<!--quoteo(post=275299:date=Aug 27 2008, 11:41 AM:name=Dr. Maturin)--><div class='quotetop'>QUOTE (Dr. Maturin @ Aug 27 2008, 11:41 AM) <a href="index.php?act=findpost&pid=275299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is indeed a fairly simple matter to change the sunrise/sunset locations, just remember that the game has 0 degrees from west, not north like would be normal.
If you used my mod you'll notice it does indeed now rise in the east and set in the west. I'd hoped to put in something similar to your mod simple virtual sailor, but I'm afraid I lost interest, so have at it. I think you'll find the weather system far more logical and easier to sort out than it was before <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Indeed! Just the initial surprise, you know, when you're used to the old code, to find a completly different system... <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_wink.gif" />
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Incidentally, where will you be getting your data for the azimuth/angle for the different months?<!--QuoteEnd--></div><!--QuoteEEnd-->Well, I was thinking to use the site you gave me on a previous PM, you know - apparently there's everything here. I'll proceed the same way that for the sunrise/sunset hour - first collecting data, making one or several curbs, then see if it looks like some easy mathematical function, tweakle it so that it fits approximativly without being to complicate, and trying to implement that ingame... I won't have the time to do that until one week or two thought.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You may notice I added a 'moon' also, it was just painted in the sky texture before, so you could do the azimuth/angle for it aswell. Unfortunately it uses the same layer as the 'sun', it just switches texture and glow at night and then switches back in the morning. I'm sure it is possible to create secondary or tertiary layers for the weather however, so you could for instance create a base sky texture and have several layers of clouds on top that move about independantly, they'd have to have transparency. You could probably create another 'sun' layer for the moon, so both could be visible at nightfall if you were so ambitious.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, I've noticed all that - I used to complain a lot about the painted moon in stock PotC... In Seadogs there wasn't that loosy/lazy thing. The sky color was different depending on the hour, sometimes there were some clouds patern moving with the wind, and sun & moon were added separatly.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'm sure it's all very simple, but I've lost interest in it, I'm actually fairly happy with the changes I've made so I moved on to more interesting things. But I know you're keen on these details so I hope you may have success, and don't worry about causing offence if you feel the need to rewrite entire portions of my mod or if indeed you think it better to write your own entirely if it isn't exactly what you envisioned.<!--QuoteEnd--></div><!--QuoteEEnd-->Well, one thing I cannot keep for example is the 'switch( curTime ){ case 22: ...' in WhrSetAzmAng.c, so there will be some changes - even if you've turn on to some other things, you won't matter if I'll still ask you some questions from time to times?...