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Solved Fixing the Build Mod Ships

The new Flying Dutchman model uses the Cursed Dutchman model. If they've got one of the two with crew, we can sort it out. :yes
 
OK then, try this out. I have not tried it in game, but it should work if you have an un-modified beta 2.1.

The walk file goes in POTC beta 2.1---->program---->SEA AI---->walk.

The shipwalk.c file goes in POTC beta2.1---->program---->SEA AI.

The Shipsinit.c file goes in POTC beta 2.1 ---->program---->ships.

Save the old ones in case the new one don't work.
 
another detail, the uncursed flying dutchman (meant to be the will turner one) has no crew too, that was wanted ? the uncursed one can have regular crew if im right (because the davy jones "monster curse" left ? as the kraken), i add the uncursed cant go under water, thats ok but only noticing to compare to the cursed one [noticing to see if thats intended ;) ]

damn i really cant believe you made that much for that game thats totally crazy and thats a huge realized dream, a real free rpg sea game with so much realism and so much surprise, the best new year present :bow :yes :bow

the queen anne's revenge (film version) indeed looks really weird as the film ship, funny to use it :nk


EDIT: in the black pearl and flying dutchman cabins i dont see the weather outside (through windows) as i saw in older version [screen is the cursed flying dutchman cabin, the windows are "closed", but im sure in beta 1 we were allowed to see weather through cause i loved on isla de muerte to see the twister and storms through my loved cursed FD cabin :rolleyes: it worked for the black pearls too, but in beta 2.1 i get only what the screen shows :shock ]

 
another detail, the uncursed flying dutchman (meant to be the will turner one) has no crew too, that was wanted ? the uncursed one can have regular crew if im right (because the davy jones "monster curse" left ? as the kraken), i add the uncursed cant go under water, thats ok but only noticing to compare to the cursed one [noticing to see if thats intended ;) ]
I think we intended to give the Uncursed Dutchman some crew on deck, but haven't yet got round to it.
I can't test Hylie's converted walkfile right now, but if that works then it's easy enough to include it in the next patch. :onya
And yes, the Uncursed Dutchman is prevented from going underwater (no more 'fish people', ya see xD: ).
 
I'll give that walk file a shot; indeed we do intend to have the uncursed one WITH crew, but didn't have the file. Yet.

Maybe my texture clean-up lost the alpha map of those window textures. I've got to check on that... :facepalm
 
Extract attached file to RESOURCE\Textures to be able to see through the windows again. Please let me know if you run into any other of those errors so we can track down the cause and fix them too. :doff
This is all side-effects of the texture compression I did; that was an important thing to do to keep size down, but does run the risk of messing things up with alpha maps. :facepalm

The Flying Dutchman walk file does work, but does not match up 100%. Mainly, the crew walk a bit through the deck.
So it's OK, but could use some work if anybody has the chance.
 

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  • GlassWindow.7z
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im tracking all the errors i can but its hard you made a too good mod xD:

the windows are working now, great :woot


EDIT: may i ask to have flags on flying dutchman too :rolleyes: (and the uncursed one too)
 
Do the film versions have a flag? I recall they don't.

is there a way to add if we want ? (without a total recoding)

crew is more important but i ask all details cause sometime i forgot what "flag" i show to nations so sometime i am attacked and totally surprised cause i dont see in "real time" the flag i have and i love to see my eagle on red flag :) (perhaps not a real reason but i have to say my reasons ^_^ )

if you prefer holding a "film accuary" no problem, i have other main ship ;)
 
I got a bit confused the other day with the Dutchman, being unable to see what direction the wind was coming from.

Anyway, you can add flag locators to her mast files and set it up in ships_init.c - Armada and Hylie Pistof can tell you how. :yes
 
oki i will read first some thread about it, really interessant modding area indeed, i have much to read and learn :) (i noticed the uncursed version had flag locator but with "NONE" or something like that as flag, i will play with it and compare to some other ships and read at same time xD: )
 
Flags are easy to add. Every mast needs a flag and a pennant, and they should be a different shape. I use GMViewer and TOOL to do that. Then the Shipsinit.c entry for that ship needs to have flags/pennants set.

