that with the Edit Scene option in the Tool.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not for ships, I believe.

It works or land locations.

You can use "Edit Scene" to resize or rotate ship items directly, like masts, by 45 degree increments.
However, editing these items in tool is the kind of stuff that gets the inverse lighting.

If the cannon model needs to be rotated to work in the 4 positions, then they will probably get reversed shadow as well.
Would be nice to have 4 cannons facing in the 4 different directions.

One can simply rotate the Locator on the hull itself, which I would prefer.
It is much simpler to do but I have only been able to rotate locators 90 degrees in either direction, so a second cannon model would still be needed facing in the opposite direction form the first.

Of course, with rotating locators, one runs the risk of the "beep Bug" on some models.
 
<!--quoteo(post=223235:date=Nov 25 2007, 01:30 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 25 2007, 01:30 PM) [snapback]223235[/snapback]</div><div class='quotemain'><!--quotec-->...Please find attached the cannon model used on the Flying Dutchman. Perhaps using that one instead would do some good. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I just checked and that model is the very same "cannon_bigger_x.gm" in Tool.

When getting it to use my 50db texture it is too dark just like the Tool model.
 
Just an FYI...

I tried to add some new cannons to a couple different ships, just as a test. Used TOOL, edit scene, added cannon_x.gm, rotated model to fit, played around with correct placement coordinates on the hull, then added cannon locators for the new cannons, and saved the GM model (ship hull). File sizes were smaller (depending upon the number of cannons added) - and it appears that the collision data might be missing.

Everything looks OK in TOOL and in GM_Viewer, i.e., I can see the new cannons added.

I tested the modified ships in game, and got the dreaded BEEP. The ship is playable and all the added cannons actually fire. And the ship(s) did not cause a CTD.

I also, got this error message in sytem.log:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SHIP: Down trace error, ship XebecSS<!--c2--></div><!--ec2-->

<a href="http://www.picsaway.com/view/xebecss_addedcannons-2bc461b143.jpg" target="_blank"><img src="http://www.picsaway.com/thumbs/xebecss_addedcannons-2bc461b143.jpg" border="0" class="linked-image" /></a>

So, it looks like either I did some part of the process wrong, or TOOL craps out on adding individual cannon GM models to an existing ship GM model. And, as the help files for TOOL mention, I suspect that the missing info is the collision data.

EDIT:
I just re-read a couple of the posts above, and I guess I don't quite understand how to add the cannon(s) ONLY as a locator and not to the hull...

kevin
 
Would it be possible to somehow re-add the collision data? Example: Export to VRML, then open the VRML in TOOL. It should ask you to select the collision data. Then re-add all the locators and save as GM.
 
Update.

I was able to add a couple of bow chasers using the "locator only" method. Collision data seems to be intact and, in my testing, I have not run into any of the beeps, or gotten any strange error messages in the logs. And the cannons fire properly. So, it appears that I have succeeded in adding cannons.

<div align="center">
<a href="http://www.picsaway.com/view/xebec_cannons-bf866ba948.jpg" target="_blank"><img src="http://www.picsaway.com/thumbs/xebec_cannons-bf866ba948.jpg" border="0" class="linked-image" /></a>
</div>

As you can see from the photo, I am also getting the darker colored guns, as Petros already stated.

kevin

PS - sorry for the thread hijack. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Captain Tom, did you add the entry into ShipWalk located in C:\Program Files\Bethesda Softworks\Pirates of the Caribbean\PROGRAM\SEA_AI

These lines should be present in their relevent places:


#include "sea_ai\walk\Lineship2_walk.c"


Lineship2_walk_init();


case "Lineship2":
SendMessage(PeopleOnShip,"lileee",AI_MESSAGE_ADD_SHIP,ship,Lineship2_walk_count, &Lineship2_walk_verts, &Lineship2_walk_graph, &Lineship2_walk_types);
//SendMessage(WALK_TOOL,"lslee", AI_MESSAGE_ADD_SHIP, "Lineship2", Lineship2_walk_count, &Lineship2_walk_verts, &Lineship2_walk_graph, &Lineship2_walk_types);
break;

Hope this helps <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
heh. nice! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> it could look better if the other bow chasers where also pointing straight forward though. what you are doing is quite possible. the french royal galley La Reale (beautiful thing, i must add) had 7 of them.
 
I am thinking perhaps the triple bow chasers on the Flying Dutchman are also darker than the other cannons. Only in this case it's not obvious, because you probably wouldn't see the bow chasers and the other cannons in the same view. So that doesn't help either. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo(post=223406:date=Nov 27 2007, 01:21 AM:name=SeaNorris.)--><div class='quotetop'>QUOTE(SeaNorris. @ Nov 27 2007, 01:21 AM) [snapback]223406[/snapback]</div><div class='quotemain'><!--quotec-->Captain Tom, did you add the entry into ShipWalk located in C:\Program Files\Bethesda Softworks\Pirates of the Caribbean\PROGRAM\SEA_AI<!--QuoteEnd--></div><!--QuoteEEnd-->Captain Tom is using a different, older version of the Dutchman. Even when the new walk file is correctly installed, the crew will still not walk the deck of that version properly, because it's based on a different model.
 
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