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Dutchman and Amsterdam

<!--quoteo(post=222646:date=Nov 22 2007, 06:11 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 22 2007, 06:11 AM) [snapback]222646[/snapback]</div><div class='quotemain'><!--quotec-->... Both use the FleutOfWar34G model. I have not yet added the railings, because I don't know the correct coordinates. I do seem to notice the crew walking above the deck ever so slightly, but not quite as bad as before when the Fleut50 was using the wrong hull model.<!--QuoteEnd--></div><!--QuoteEEnd-->
Pieter, using the FleutOfWar34G is not good as that model has 4 more cannon than Fleut4_50 and Fletu50

Anyway, I found that the only difference for railing coordinates is this: Y = 4.3 For the Dutch Fleut and Light Galleon.
 
a helmpole could be imagined as the shaft and handle piece of an oar, stuck upright into a wide slot in the deck. (so you could move it from side to side in reality) it would normally pivot somewhere belowdecks and be connected to the rudder below that.
 
I reset the files to their Build 13 default, so I think those were your original files and should thus be correct. I hope. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=222666:date=Nov 22 2007, 10:39 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 22 2007, 10:39 AM) [snapback]222666[/snapback]</div><div class='quotemain'><!--quotec-->I reset the files to their Build 13 default, so I think those were your original files and should thus be correct. I hope. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Use the Viewer to see if it has too many cannon locators.

Or you can count them using Tool.
 
The Build 13 files are correct, aren't they? How many cannons should there be? I can check. What modifications did you make to the fleut model? Did you take the Fleut of War and remove the excess cannons or did you put the stern flag from the Fleut of War onto an ordinary fleut?
 
<!--quoteo(post=222763:date=Nov 23 2007, 08:20 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 23 2007, 08:20 AM) [snapback]222763[/snapback]</div><div class='quotemain'><!--quotec-->The Build 13 files are correct, aren't they? How many cannons should there be? I can check. What modifications did you make to the fleut model? Did you take the Fleut of War and remove the excess cannons or did you put the stern flag from the Fleut of War onto an ordinary fleut?<!--QuoteEnd--></div><!--QuoteEEnd-->
OK, if you are now using the Build 13 it's OK. That is what I'm using and they seem correct.

I did use Hawks, but not only removed some of his port and starboard guns, but added two stern chasers of my own to it.

That is an important distinction. My Fleuts will have 4 stern cannon.
 
I just checked and they're all OK. All cannon locators are at the places where there are textured/modeled gun ports. Also your Fleuts do have those four stern chasers. Looks good! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I now put the missing railings on the Fleut4_50, Fleut50 and FleutOfWar34G as well, so now all fleuts have got railings in my game. Major thanks to Kazeite and Petros! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

While we're at it: When testing the fleuts at Douwesen, I observed the "Amsterdam" being used as a random ship for the Dutch, so that is working as well! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=222865:date=Nov 24 2007, 06:38 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 24 2007, 06:38 AM) [snapback]222865[/snapback]</div><div class='quotemain'><!--quotec-->...Also your Fleuts do have those four stern chasers. Looks good! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

And it took you all this time to notice. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

I too must take this opportunity to again thank Kazeite for an excellent job! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

While having completely hijacking this thread with Fleuts and Tool, let me mention something else I'm experimenting with. Tool has some cannon meshes, so I decided to try to add cannon to the Light Galleon in place of my texture cannon, with mixed results.

The models work OK, except that they show the texture too dark. Because of that, from an angle they just look like darker cannon ...
[attachment=1350:gun1.gif]
but from straight on, they don't look any better than the painted ones.
Here you can see how dark they really are even though they use the same texture as the ship's guns.
[attachment=1351:gun2.gif]

Does anyone have a better cannon barrel that uses the stock deck.tga.tx, that I can try?

BTW, also noticed the new railings do have reversed lighting, but that is not really a problem in this case.
 
<!--quoteo(post=223000:date=Nov 24 2007, 06:44 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 24 2007, 06:44 PM) [snapback]223000[/snapback]</div><div class='quotemain'><!--quotec-->And it took you all this time to notice. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I'm afraid so. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Cool though! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=223000:date=Nov 24 2007, 06:44 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 24 2007, 06:44 PM) [snapback]223000[/snapback]</div><div class='quotemain'><!--quotec-->The models work OK, except that they show the texture too dark. Because of that, from an angle they just look like darker cannon ...<!--QuoteEnd--></div><!--QuoteEEnd-->Not sure why that would happen. I really don't have much knowledge of the workings of the Tool. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo(post=223000:date=Nov 24 2007, 06:44 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 24 2007, 06:44 PM) [snapback]223000[/snapback]</div><div class='quotemain'><!--quotec-->BTW, also noticed the new railings do have reversed lighting, but that is not really a problem in this case.<!--QuoteEnd--></div><!--QuoteEEnd-->I thought I noticed that as well. Not very obvious though. Certainly better than having no railings! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Petros,

Have you figured out how to add and/or remove ship cannons using TOOL? I see the three cannon GM meshes in the TOOL directory, but can't figure out how to add them to the ship hull. I've got a couple of ships I'd like to rework the cannons, and if you could provide any helpful details, I'd appreciate it!

Thanks

kevin
 
Sorry for the dumb question.. but my crew on the Dutchman walks about a yard beneath the deck <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I think the file Norris posted on the first page here solves this, but I have no idea which file it should replace <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
I have a theory: maybe those cannons are darker because they too have reversed lighting bug?