Then the ship needs to be fine tuned in game. Most often there will be a mast with no flag and another with both a flag and pennant at first. It might be easiest to just copy the relevant parts from a similar ship.
 
thanks :drunk i will play with that when i will be done with initmodel (i really love pirat3 as my char, and 9_td as my most experienced bodyguard, and skull for the other officer, and the assassin creed style for funny main char role play [towngirl2 is not bad :) ] :doff )

EDIT: if you add crew in FD, adding crew to the 2 other "isla muerte" cursed shipss will make the ships more "alive" too, thats true that makes a bit less cursed but when i sail in 1st person that make me more on a ghost ship than a cursed one and the crew animation with cannons and other stuff is far more funny than nobody on deck

=> Cursed Corvette, testing already exist walk, "Corvette1" walk works good, no glitch saw during sail and fight

=> Cursed Caravel, testing already exist walk, "CARAVEL2" walk works good, no glitch saw during sail and fight

{ Hylie i tested your files for FD, here is the result :? and exactly the same were already in the build (compared) }

if wanted: attached file contain these 2 walks allowed to the 2 cursed ships and the spanish historical galleon fix (FD needs new walking code ?)
 

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  • Ships_init.c
    643.2 KB · Views: 60
I got the FD walk files from COAS and converted them in the hope that they would be better. I have never made a walk file and am not sure how.
 
thats the files you posted ? cause these files are not making good results


EDIT: the spanish historical galleon has 3 details i noticed (not bugs, only graphical "small details")

on the screenshot:

1.1 & 1.2) not really realistic to fire through its own ship :)

2) when i buy it, it says "1st class" but the screen say "5", thats only because there is no other galleon cards ? (or at contrary the galleon is 5th class)

3) not even realistic, how it can support the crew with no column or something like that ? ^_^

 
That is a new version of that ship. It looks like it needs more work. :modding I like that ship. It is the Spanish reward ship and is a class 1 balanced galleon. Perhaps we could go back to the old version and try to fix it up.

2) The ship classification has been changed many times and that part has not kept up. This ship mod list can help you sort them out.
 
great thanks, i knew only the gun classification, really nice file :)

i like the galleon too (still prefer the endeavour for his awesome cabin and power ^_^ )
 
1.1 & 1.2) not really realistic to fire through its own ship :)

2) when i buy it, it says "1st class" but the screen say "5", thats only because there is no other galleon cards ? (or at contrary the galleon is 5th class)

3) not even realistic, how it can support the crew with no column or something like that ? ^_^
1) Those deadeyes were added to the ship when it was upgraded a while ago, but they don't match up perfectly because they were taken from another ship.
We may as well keep them, though, because the ship looks a bit empty without them, even if the cannons do fire through them. :urgh

2) Good point, and thanks for bringing that up. I did some work to try and match up the battle interface images with ship classes some time ago, but there are still a few issues.
There isn't an image for a 1st class galleon, so considering there are still other problems, I'll have to modify the textures and code to fix this at some point.

3) True, that does look a bit odd. Probably just an oversight by the original modeller, I guess. :shrug
I think the ship could benefit from several minor upgrades added by another modeller, eventually, considering those missing support beams, but also the odd-looking cannons.
 
There are still a fair number of ships(fine high-detail ones too) that have gaffs facing the wrong direction. the ones I can remember off the top of my head that are still broken are
the Hannah(both Pirate and regular versions)
USS Enterprise 1799
Surprise1-called 'Unite class frigate' ingame, and is pgargons improved version of the razee frigate model and also for some reason has fewer guns
All versions of the constitution-( the United states class frigate, the Endymion class frigate, and the Acheron. )I would assume the steamships have the same bug. I have been working on an improved version of the constitution model, to make her look as she does currently, which is also more like she looked in the war of 1812. I just need to give her textured guns, and scale her up, which will mean changing the locators, so hopefully I can fix the gaff at the same time. :onya here is what I have so far for the improved version:
http://www.flickr.com/photos/64339105@N08/6708637085/in/photostream
http://www.flickr.com/photos/64339105@N08/6708636977/in/photostream
http://www.flickr.com/photos/64339105@N08/6708636789/in/photostream
http://www.flickr.com/photos/64339105@N08/6708636645/in/photostream
http://www.flickr.com/photos/64339105@N08/6708636501/in/photostream
http://www.flickr.com/photos/64339105@N08/6708636377/in/photostream

I think I will eventually make new headrails and stern from orginal plans to create a United States class frigate that is different from the constitution herself, but that is pretty low priority right now. I might try to get this updated version (without the new headrails etc) ingame fairly soon, because most of the work is already done by others, and it would be a good way to learn a few things ill need to know to get my own ships to sea :dance
 
By gaffs do you mean spankers? If so, then at one time not long ago all spankers were wrong. Methinks it was around last June that we started working on them. Many ships have been repaired, but many more still need attention.

There are two ways to fix the spankers. The best way is to do them right the first time in Maya, and the other is to make two spankers that together work properly. I use the latter method because I have never been able to get Maya to work at all.
 
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