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sailorspoints for the black pearl

back84

Landlubber
Storm Modder
hi!
i added the black pearl by razor to aop, but i noticed there were no crewmembers on deck. so i created a sailorspoints file by using the coordinates i found in the blackpearl_walk file. besides, i added more coordinates in order for the sailors to climb the masts.

<a href="http://img354.imageshack.us/my.php?image=pearlwithsailorsgc7.jpg" target="_blank">http://img354.imageshack.us/my.php?image=p...hsailorsgc7.jpg</a>

i also made a texture for the ship menu

i'm looking for walk files for the flying dutchman, does anybody know where i can find them ?

thx
 

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  • theblackpearl.rar
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that's great! anything else in terms of coding you can do? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=257109:date=May 15 2008, 10:24 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ May 15 2008, 10:24 PM) <a href="index.php?act=findpost&pid=257109"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's great! anything else in terms of coding you can do? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

well, i'm workin on a couple of quests right now...

i've just made one in which the smugglers' boss asks you to find out what happened to the ship he sent near the northern reefs to make a deal. when you get there, you're attacked by a spanish squadron who had captured the smuggler's ship. if u manage to board it and get its cargo, the smugglers' boss gives you the best sword in the game. besides, he offers to teach you some sword playing. if you accept and beat him in duel, your melee and gun skills raise up to 12. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
That's great indeed. You've even added points for climbing! (BTW, my original <i>Pearl</i> doesn't have those, because at this point I was simply fed up with setting other points, and afraid that walk files might simply stop working, as it happened couple of times before)
 
Very cool and welcome to the forum!
You managed to take a PotC walk file and apply those coordinates to AoP? Would you, by any chance, have any clue how to do the opposite? Take an AoP sailorspoints file and put those coordinates back into a PotC walk file? I'm asking because we're still modding PotC and put some AoP ships in that don't have usable PotC walk files. Unfortunately there isn't much modding going on for AoP anymore. Just yo ho ho working on some new ships.

<!--quoteo(post=257264:date=May 16 2008, 07:34 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ May 16 2008, 07:34 PM) <a href="index.php?act=findpost&pid=257264"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->say, i suppose this guy could be added to the modders group?<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed he can. Done. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=257108:date=May 15 2008, 10:09 PM:name=back84)--><div class='quotetop'>QUOTE (back84 @ May 15 2008, 10:09 PM) <a href="index.php?act=findpost&pid=257108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i'm looking for walk files for the flying dutchman, does anybody know where i can find them ?

thx<!--QuoteEnd--></div><!--QuoteEEnd-->

I don´t know wich Dutchman you have but one version based on the AoP Lineship.
 
<!--quoteo(post=257375:date=May 17 2008, 01:58 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 17 2008, 01:58 PM) <a href="index.php?act=findpost&pid=257375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would you, by any chance, have any clue how to do the opposite? Take an AoP sailorspoints file and put those coordinates back into a PotC walk file?<!--QuoteEnd--></div><!--QuoteEEnd-->

well, you don't have to change the coordinates, but just format the file... it's quite easy to do, just a little annoying...
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 <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=257399:date=May 17 2008, 05:44 PM:name=yo ho ho)--><div class='quotetop'>QUOTE (yo ho ho @ May 17 2008, 05:44 PM) <a href="index.php?act=findpost&pid=257399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=257108:date=May 15 2008, 10:09 PM:name=back84)--><div class='quotetop'>QUOTE (back84 @ May 15 2008, 10:09 PM) <a href="index.php?act=findpost&pid=257108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i'm looking for walk files for the flying dutchman, does anybody know where i can find them ?

thx<!--QuoteEnd--></div><!--QuoteEEnd-->

I don´t know wich Dutchman you have but one version based on the AoP Lineship.
<!--QuoteEnd--></div><!--QuoteEEnd-->

i think it's that, they added a 'nose' in front of it. i downloaded it from here:

<a href="http://hosted.filefront.com/000razor00" target="_blank">http://hosted.filefront.com/000razor00</a>

i think the model and textures are great, but i'd like to add crew on deck, as well...
 