And, how about I make additional model with multiple cannons, so you won't have to place them individually?
 
<!--quoteo(post=223064:date=Nov 24 2007, 07:04 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Nov 24 2007, 07:04 PM) [snapback]223064[/snapback]</div><div class='quotemain'><!--quotec-->I have a theory: maybe those cannons are darker because they too have reversed lighting bug?

And, how about I make additional model with multiple cannons, so you won't have to place them individually?<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be nice, but on the other hand, if you could just provide the low polygon cannon from the ship, or just a good barrel, that would be great also.

That way anyone who wants to experiment adding guns like KevinAtlanta or myself could do so.
 
<!--quoteo(post=223057:date=Nov 24 2007, 05:33 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Nov 24 2007, 05:33 PM) [snapback]223057[/snapback]</div><div class='quotemain'><!--quotec-->Petros,

Have you figured out how to add and/or remove ship cannons using TOOL? I see the three cannon GM meshes in the TOOL directory, but can't figure out how to add them to the ship hull. I've got a couple of ships I'd like to rework the cannons, and if you could provide any helpful details, I'd appreciate it!

Thanks

kevin<!--QuoteEnd--></div><!--QuoteEEnd-->
Once you load a ship in Tool, you can use the "View" option and select "Locators".
You can then add locators for any mesh you want to add to the ship, giving them unique names matching the meshes.

Note however that the game uses the locators "cannonl, cannonr, cannonf, and cannonb" for the point from which the cannons produce cannon flash, smoke and projectile. These can be added without having an actual cannon mesh and the game uses it as if there was one.

In the case of Tool's cannon meshes, you would have to use Tools' "Edit Scene" feature to rotate them to work as port guns or as bow or stern chasers.

Perhaps Kazeite can give us better ones.
 
<!--quoteo(post=223063:date=Nov 24 2007, 07:02 PM:name=Captain Tom)--><div class='quotetop'>QUOTE(Captain Tom @ Nov 24 2007, 07:02 PM) [snapback]223063[/snapback]</div><div class='quotemain'><!--quotec-->Sorry for the dumb question.. but my crew on the Dutchman walks about a yard beneath the deck <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I think the file Norris posted on the first page here solves this, but I have no idea which file it should replace <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
If it is a walk file, then it should be added to the following directory:

POTC\PROGRAM\SEA_AI\walk\
 
Adding "Lineship2_walk" to the walkfolder didn't help.
Here's a screenshot of my problem
<img src="http://i181.photobucket.com/albums/x287/Darren0110/DutchmanWalkproblem.jpg" border="0" class="linked-image" />
 
<!--quoteo(post=223091:date=Nov 25 2007, 06:00 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 25 2007, 06:00 AM) [snapback]223091[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=223064:date=Nov 24 2007, 07:04 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Nov 24 2007, 07:04 PM) [snapback]223064[/snapback]</div><div class='quotemain'><!--quotec-->I have a theory: maybe those cannons are darker because they too have reversed lighting bug?

And, how about I make additional model with multiple cannons, so you won't have to place them individually?<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be nice, but on the other hand, if you could just provide the low polygon cannon from the ship, or just a good barrel, that would be great also.

That way anyone who wants to experiment adding guns like KevinAtlanta or myself could do so.
<!--QuoteEnd--></div><!--QuoteEEnd-->
But... TOOL already has two standalone cannon models in <i>meshes</i> subdirectory.
 
To Petros: You want to add the cannons to the model itself. Try and add the cannons in the same way that Razor added the triple bow chasers to the Dutchman: Through the code. You just add the cannon.gm model into the ship folder and position the cannons where you want using a geometry locator in the same way you added the railings to the Fleuts. IF the reason for the darker cannons is indeed the reversed lighting bug, this would be a way to make sure you circumvent that one.

To Captain Tom: The Dutchman you are using is not the one we're using anymore; we've got a new and better version. The walk file is meant for the new version. Check out the <a href="http://pafiles.com/potc/FilmShips.zip" target="_blank">FilmShips</a> mod.
 
<!--quoteo(post=223101:date=Nov 25 2007, 05:22 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Nov 25 2007, 05:22 AM) [snapback]223101[/snapback]</div><div class='quotemain'><!--quotec-->...But... TOOL already has two standalone cannon models in <i>meshes</i> subdirectory.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=223106:date=Nov 25 2007, 06:38 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 25 2007, 06:38 AM) [snapback]223106[/snapback]</div><div class='quotemain'><!--quotec-->... IF the reason for the darker cannons is indeed the reversed lighting bug, this would be a way to make sure you circumvent that one....<!--QuoteEnd--></div><!--QuoteEEnd-->

The cannon meshes in Tool look dark from all angles so it's not reversed lighting. (Unless they are lighter on the inside <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )

Also, they look darker even if no changes like resize, rotation, etc. are done to them in Tool.
They are just plain dark.
I suspect that the way Inez, got them off of ship models may have introduced this anomaly.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Try and add the cannons in the same way that Razor added the triple bow chasers to the Dutchman: Through the code.<!--QuoteEnd--></div><!--QuoteEEnd--> Is this code in Build 13?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You just add the cannon.gm model into the ship folder and position the cannons where you want using a geometry locator in the same way you added the railings to the Fleuts.<!--QuoteEnd--></div><!--QuoteEEnd-->

Huh .. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> I used "Tool" to add the locators for railings to the gm file.
 
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