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Released Frigate "Rossiya", 1728

The reeflines ARE emblems. Any sail that has reeflines will show up with emblems if you use emblems.

If you're using emblems, the reeflines disappear. This could only be fixed by adding reeflines on all emblem textures too.

Note that emblems are purely different sail textures. They aren't "pasted on" the existing sail textures.
 
That's good. The ships that should be using emblems shouldn't have any reeflines at all. Reeflines appeared after emblems disappeared.
 
Note that only the Spanish and Portuguese Weathered emblems are ever used in the early periods only on default settings. If you use Pure White sails, the same applies.
If you use any other sail settings, emblems will be used EVERYWHERE regardless of time period. Pirate black sails with emblems also ignore time periods, but again this is off by default.
Most emblem usage, especially on default settings, will be on the player ship by those who like to use them. This is completely unrelated to time period.

So the only way to have the sails appear historically accurate the way you want is by NOT changing the default sail settings (unless you want Pure White; they're OK).
You also need to NOT use emblems on your own ship. Otherwise, your desired historical accuracy goes out the window. :shrug
 
Indeed I don't like the ship these days that have two sets of emblems on one mast. I figure one emblem on each mast will do.
Well we can't satisfy both reeflines and emblems across all ships and time periods with one system. If it really bothers you that much, then by all means feel free to change the code accordingly.
Many vessels similar to the Rossiya do need changing back to the old layout, anyway. Only the ones in the last three periods should really have multiple reefline sets per mast, if I understand correctly.

Anyway, that's enough about emblems and reeflines.
I'm working as fast as I can to finish off the Rossiya's rigging. All I have left to do is add some stays'ls between the fore, main and mizzen masts.
This image shows three possibilities (furled stays'ls), and I'm assuming the lower two would be most suitable.
 
Yep. Topmast stays'ls are the only common choices presented in the model, although one might also expect to see a triangular main stays'l. I'll try looking through my resources tomorrow to determine the proper shape of the sails, unless you have something concrete already.

Only the ones in the last three periods should really have multiple reefline sets per mast, if I understand correctly.
The best answer to that one would be "it depends." Probably not what you like to hear, but the exact boundary in time can get pretty vague.
 
Yep. Topmast stays'ls are the only common choices presented in the model, although one might also expect to see a triangular main stays'l. I'll try looking through my resources tomorrow to determine the proper shape of the sails, unless you have something concrete already.
I can only use educated guesswork for the shape of the sails, right now. There isn't any kind of sail plan for this ship, so some accurate resources would be good.
If that's not going to happen until tomorrow, it's probably a good thing, because the rigging is pretty much release-worthy minus the stays'ls. I can get a path model done and release a first version of the ship tonight.

The best answer to that one would be "it depends." Probably not what you like to hear, but the exact boundary in time can get pretty vague.
In that case, the ultimate solution would be to get YOU to check every ship in the Build Mod and amend the code accordingly. :wp
I know you don't have the game, but that's not an issue. All you'd need is the ship resource files, GM Viewer to see them, and Notepad or similar to change the "GeraldSails" lines in Ships_init.c.
Since most ships do need amending anyway, would you be willing to do that? One benefit is that you could use the experience to do the same for GOF 2 as well.
 
Sure. I just need instructions, and the proper files to work with. I think I already have a working GM viewer.

Edit: Determining the stays'ls' shapes might take a shorter amount of time than I originally thought. I may have something tonight.
 
This is as close as we'll be able to get:

shtandart5_sm.jpg

(1703)

Triangular Main topmast and main stays'ls, triangular mixxen stays'l, possibly.
 
Sure. I just need instructions, and the proper files to work with. I think I already have a working GM viewer.
I'll send you a PM about it.

Thanks for the sail plan, that should be useful. It's a little difficult to gauge where the hidden ends of the stays'ls are, but at least it gives me a rough idea.
 
A small hint. If you could put the forward two corners right next to eachother so that they look triangular, a square stay sail looks best in game. This is something I recently learned.
 
Interesting. I'll certainly give that a go.

The path model is almost done, but it's quite late here now, so I'll finish it and release version 1.0 tomorrow.
 
