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!
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
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 -
That explains a lot. Thanks for confirming!The particle system for COAS was likely done using Maya, but the source files, and the export plugin, was never supplied like the model export; I suspect that there was a mel export, similar to the model export, that the original developers used when creating those .xps files.
In TEHO this location looks fine. But I didn't understand how they fixed these wonderful spheres. In resources like everything is the same, but the code I did not find a difference.
Probably because they use the "signstar" particle instead; there is a signstar.xps file in COAS particles. In locations_loader.c file, function LoadLocation, they added this:
if (loc.id == "Treasure_Alcove")
{
CreateLocationParticles("signstar", "teleport", "teleport6", 0.3, 0, 0, "");
CreateLocationParticles("signstar", "teleport", "teleport6", 0.6, 0, 0, "");
CreateLocationParticles("signstar", "teleport", "teleport6", 0.9, 0, 0, "");
CreateLocationParticles("signstar", "teleport", "teleport6", 1.2, 0, 0, "");
CreateLocationParticles("signstar", "teleport", "teleport6", 1.5, 0, 0, "");
CreateLocationParticles("signstar", "teleport", "teleport6", 1.8, 0, 0, "");
CreateLocationParticles("signstar", "teleport", "teleport6", 2.1, 0, 0, "");
}
In Locations\particles.c, they added the function CreateLocationParticles:
bool CreateLocationParticles(string sParticle, string sGroup, string sLocator, float up, float ax, float az, string sSound)
{
ref rLoc = &locations[FindLocation(PChar.location)];
float x = stf(rLoc.locators.(sGroup).(sLocator).x);
float y = stf(rLoc.locators.(sGroup).(sLocator).y);
float z = stf(rLoc.locators.(sGroup).(sLocator).z);
CreateParticleSystemX(sParticle, x, y+up, z, x+ax, y+up, z+az, 0);
Play3DSound(sSound, x, y, z);
return true;
}