Damn it, I just wish I knew how to do it...Based on the lack of posts this thread, apparently not. I know as much as you do.
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
Damn it, I just wish I knew how to do it...Based on the lack of posts this thread, apparently not. I know as much as you do.
@Sean.Flann was looking into it, but he is learning modding from scratch the same as you.Damn it, I just wish I knew how to do it...
Cheers. But unless the particle effects have returned to the old PotC style (unlikely), I doubt much use can be made of any files.
We know from CoAS where the function calls need to be placed to trigger the effects. But without a good effect, there is no point in doing it.
So that still requires a lot of trial-and-error and some artistry to get something that looks good with the PotC system.
And unless @Sean.Flann is still on the case, that means this is once more "Abandoned".
You could try it yourself if you really want to see it done. I think it is technically not so hard.With or without blood
You could try it yourself if you really want to see it done. I think it is technically not so hard.
And maybe @Jack Rackham could give some support here and there if really needed?
The first page of this very thread is a good place to start.You could give me some links to check out if I could do anything about it.
No worries. You can learn as you go along; we all did. We're happy to support you in making it happen, of course.Can't really promise anything. The only time when I was making games was 6-7 years ago when I was using RPG Maker 2000 and Game Maker I also had some projects with Adventure Game Studio, but it was long time ago and I wasn't so good with it
Yes, of course.And maybe @Jack Rackham could give some support here and there if really needed?
I think I started like that too. If you done a little bit with the game maker programming code etc you will actually see it has similarities with potc code.Can't really promise anything. The only time when I was making games was 6-7 years ago when I was using RPG Maker 2000 and Game Maker I also had some projects with Adventure Game Studio, but it was long time ago and I wasn't so good with it
Open with the tx converter (see here for download link: New Horizons Modding | PiratesAhoy!)Is there any way to open and edit tga.tx files?
Yes: http://www.piratesahoy.net/build/tools/Modeling+Texturing/TX Convertor.zipIs there any way to open and edit tga.tx files?
Thank you very much!
Open with the tx converter (see here for download link: New Horizons Modding | PiratesAhoy!)
Convert it to a tga file.
You can open tga files with programs like paint.net (free)
If you are done convert them to .tga.tx again with the converter. Note the Settings. In the converter you can see what the source file has for Settings, and match those when converting.
RESOURCE\Textures\splash.tga.txI was wondering, maybe I could find the water splash .tga file and than see in the particles.ini which one is used as texture, and than I could play with the variables to make the animation faster.