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Flooding the Oxbay Sewer

Then... what is wrong with the lighting files? Did you do ANY TOOL-modifications to those files? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Does anyone think it would be at all possible to fix the lighting of the Bridgetown Apothecary?
Of course according to the dialog, it does make sense, but that is just because it couldn't be fixed at the time. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=326084:date=Jun 7 2009, 01:07 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jun 7 2009, 01:07 PM) <a href="index.php?act=findpost&pid=326084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't remove any I think. I just made some stuff invisible with the help of alpha layers.<!--QuoteEnd--></div><!--QuoteEEnd-->Are you sure of that? I just compared the original and your modified file and it seems there's more textures used by your files than the original.
In any case, unless somebody fixes the location properly, I'm restoring it to the old model to prevent the lighting issues. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I've ran into quite a number of erroneous lighting locations already:
- Oxbay suburb
- Greenford suburb
- Greenford Apothecary
- Residence6 - all three locations from that folder (Sir Christopher Mings Modified Hitman Quest)

It'd be wonderful if someone could use Maya to fix those models;
the lighting really hurts some otherwise great models. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
I have just made new COL files for all these locations, so they will no longer appear weirdly half-bright, half-shaded! :woot

Does anyone know any other locations with ridiculous brightness issues?

Also, maybe we could try flooding that sewer again! :whipa
 
Seems that the TOOL function for rising/lowering location models isn't working for me. :facepalm
 
Cancel that; it DOES work. And the waves are sorted too with the MaxSeaHeight code for locations that Screwface helped me put in the game.
The only problem that's left is the camera that goes outside the walls and the fact that swimming down there is just plain weird! :razz
Anyway, I'll add this to the next patch and let's see what people think. :whipa

Next on my "let's have fun" list: Let's try a swamp! :wp
 
So? How do you like my swamp?
 

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  • swamp.jpg
    swamp.jpg
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So? How do you like my swamp?

That looks really good :woot

Do you remember this for Singapore in the Jack Sparrow storyline xD:

http://forum.piratesahoy.net/topic/13244-tales-of-jack-sparrow-storyline-update-cotbp-dmc-awe/page__view__findpost__p__339001
 
Very cool swamp Pieter!

Maybe we could add an option that if you stand there for more then a few seconds your health will start going down?
 
nO...

Becouse health always goes down when you'll step in some green liquid... Becouse it's always radioaktive... :onya
 
Too bloody geniuses ^^^ HAHA...
How about you sink in a swamp?

"Because of leeches, snakes, and alligators?" <<< Like your ideas.. ;)
 
Me and my crew are standing in the green water... Shoes are all wet...:
- Oh no... We're sinking... Let's loose some health points...
 
HAHA... why not?!
I sayd, if you stood there a long time... then you will start losing health... you will be all sticky and muddy, but you will lose health :ixi :ixi
 
Hey, good point about Singapore, Talisman! I could mess around with that some more and see what gives. :cheeky

It would be fun to have some gameplay effects from the swamp, but for now I'm satisfied with just the graphical effect.
Anyone would be welcome to try adding some gameplay effects though.

This is all the code that I needed to add for the swamp. In PROGRAM\Weather\WhrWeather.c find this and add the swamp-lines:
Code:
	// Screwface : For Lagoon color mod
if(pchar.location != "" && Pchar.location != "error")
{
if(findlocation(Pchar.location)>0)
{
ref loc = &locations[findlocation(Pchar.location)];
if(loc.environment.sea == "true" && wRain<75 && aCurWeather.id == "Blue Sky")
{
if(loc.type == "seashore") 
{
Sea.GF3.WaterColor = argb(0,124,202,215);
Sea.GF3.SkyColor = argb(0,109,185,240);
Sea.WaterAttenuation = 0.3;
}
if(ownDeckStarted() && Locations[FindLocation(GetCharacterShipLocation(Pchar))].type == "seashore")
{
Sea.GF3.WaterColor = argb(0,124,202,215);
Sea.GF3.SkyColor = argb(0,109,185,240);
Sea.WaterAttenuation = 0.3;
}
}
// PB: Swamps -->
if(CheckAttribute(loc, "environment.swamp") && loc.environment.swamp == "true")
{
Sea.GF3.WaterColor = argb(0,160,116,33);
Sea.GF3.SkyColor = argb(0,179,187,6);
}
// PB: Swamps <--
}

You can now easily change any jungle locations into a swamp by putting these lines in its location init entry:
Code:
	// PB: Swamps -->
Locations[n].environment.sea = "true";
Locations[n].environment.swamp = "true";
Locations[n].MaxSeaHeight = 0.2; // screwface
// PB: Swamps <--
I did it for "Guadeloupe_Jungle_02".

There's a new game required to change an existing location into a swamp.
You can try to come up with better water colour by changing the argb() lines.
There's no new game required for water colour changes. :no
 
See attached for a more reasonable-looking flooded Isla Muelle town location for use as Singapore.
If I raise the locationa bit less, the characters will go swimming on the lower level, which would work well with what's seen in the movie.
We just need someone to retexture the location to something more darker and oriental
and see if we can stick the Asian-looking store from AoP in there somewhere to give a more Eastern atmosphere.
And then we'll to place some Chinese characters there to walk around and it'll give a Singaporean impression in the end! :woot

I just need some help, because I can't and won't do it all. :no
 

Attachments

  • IM_Flooded2.jpg
    IM_Flooded2.jpg
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See attached for a more reasonable-looking flooded Isla Muelle town location for use as Singapore.
If I raise the locationa bit less, the characters will go swimming on the lower level, which would work well with what's seen in the movie.
We just need someone to retexture the location to something more darker and oriental
and see if we can stick the Asian-looking store from AoP in there somewhere to give a more Eastern atmosphere.
And then we'll to place some Chinese characters there to walk around and it'll give a Singaporean impression in the end! :woot

I just need some help, because I can't and won't do it all. :no
Now that looks pretty good! I can easily see that being transformed into Singapore... :yes
I like your ideas, especially about the characters swimming.

Here's a thought: would it be possible to add a couple of small boats there?
Perhaps they could be fishing boats, just floating around like the ship's lifeboat moored in port. :shrug
If you need any help, I'm sure I could contribute something. :onya
 
I reckon we could stick some ship locators in there, yes.
That'll be fun; you could swim around those boats then and quite possibly through them. :whipa
 
I reckon we could stick some ship locators in there, yes.
That'll be fun; you could swim around those boats then and quite possibly through them. :whipa
THROUGH them?! That's no good. Isn't there a way around that? (excuse the pun xD:)
 
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