• New Horizons on Maelstrom
    Maelstrom New Horizons


    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!

cave_ship

WTF?
<img src="http://img33.imageshack.us/img33/6928/wtfhni.jpg" border="0" class="linked-image" />
 
Uhm... what happened there? Looks like the locators are present; is there a walk patch?
And where's the actual location model? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Locatiom model? I'm standing on it... I scaled it 100 times and now it looks like normal... I guess...
 
The location model is that small little thingamajingey? Wow! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Now that you scaled it up, does it appear normal? Do the walk patch and the locators agree with the actual model?
 
I scaled model... and replaced oxbay mine... It used old mine locators and walk files... So it was normal.. (except you walk thro walls and etc.)
After that I scaled new walk file and it worked fine for me...

No fixing walk file... there was some mistakes I've made...

Edit: Now fixing walk file... there was some mistakes I've made...
 
Goodygoody <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Do you know how to make lighting files for it? It is very easy to do so! And you need to set the environment sea = true.
 
Model and walk file complete... What else I need to do?

<img src="http://img522.imageshack.us/img522/5020/kalakutas2.jpg" border="0" class="linked-image" />
<img src="http://img379.imageshack.us/img379/4485/kalakutas1.jpg" border="0" class="linked-image" />
 
Lighting files (.col) as per <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11380&view=findpost&p=296326" target="_blank">this post</a> by Damski, I think.
BTW: The second imagine doesn't show for me. Do you have a picture showing the sea in the location?
 
<!--quoteo(post=337785:date=Jul 17 2009, 04:40 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 17 2009, 04:40 PM) <a href="index.php?act=findpost&pid=337785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lighting files (.col) as per <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11380&view=findpost&p=296326" target="_blank">this post</a> by Damski, I think.
BTW: The second imagine doesn't show for me. Do you have a picture showing the sea in the location?<!--QuoteEnd--></div><!--QuoteEEnd-->
... second image is that picture which shows the sea, but I don't know how to make a see to show up in game...

Col files... understood... But how to make locators:
1. How to make them? Simply post in maya and export as gm? Or I should use that triangle as with other locators and export as maya? I cant export old mine locators, so I need to make new ones...
2. What should be names of locators? What name meen what?
 
Triangle with other locators and export them in Maya. Names reload, for reload (most of the time reload, reload1 for the doors) goto (where people are spawned and can be called to) fire (for fires like torches) boat (for the rowing boat I suppose)
 
For the sea, there's a line in the "Oxbay_mine" entry in PROGRAM\Locations\init\Oxbay.c
that says <i>Locations[n].environment.sea = "false";</i> - change "false" to "true".
New game requires.
Alternatively, <i>Locations[FindLocation("Oxbay_mine")].environment.sea = "true";</i> through <i>PROGRAM\console.c</i> would work too.

For the locators, I just know to use Ines Diaz' TOOL to mess around with them.
Ad for locators in Maya, I have no idea... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
You can also manipulate the ones of the mine, with the tool. First you will have to know the coordinates of the spot you want to place certain locators.
 
Console.c can help with getting locator coordinates.
It can show the coordinates of the player, so just go somewhere and you easily find the location.
 
OK, I flooded it, but water is simply to height.. What should I do? should I rise model via the maya or there is some way to do that via the code?
 
Oh... and another question... What should I do with camera? When I'm walking near the walls... Camera simply goes thro them and I can see black background (or see)... In tunel camera simply is heighten then sealing, and wont falls to needed height. tunnel it self wasn't changed, it is the same as was in original mine.gm... But in original model camera movement depends not only of character movement, but also from environment...
 
I just flooded the original mine and there the same problem applies.
I think there's nothing for it except raising the location model.
Check out the <a href="http://forum.piratesahoy.net//index.php?showtopic=5945&hl=" target="_blank">Flooding the Oxbay Sewer</a> thread by CouchcaptainCharles.

How did you save the location model? With Maya? From what I understand,
the camera collision detection should be included in the location model.
 
traveled thro some other location locator files... I found that there are lot's of different locator names.... Does they have difference?

torchlight — I guess location where should be generated torch light (?)
candle — something similar to torch light, no?
goto — TTT told me that this is used for NPC control...
sit — for NPC control...

randitem — I guess this generates chest with random loot item (?)
box — what's difference between this and randitem (?)
ship — I guess where should be generated ship if there is shore...
boat — (TTT) you boat if there is shore...
fonar — ???
locator — ???
table — ???
stay — ???
enc — ???
barmen — ???
rock — ???
citizen — ???

and I found this name locator:
Camera... Shouldn't this one effect camera rotation in some way and placed in right direction fix that 'camera-behind-wall' bug?


Oh... And how to place locators via Tool?
 
<!--quoteo(post=338002:date=Jul 19 2009, 12:00 AM:name=SuperDurnius)--><div class='quotetop'>QUOTE (SuperDurnius @ Jul 19 2009, 12:00 AM) <a href="index.php?act=findpost&pid=338002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->traveled thro some other location locator files... I found that there are lot's of different locator names.... Does they have difference?

torchlight — I guess location where should be generated torch light (?)
candle — something similar to torch light, no?
goto — TTT told me that this is used for NPC control...
sit — for NPC control...

randitem — I guess this generates chest with random loot item (?)
box — what's difference between this and randitem (?)
ship — I guess where should be generated ship if there is shore...
boat — (TTT) you boat if there is shore...
fonar — ???
locator — ???
table — ???
stay — ???
enc — ???
barmen — ???
rock — ???
citizen — ???

and I found this name locator:
Camera... Shouldn't this one effect camera rotation in some way and placed in right direction fix that 'camera-behind-wall' bug?


Oh... And how to place locators via Tool?<!--QuoteEnd--></div><!--QuoteEEnd-->
goto - You can set a player to goto that spot
sit - Same as goto but is generally able to have person sit down on a seat there <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
locator - Enter and exit area
randitem - Single item (not chest)
boat - Player ship is located here if ship is in that port
camera - Can be used to change the appearance of location for a scene

Most of the others are pretty much the same as goto

<a href="http://forum.piratesahoy.net/index.php?showtopic=10381" target="_blank">Here</a> is the locator tutorial
 
<!--quoteo(post=338004:date=Jul 18 2009, 05:09 PM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ Jul 18 2009, 05:09 PM) <a href="index.php?act=findpost&pid=338004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...
boat - Player ship is located here if ship is in that port
...<!--QuoteEnd--></div><!--QuoteEEnd-->
Shouldn't be used 'ship' for that, and 'boat' generates place where is your boat with crew generated?
 
Back
Top