Port Captain, do you really not have PotC yet? Do you want to give it a try?

Well we can't satisfy both reeflines and emblems across all ships and time periods with one system. If it really bothers you that much, then by all means feel free to change the code accordingly.
No, it doesn't bother me that much at all. I don't use emblems in the first place. :cheeky
 
I 've had the stock EU version on my computer for about two months, but I never got to downloading the mod. (I've been pretty busy, but that's starting to calm down now)

I guess this will force me to download the build mod now. That way I'll be able to see exactly what I've done to the sails and everything else.

That may all have to wait until I get back from New York on Tuesday. (And after I recover from the red-eye getting home at 1:00 AM. Fun!) I'll probably be gone all of next weekend, but I'm assuming that my hotel will have wi-fi.
 
Sounds like good timing to install the modpack, because that is just after I'll have posted the next update.
So then you can start straight away with the latest version. :onya
 
So then you can start straight away with the latest version. :onya
And the very latest upgrade to the fleet. :keith

I've now added the stays'ls and finished the path model. The second image below also shows the new window texture I've made, which looks like the best way to give the impression of a glass pane, while still allowing the player to see through it, without using partial transparency.
Frigate1_new63.jpg


Frigate1_new64.jpg
So, without further ado, I can happily say that version 1.0 is now available (doesn't include a walk file yet). See first post for details. ;)
 
Just tried her out in the game and I cannot say otherwise than: Impressive! VERY impressive! :bow

Just a couple of notes:
- REALLY unfortunate that PotC doesn't allow me to zoom in further in external camera mode!
- The texture for the chest in the cabin is missing.
- How difficult is it to allow access into the masts as well to play lookout? That would make her the second ship to allow that.
- I did see some slight weird effects, mainly with the modeled ropes and the curtains, but I'm not sure if they're worth mentioning.

Now I'm looking forward to her repaints and the accompanying Interface Screenshots for the next modpack update.
But more even than that, I'm looking forward to your comparison with the OLD version. Now THAT will truly be a sight to see!

Long story short: Holy moly! :cheeky
 
Well, I'm pleased you like her! :cheers

On those points of yours:
- LOL, yeah the camera zoom is quite limiting if you want to see the detail up close.
- Oh yes, I forgot about the chest texture. It's "Object_tex2.tga", and was copied from RESOURCE\Textures.
- It would take some clever adjustments to the path to make it possible to climb the masts. Which other ship does that? I could look at how that one handles it.
- I know there's a split in one of the curtains (not sure how it happened), but what's up with the ropes?

I'm trying to get a walk file made now, and then I'll address the slight issues with the hull. I can then start work on the other textures, which shouldn't take long to make.
When I get the chance, I'll also post the side-by-side comparison with ye olde stock version. :cheeky
 
- Oh yes, I forgot about the chest texture. It's "Object_tex2.tga", and was copied from RESOURCE\Textures.
Thanks much; fixed now. :doff

- It would take some clever adjustments to the path to make it possible to climb the masts. Which other ship does that? I could look at how that one handles it.
The LightPinnace has that. It isn't too easy to make use of it, but I just did it and it does work.

Edit: One thing that might help you to quickly see how it works is to open her path.gm file in the GM Viewer and then press the 4-key on your keyboard.
That will replace the model textured with an invisible texture with the wire model so that you CAN see it.
I hope this helps. :doff

- I know there's a split in one of the curtains (not sure how it happened), but what's up with the ropes?
Just seems to passing through some things, but I know that is being REALLY picky. So don't worry about it if you don't think it's worth it.
 

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The LightPinnace has that. It isn't too easy to make use of it, but I just did it and it does work.

Edit: One thing that might help you to quickly see how it works is to open her path.gm file in the GM Viewer and then press the 4-key on your keyboard.
That will replace the model textured with an invisible texture with the wire model so that you CAN see it.
I hope this helps. :doff
That's exactly what I was planning to do. Very useful feature, that. :yes

As for the ropes: your first image shows a feature, not a mistake. That's roughly how the real knot is meant to look.
The second one IS being picky, though. :p
 
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