<!--quoteo(post=257513:date=May 17 2008, 07:26 PM:name=yo ho ho)--><div class='quotetop'>QUOTE (yo ho ho @ May 17 2008, 07:26 PM) <a href="index.php?act=findpost&pid=257513"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah. RAZOR add the nose and Cabins.
you can use the Lineship sailorspoints of course.<!--QuoteEnd--></div><!--QuoteEEnd-->

yeah, you're right. it works perfectly...
thank u very much <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=257462:date=May 17 2008, 06:50 PM:name=back84)--><div class='quotetop'>QUOTE (back84 @ May 17 2008, 06:50 PM) <a href="index.php?act=findpost&pid=257462"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, you don't have to change the coordinates, but just format the file... it's quite easy to do, just a little annoying...<!--QuoteEnd--></div><!--QuoteEEnd-->Any chance of a slight little tutorial? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=257462:date=May 17 2008, 06:50 PM:name=back84)--><div class='quotetop'>QUOTE (back84 @ May 17 2008, 06:50 PM) <a href="index.php?act=findpost&pid=257462"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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 <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->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.

<!--quoteo(post=257513:date=May 17 2008, 07:26 PM:name=yo ho ho)--><div class='quotetop'>QUOTE (yo ho ho @ May 17 2008, 07:26 PM) <a href="index.php?act=findpost&pid=257513"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah. RAZOR add the nose and Cabins.<!--QuoteEnd--></div><!--QuoteEEnd-->Actually most of that was done by an unknown Russian modder.
 
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?
rolleyes.gif


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
sad.gif
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...
 
Awesome! Thanks very much! I added your post to the <a href="http://forum.piratesahoy.net//index.php?showtopic=11380" target="_blank">Tools, Tutorials and Information</a> thread so that we won't lose it. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=257823:date=May 20 2008, 11:34 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 20 2008, 11:34 AM) <a href="index.php?act=findpost&pid=257823"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awesome! Thanks very much! I added your post to the <a href="http://forum.piratesahoy.net//index.php?showtopic=11380" target="_blank">Tools, Tutorials and Information</a> thread so that we won't lose it. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


wow! it's a pity i didn't discover that page before! a lot of useful tips and tricks <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=257575:date=May 17 2008, 07:45 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 17 2008, 07:45 PM) <a href="index.php?act=findpost&pid=257575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->


hey pieter, looks like you're much more interested in potc than in aop... maybe i can tell you an idea i had for a potc quest that i made some time ago...

during the final battle against the black pearl, you manage to board it and come face to face with captain barbossa. He warns you about the curse affecting his ship. obviously you don't listen to him, and kill him in duel. after that, an officer of yours enter the cabin and tells you they've found a chest full of golden coins aboard. you feel excited, but a bit strange, as well. after joining your crew on the pearl deck, you find out that you've been cursed! by editing 'calendar.c' file, i reproduced the potc movie curse: so, during day you play as a normal character, whereas when the night falls, you and your crewmembers turn into cursed skeletons <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> !! obviously, to put an end to the curse, you have to find all the remaining pieces of the incan treasure. my idea was that of placing a coin in every single island, and you had to attack each fort to get them, but i think this part could be improved. however, after you find the coins, you have to get back to khael roa temple, you reach the big bird room, and leave the chest there... end of the curse.

i know it's not such an original idea, but i was just excited at the idea i could play as a cursed pirate... what do you think?
 
We have seperated mainquest for the upcoming build 14. One of them is the Jack Sparrow Quest. First you get the story before COTBP but after that you can play the COTBP quest. So then it wouldn't fit. BUT in the Nathiel quest you can (but we were thinking about changing the ship to another cursed ship)
 
I do like the idea. Do I understand that you already managed to put that curse into the game? Even if we couldn't make that particular quest, I'm sure we'd be able to put it to some good use. Maximus actually once made such a mod, but never finished it and subsequently took it out of the game again.
 
ignoring the facts that thomas points out, i see a few flaws:

not all forts can be looted. some result in a black screen.
the temple was wrecked. no room whatsoever. but we DO have the isla de muerte.
 
oky... i joined the forum a couple of days ago, so i don't know all your developments yet, and what may fit in your mods... this was just an idea of mine... if you think it may be useful i could get back to work on it with your hints... otherwise... well, i'm not going to take offence hihihihihi <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

@ pieter: i've written the quest, it works properly, i've tested it...
 
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