• New Horizons on Maelstrom
    Maelstrom New Horizons


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Lamps and light

I still think it's a great idea, Cap'n, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> it would add to the overall game to see lamps on the ship, and on the topmast, as you're sailing around at night.

The problem for me is with all the character modeling people are doing lately I'm getting interested in trying that as well. Besides this, I'm an easily distracted person, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> and real life keeps asking for my time, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" /> taking me away from the really important things like trying to manipulate the POTC game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
You should take a look at THIS screenshot from the upcoming Akella "Age of Pirates" game ("Sea Dogs 3") -

<a href="http://www.piratesahoy.net/images/stories/akella/aop/aop7.jpg" target="_blank">http://www.piratesahoy.net/images/stories/...la/aop/aop7.jpg</a>

Preeeeeeeeetttty! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/love.gif" style="vertical-align:middle" emoid=":luv" border="0" alt="love.gif" />

Heh, Cap'n McNil, I see you've already seen it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Now I know we can do that! That is pretty, by the way. If the flags can show up on all the ships then we have to be able to do the same thing with lamps!

I took a look at the Wikis for reskinning, too much to learn for me right about now, but the lamps idea might be just the ticket. That or I'll follow up on an idea I had to adapt the "monks" from Build 11 to a series of duelling encounters...what a great game, you're spoiled for things that can occupy you time and mind. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
Wow, that ship is just in time for `X-mas` <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

The lights on the masts is a bit much, still cool, but a bit much. I love the lanterns on the stern though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Nice to see Lights implemented in AOP <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

*************
Oki, to shed some "light" here, and you take it as you will.

I am not a coder, but prolly the best graphist when it comes to this game, at least I have a very intimate understanding of the graphics approach that it uses.

Anyways, enough about me <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

***Moding Info***

The game from the graphics perspective does not really use any dynamic lighting effects at all (like now seems to be the case in AOP), it is all a game of textures.

When you see the Lighthouse Lit it is because that lighthouse was painted to be lit during night textures from that location, same with lingts in Towns during day and night.

Different models with textures are used when it is night and day, the script is what calls for the changes in the models and textures.

I think Nathan has found some references to lighting, however I also belive that much of what nathan has found is the script that causes this change in Graphics.

This can be observed easelly with GM viewer.

Lets take Oxbay:

There are two separate Models for the Street Lamps in the Town (called "Fonar" in game)

So OXtown_fd.gm (fd stands for "Fonar Day") when it is day in Oxbay.

And OXtown_fn.gm (fn stands for "Fonar Night") when it is night in Oxbay.

Now, the actual effect of the light is also done through the textures and a different texture is loaded for the Town during Day and Night, to take under account the effects of the Street Lamps (Fonar).

That means that there is no real light emmision from the Lamps, same goes for the shadows in the game. There are varous Textures for to account for the different Shadow position during Morning, Day, Evening and Night (4 different Textures).

That all means that we can play with them. It also means that there are no provisions made for ships as we do find 1 texture per ship.

Does it mean that it is impossible? Of Cource not, having this information now, our coders could probably make it so a Ship can be rendered with a different Model/Texture during day or night, and our graphists can make Textures that are "lit" for the ships. And those textures will be loaded via the script during night at sea, giving the effect that ships have lamps and their lights affects some key areas.

It is a big undertaking as all of the textures will have to be duplicated for ships, one for day, and one for night.

Further more, there is another problem, all of the Stock ships use the Deck.tga texture for their interiors, and by now you understand that this is not practical for Lighting in ships as different areas will be affected by lights on each design, it therefore means that all ship decks will have to be redone as well.

But, if you have the patience and determination, it is Possible! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hope this helps.

Alternativelly, the aproach with the Inkan artefact seems to be nice aswell, and may reveal some interesting results!

***End of moding Info***

Now, I would like to make a small statement to all, there is much information from a graphical perspective that I can share to all, however, I have a contraint - wich I hope you understand - my constraint is time, as you know I am working with friends on the PMT to complete an `Add-On`, this means that as long as this project is underway, I do not have the time to post all the discovered information in my head and in writen form so that it is easelly understood and useable.

However, that does not mean that I am not willing to do so. And it is very important to understand that aspect. I do not have the luxury of time to answer questions that require a minimum of several houres to put in writen form, I do work and have a familly to take care of, except of the moding pasttime, which is about `4-6` hours `2-3` times a week.

So, try your best to continue the moding, and when I see the opportunity to jump in, make a small informative post to steer things in the right direction or provide information that will do so, I will do so, like right now.

I do understand how it feels when you seek answers and you know that someone has them, I am nor blind nor indifferent to that. But I also want to create something allong with my friends using that knowledge, threfore I have made a choice of prioritising my available time, Project goes first, Explaining things to the Community goes second, as such, untill the PMT project is finished, I can help in my discression like the info above. After the project is finished and released, I intend in making the sharing of information the priority, and will be siting down and writing full tutorials about the aspects of the game that I know, not unlicke the retexturing tutorial. Same goes for many teammates of the PMT.

In the mean time, encouraging all to continue your efforts, coders on coding, graphists on creating and programmers in puting together tools that will simplify things for the rest, like Inez Dias does. You all doing fine anyways <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Take care all, and if we don't see eachother till then,

Happy Holidays to all! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Surak'nar, thank you for the information! Very helpful.
We appreciate whatever you choose to release. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thanks Suraknar! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Suraknar
But, if you have the patience and determination, it is Possible!  <!--QuoteEnd--></div><!--QuoteEEnd-->

I'm going to add to your quote with "and the time" which seems to be an essential and invaluable ingredient, thank you for yours. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Prompted by Cap'n Archibald's question, I've been trying to figure this one out, in a round about way, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> and I've learned that I have a lot to learn. I'll have to break down and try and learn a few things from the extremely helpful tutorials you've all put into in Verruckt's Wiki. (Looking forward to this...)

