QUOTE (Pieter Boelen @ May 17 2008, 07:45 PM) QUOTE (back84 @ May 17 2008, 06:50 PM) well, you don't have to change the coordinates, but just format the file... it's quite easy to do, just a little annoying...Any chance of a slight little tutorial?
QUOTE (back84 @ May 17 2008, 06:50 PM) i really like the mod you made for potc, it would be great if you did something like that for aop, it completely lacks plot and quests
Not going to happen. We've got our hands full with PotC. We don't really like AoP very much. It's got better graphics, but nothing else that offers us any real incentive to move on to AoP with the few modders we have. We prefer to stick to PotC where we already have a big base of improvements. We might eentually move on to City of Abandoned Ships though.
QUOTE (yo ho ho @ May 17 2008, 07:26 PM) Yeah. RAZOR add the nose and Cabins.Actually most of that was done by an unknown Russian modder.
ok.
first of all, you have to define all the vertexes. each vertex has an x, y and z coordinate.
in sailorpoints file, they're defined in this way:
Code:
[POINT_DATA]
point 'n' = 'x coord', 'ycoord', 'zcoord', 'animation flag'
...
in walk files x,y,z are declared separately, as it follows:
Code:
shipname_walk_verts[3*n ] = 'x coord'
shipname_walk_verts[3*n+1 ] = 'y coord'
shipname_walk_verts[3*n+2 ] = 'z coord'
...
the following picture shows you how to translate this part:
the fourth number in each row refers to the type of animation associated with that vertex. this is important, particularly when the sailor has to climb a mast. in walk files, this 'flag' is defined in the second section:
shipname_walk_types[n ] = 'animation flag';
there are more animation flags in aop sailorpoints (0-10) than in potc walk files (0-6). in both cases, 0 is for normal walking; aop 6, 7 and 10 are for climbing the riggings, whereas in potc you have to use 4, 5 or 6, i think. (i don't know exactly what each number means).
then you have to set the path network, and connect the vertexes. in aop you define each linking as it follows:
Code:
[LINK_DATA]
link 'n' = 'vertex a', 'vertex b'
in potc:
Code:
shipname_walk_graph['n'] = ('vertex a')*256 + ('vertex b');
that's all. don't forget to define the number of vertexes and linkings on the top:
Code:
int shipname_walk_count;
float shipname_walk_verts['3*number of points'];
int shipname_walk_types['number of points'];
int shipname_walk_graph['number of links'];
void shipname_walk_init()
{
shipname_walk_count = 'number of points';
...
...
i hope this tutorial is comprehensible, my english is not very good...