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Solved Fixing the Build Mod Ships

I put a fixed patch 6 Ships_init.c in the "Luggers 3 flags V2" folder so they are good to go. Patch 7 WIP now...........

The only other ship that I can recall messing with the Ships_init.c for is the Greyhound1. It came after the luggers and has its own Ships.init.c also. I guess you could call them a set.

Anyhoo, do what you think is best. :dance
 
I spent a frustrating evening trying to fix the spanker on a 3rd rate. Every attempt was corrupted. There are loads of ships with spankers lined up for work, so this needs to be addressed.
 
Which 3rd Rate? You could always try 'borrowing' spankers from newer ships; they're likely to work properly and look better anyway.
One example I did a while ago was copy Victory's spanker to RN_Warship, which was done after I managed to make the flagpole invisible with a specific texture. That worked pretty well. :cheeky
 
It was the FR_Warship2. The sister to the Bellette. I was planning on doing the rigging and then copying it over to the Bellette, and then starting on the RN_Warship, which is very similar.
 
It was the FR_Warship2. The sister to the Bellette.
Ah, that's something I'm trying to change a little more.
The Belette already had a rigging change to make her more suited to her late 17th century storyline, whereas FR_Warship2 and RN_Warship are supposed to appear as 18th century 3rd Rates.
The adjustments I'm making to RN_Warship (also for FR_Warship2) will hopefully include a large-scale hull revamp, to give her more of a modern deck layout, which will further distinguish her from the Belette.
It's a long way off completion, but it's what I'm aiming for eventually. I need to finish the new Corvette and get it out there, first. :keith
 
I've been working on the Boussole. My intention was to fix the spanker (done) and clean up some crooked ropes. But the sails bulge out too far and foul the stays and jibs badly. I've been trying to get them to stay flatter with no success. It looks like the only way to fix it is to redo the stays and jibs so they don't hit the sails. But this ship is based on a real ship, so the question is should I change the rigging or just leave it.
 
I don't think you're compromising the ship's historical accuracy if you adjust the rigging, so it's fine by me. :onya
Will you copy the rigging to the Indefatigable, too? They share the same rigging, so it would make sense.
 
Hmmmm. Maybe I need to slow down. I already copied over the spanker to the Indie, then berthed the Boussole while I consolidate and restock supplies. The jibsails will be moved and reshaped when I relaunch her, but they are located in accordance with the real ship now. For now I'm anxious to add some details to the Amsterdam.

edit: The NL_Amsterdam has a couple of new details and is on the FTP.
 
I found something called "converter" on the COAS side of the FTP. This might be the missing link for doing walk files.
 
It is! :shoot:

I dl'ed revenge 1.0.4 yesterday. Just now I tried that convertor on its sailorpoints file and it took maybe 15 seconds to convert it to a walk file. :mi

Of course I have no ideer what to do next. It looks like modifying the shipsinit.c for sure, and some other stuff.


What I'm really interested in right now is how to modify existing walk files. I'm about done with the Boussole except that crew are working on invisible cannons and when they climb the rigging they miss the mast completely and are climbing up the sails.


edit: The Boussole does not have its own walk file. But, there are 3 Surprise walk files. HMS Surprise(6-22-2011), Surprise1(5-8-2011), and Surprise(3-18-2006). Which one goes where, and where is the call made?
 
There should be a Walk_files_converting_tool (containing Converter.exe and COMDLG32.OCX) to convert AoP/CoAS walk files to PotC format and back.
To have those files used, you need to put them in PROGRAM\SEA_AI\walk and add the code for them in PROGRAM\SEA_AI\shipWalk.c .
Then you can have them used in ships_init.c .
 
I have and used the Convertor. Put the walk file where it belongs.


ShipWalk.c and ships_init.c are my Waterloo. I'm pretty sure there are other things to do also.
 
The FR_Boussole and HMS_Indefatigable are as done as I can get them. The walk files still need work, but someone else will have to do that. They are in my folder on the FTP.
 
Are you aware of how to add the details in ShipWalk.c? It's pretty much a case of following the pattern that all other walk files use, so you should be able to pick it up.
The Ships_init.c entry is more complicated, but the best thing to do is start by copying an entry from a similar ship, and adjusting what you know about the new ship.
There are specific details which I'll need to explain further about the entry, but for now just do what you can. Don't forget an interface pic too! ;)

Nice work on the Indy and Boussole, by the way. :onya
 
I spent time last night trying to teach myself how to do it. Basically just copied existing stuff and replaced the other ships name with "Revenge1". Then tried it and got the "Instacrash". I won't be able to try again until next week.
 
If you upload the files, I'll check them for you and see if I can find the problem. :mm
 
I didn't copy those files and then modify them. I modified them and then tried them. When they didn't work I deleted the changes. When I get back I will try again with copies.
 
OK then, let me know if there's anything you need help with when you get round to it.

Anyway, remember I said I was improving the Corvette model yet again? I've now released the details here. :keith
 
I'm about done with the Arrogant class 3rd rate RN_Warship. Just a few details to clean up. :keith But it looks like it has an empty spot in front of the spanker. Should it get a stay sail there? And if so, what shape should it be? Square? Triangle? Or should i just leave it alone and get back to that French 3rd rate?
 
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