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some new swords and pistols

Alright, I've got an Algebra Exam tomorrow, which means all tonight is shot... I'm thinking that the earliest we could see a result is by Thursday evening.

Also, I'm a little worried about creating a new model for one of the swords... I need a copied .gm for the Imperial Guard, Boston Slayer and the Horse Guard... also for the Naval pistol and Horse pistol. The thing is, if I copy a .gm, how do I make it use a different texture? GM Viewer will not open up blade19, which is kind of bad, because that's the Vagrant model... (my Boston Slayer). Currently, the Imperial Guard does not need to be reskinned. (The change of color is evident only in the Interface picture) I also need to redo the Corsair's Pride to fit the Horse Guard's saber.

Anyone?
 
Go to the potc wikki <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ...Cat will show you a link
 
A free one that I've been using for ages, although it lacks some functions, is <a href="http://www.winvi.de/en/" target="_blank">WinVi32</a>...
 
OK, something is wrong:

I've Hex Edited the textures back into the .gm files. I put a copy in BOTH the Ammo and Items (in Textures) folders to be safe. I edited initItems.c. GM Viewer shows the correct textures on the swords.

When I start out, the model is rendered on the character, but the textures are gone, replaced with a silver finish over the entire model.

Help!?

EDIT: This is what it shows:

<a href="http://colossus-industries.centaurinetx.com/downloads/error.jpg" target="_blank">http://colossus-industries.centaurinetx.co...loads/error.jpg</a>

This is the finished texture for the Horse Guard's saber:

<a href="http://colossus-industries.centaurinetx.com/downloads/sword-compare.jpg" target="_blank">http://colossus-industries.centaurinetx.co...ord-compare.jpg</a>
 
Colo, are you using Scheffnow's ModHelper to view your ingame characters with your new swords? I think this kind of thing requires a new game to view.
 
If you've got B12, it's in the PotC\tools folder. <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" /> You'll find it MOST helpful! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Did you put the auto-installer into the right file directory, theres a bug where it says Bethesda instead of Bethesda softworks
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> No text? Where?

I meant that Scheffnow's ModHelper is a separate tool - needing separate activation (outside the game) to use. If you look in your PotC directory for a folder called "tools" it should be in there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I got it.... it's really the same as starting a new game, isn't it? I automatically equip the item to the character so I can see if it works, but to no avail. I've done everything the tutorial recommended....

Want me to send you the textures?
 
If you are using build 12 with CCC's stormy and swak mod i can help ye, go to programs/quest/both_reaction and find this code

// ccc special weapons assembly kit: if you skip tutorial you get all new weapons for testing:
GiveItem2Character(Pchar, "pistolbbuss"); // ccc
GiveItem2Character(Pchar, "bladeX1"); // ccc
GiveItem2Character(Pchar, "bladeX2"); // ccc
GiveItem2Character(Pchar, "bladeX3"); // ccc
TakenItems(Pchar, "pistolpdart", 4); // ccc
TakenItems(Pchar, "pistolgrenade", 4); // ccc
TakenItems(Pchar, "pistolgas", 4); // ccc
TakenItems(Pchar, "pistolrock", 4); // ccc
TakenItems(Pchar, "pistolstink", 4); // ccc
// ccc special weapons assembly kit end

If you want to add a weapon write this one after that code:
GiveItem2Character(Pchar, "pistolmket") // vas

when you right that it will add a musket in your inventory, that's how i tested my musket mod <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Colo you can use ModHelper to open an existing savegame and it will be like you've started a new game (all the opening initializations &tc). I use it a lot - it's extremely helpful to test things that will require the start of a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Umm... I don't need to add it into a game...

I start a new game to see if it worked... it still doesn't. It just applies some sort of silvery finish to the entire thing... it shows up fine in the GM Viewer. Oh well.
 
<!--QuoteBegin-Colosseum+May 28 2005, 08:47 AM--><div class='quotetop'>QUOTE(Colosseum @ May 28 2005, 08:47 AM)</div><div class='quotemain'><!--QuoteEBegin-->Umm... I don't need to add it into a game...

.. It just applies some sort of silvery finish to the entire thing... it shows up fine in the GM Viewer. Oh well.
<div align="right">[snapback]107720[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
I've seen this before ... but I don't remember exactly what causes it.

I do remember that it has to do either with the color depth, alpha channel and mips of the tga, or, most likely the compression settings for conversion to tx.

The best was to do this is to match exactly, those stats from an existing, viewable sword.
 
Hmm... will it matter if I change the skin? I copied the Vagrant ratios and it was still messed up.
 
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