The following isn't a question, just an attempt at adding to the lighting discussion; the tack I was taking was trying to figure out if the various locaters, especially the fonar locators, could be added to the ship models, possibly in the same way the flags on the ships seem to be. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" /> I figured if I could get the locators on the models, then the coding would take care of turning the lights on and off. I didn't realize that day and night meant two completely different models. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

Thanks again for sharing your insights on this, Good Luck with the PMT undertaking you were talking about above. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Hello SirChristopherMings,

Actually, your reasoning is sound, even if it was a bit derailed due to lack of information on the inner workings of the game in this aspect.

I do believe that Some Kind of Locators (Fonar) for lack of a better word could be defined on a Ship model, and through scripting make the Inkan artefact attach itself to them on a ship, and have it activate and deactivate at will.

This, in theory at least, should work yes <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

The exact coding approach I would not be able to say, but the process should be similar to the "Reload" locators for other functions, might even be something like the Tent Merchants in harbors that are there during day and not there during night, if that is manipulable via script. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Merits a try to say the least!

Thank you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Suraknar
This, in theory at least, should work yes  <!--QuoteEnd--></div><!--QuoteEEnd-->

I wish I could tell you how many times I've said those very words to myself... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I'll tell you this, I learn so much, even on the unsuccesful attempts at modding the game, the effort of trying to figure it out is always worthwhile.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--`QuoteBegin-SirChristopherMings`+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->I'll tell you this, I learn so much, even on the unsuccesful attempts at modding the game, the effort of trying to figure it out is always worthwhile.[/quote]Yes, I agree with that! I've never liked to have someone "do it for me" - maybe give me a hint or a tutorial, but don't do it for me so I never learn to do it myself. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

It's nice to be able to get the kind of give and take we have here in this forum! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
What's stumping me is whether (and I don't "feel good" about the chances) one can do in sea mode what one can do in location mode. But it's certainly worth trying. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Here's something I recently found: You can place any model at any location by using the same lines from the location init for the KR temple, where it places the statue, big gold ball and the portal models.

the code is something like,
"model.always.[model designation] = "model name"
"model.always.[''].locator = "locator name"
"model.always.[''].locator.type = "locator type"

So far I can place random swords places, and I stuck a huge ship on a shore... but you can walk right through the models, so they're "physically insubstantial." And if I try and place a character somewhere (I wanted one static, to be a statue), my character enters the location and the whole game crashes without even any information about it in an error report.

...Alternatively, use the same command for markets ("rinok"), only where it says "model.rinok.day" change day to always. Then there are locator names and model names to change so it treats them like little market stands.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Ya learn something new every day! Alan, I for one am going to be sorry when you are back to classes and can't spend as much time playing around with this anymore - you are a virtual treasure trove of discovery about the code in this game! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

MAKE SURE you don't ignore your studies in favor of modding, tho! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> You don't want the Quebecois to be sorry they gave you a student visa! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
Yeah, I'd also hate to see my `all-night` sessions go to pot just because some Dostoevsky or Solugub can't go unread...

It seems that weapons from the ammo folder can't be placed this way, only the weapon models from the items folder (and even then I'm speculating; I haven't tried it yet)... and I'd like to know how to tilt things, since there only seems to be one position to put it all in.

I'd love a whole package of little items I could strew around, like hammers and anvils and maybe individual little houses or doors, if someone feels like giving me a Christmas present.
 
Hello,

Weapons, are not that hard to make if you have some 3D savy. The Locators Tutorial , now in the wiki is made based on exporting new weapons or any items, like the fish <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> to be used by people.

Only need a Start and End Locators, that now, you can do with Inez's Tool, which means you don;t even need the export plugins and Maya. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

As for the differences of the Ammo and Items folders model. That is because the Models in the Items folder do not have locators.

If you want to tilt them you have to Change their coordinates. Prolly with Inez's tool, if you dont want to use Maya.

These are suposed to be Items that the character can pick up, like swords in the various dongeons of the game.

However, once picked up, the character will use the equivalent model from the Ammo folder which has Locators <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Hope this clarifies the mystery <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Yeah, I'm playing with the locators... I don't know if her tool can change coordinates; the only variables it lets you change textually are the locators.

I can't get animated character models to act like static models, to make a guy into a statue or a rat into a club. Any idea what to changeabout the files?
 
Do you want to freeze the models in a pose, Alan? Or just have them stand there, arms at side?

I think you can get them to be immobile if when you create their character profile you just don't assign them an animation: <span style='color:red'> LAi_SetCitizenType(ch);</span> can be left out and the model should not move. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I think... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
It's worth a try, cat.

I can think of one time I did it, where I fooled with a character model in Maya and got it to successfully export (my only time, ever), and it was entirely stiff in game. (When it walked it just sort of threw its whole body from side to side. Scary.) But I don't remember what I did! Nor had that been the desired outcome, so I deleted the file. Most of my modding successes are really just flukes and mistakes. I've become convinced there are no rules governing the way the game functions, it's all just random chance.
 
That models are "stiff" is what usually happens when you convert them from gm to a different format, for as well the obj converter in GmViewer as the Maya plugin (I think) and my own VRML converter, too, "loose" the bone information. It can be put back in again with the Character Tool (that's what it was originally made for), but it will not be as good as the originals, for example the fingers won't move.
So if you want purposely to make a character model stiff you only need to convert it from gm to a different format and then back again.
 
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