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Need Shipwright help

jmv575

Landlubber
Storm Modder
<img src="http://www.thelib.com/gallery/albums/userpics/12%20gun%20cutter.jpg" border="0" class="linked-image" />

As you can see, I've figured out a way to make a "`jury-rigged`" cutter. Its not perfect, sometimes the crew will climb invisible shrouds to then stand on the platform of a `non-existant` foremast, but for my purposes, its acceptable until new ship models come out.

Anyway, I'm having trouble getting it to work in the game. I can replace the lugger with this, but I can't get it to work as its own ship. Here is the code I've written... perhaps you could tell me what I'm doing wrong.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//-------------------------------------------------------------------------

// 12 Gun Cutter ENGLAND by JMV575 8/23/04

//-------------------------------------------------------------------------



    makeref(refShip,ShipsTypes[n]);

    n++;

    refShip.id = "Cutter1";

    curid = refShip.id; ShipLookupTable.id.(curid) = `n-1`; // PS

    refShip.name = "Cutter1";

    refShip.all  = "Sloop1_0"

    refShip.Class     = 6;

    refShip.nation = ENGLAND;

    refShip.Cannon    = CANNON_TYPE_CANNON_LBS12;

    refShip.MaxCaliber   = 12;

    refShip.Weight      = Tonnes2CWT(120);

    refShip.Capacity  = 325;

    refShip.CannonsQuantity = 12;

    refShip.MaxCrew   = 36;

    refShip.MinCrew   = 8;

    refShip.SpeedRate    = 16.9;

    refShip.TurnRate  = 65;

    refShip.Price     = 20000;

    refShip.HP     = 400;

    refShip.SP     = 100;

    refShip.AbordageLocation = "BOARDING_BARQUE";

    refShip.No_NK_HFM_modstats = true;    



    refShip.WaterLine = 0.0;

    refShip.SpeedDependWeight = 0.3;

    refShip.SubSeaDependWeight = 0.3;

    refShip.TurnDependWeight = 0.8;



    refShip.InertiaAccelerationX    = 0.2;    refShip.InertiaBrakingX  = 2.0;

    refShip.InertiaAccelerationY    = 12;    refShip.InertiaBrakingY  = 8;

    refShip.InertiaAccelerationZ    = 6.0;    refShip.InertiaBrakingZ  = 2.0;



    refShip.Height.Bombs.Y      = 1.0;    refShip.Height.Bombs.DY  = 0.5;

    refShip.Height.Grapes.Y      = 2.0;    refShip.Height.Grapes.DY    = 1.0;

    refShip.Height.Knippels.Y  = 10.0;    refShip.Height.Knippels.DY    = 8.0;

    refShip.Height.Balls.Y      = 1.0;    refShip.Height.Balls.DY  = 0.5;





//---DO NOT ADD BELOW THIS LINE---<!--c2--></div><!--ec2-->

Any help you can give me would be great.

Best,

JMV
 
I've had a lot of experience with adding new ships lately, so I can definitely help you out here.

First of all, I assume that's a sloop's mast/rigging/sails on a lugger's hull? Interesting combination. To add that ship as a new one, make sure you've got the model directory in <span style='color:red'>RESOURCEMODELSShips</span>, then try writing the top section like this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->(WITH a refShip.Nation property)



    makeref(refShip,ShipsTypes[n]);

    n++;

    refShip.Name    = "Cutter1"; // this is the name of your ship's directory in MODELSShips

    refShip.All  = "Sloop1_0"; // this takes all other properties from "Sloop1_" + ENGLAND

    refShip.SName    = "Cutter1"; // NEW LINE! this gives your ship a new type name; without it, it'll be "Sloop1"

    refShip.Nation    = ENGLAND; // IF you add this line, you'll need to make new entries for every other country

    refShip.id  = refShip.Name + "_" + refShip.Nation; // this is how the line is written ONLY with a nation assigned

    curid = refShip.id; ShipLookupTable.id.(curid) = `n-1`; // PS

    refShip.Class    = 6;

    ..etc..<!--c2--></div><!--ec2-->

If you want the ship to have no specific nation assigned to it, simply remove the "refShip.Nation" property, then remove everything EXCEPT "refShip.Name;" from the refShip.id property, like you had before.

Add this to <span style='color:red'>ships_init.c</span>:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string = Cutter1,"Cutter"<!--c2--></div><!--ec2-->
You'll see a long list of ship names under a "; Ships" heading. Just add this line to the bottom of that list. This sets it so that every time POTC displays your ship (in the shipyard, etc), it'll be shown as "Cutter." Otherwise, the ship's picture would have no name!

That's all there is to it. The most important thing is to make sure you've copied the model directory you want to use as "Cutter1" in <span style='color:red'>RESOURCEMODELSShips</span>. Without that, none of the code will work.

Good luck!
 
Thanks a lot, I'll try it now.

Its the bowsprit from a schooner, and a galeoth's mizzen mast and yards.

I got rid of the `fore-mast` and mizzen by replacing them with "roll_of_material.gm" found in the modelswimgoods directory. The size of the roll is small enough that it lies below the deck so you can't see it.
 
Thanks a lot, it worked perfectly. Now I'll get to painting her to look proper and navy like.
 
This looks really great, nice job, JMV! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

And good work, iamthejarha, for helping him find the way. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

This will be great, `in-game`! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
<!--QuoteBegin-jmv575+--><div class='quotetop'>QUOTE(jmv575)</div><div class='quotemain'><!--QuoteEBegin-->Thanks a lot, I'll try it now.

Its the bowsprit from a schooner, and a galeoth's mizzen mast and yards.

I got rid of the `fore-mast` and mizzen by replacing them with "roll_of_material.gm" found in the modelswimgoods directory. The size of the roll is small enough that it lies below the deck so you can't see it.<!--QuoteEnd--></div><!--QuoteEEnd-->

No problem, I'm glad I could help. That's a `great-looking` idea; I had no idea you had <i>three</i> ships involved in that model. Very well done. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />

Out of curiosity, does anyone know how to edit the deck and mast textures? I'd like to darken them, more like the deck/masts that the Black Pearl uses, but I've looked through all the .gm files, and they all point to "deck.tga." I've only found <i>two</i> "deck.tga" files, both identical, and both brighter than the BP deck. What gives?
 
<img src="http://www.thelib.com/gallery/albums/userpics/16%20Gun%20Brig.jpg" border="0" class="linked-image" />


A 16 Gun Brig. The hull is from a galeoth, the bowsprit is from a schooner, and the masts and yards are from the in game brig.

I also have a 20 Gun Brig, an `American-type` Schooner, and I'm still working on a `European-rigged` Schooner. For the `20-gun` brig I used the Brig's rigging and the schooner hull. I will post a picture of that when I get it textured properly.

My next question comes right out of all if this... how should I name them? For skins and textures I use my texture code, but I've never made ships before. Is Brig16gun1 acceptable or should I use my texture code too: brig16gun1_18... you see, it gets to be a bit long.

Finally, how do I designate my ships as war vessels or merchant vessels so that they are generated properly as encounters? It would be no fun if the little cutter was used as a merchant.

Thanks for all the help.
 
Lookin' good...

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Keep up the good work mate...
 
Well, you can name them whatever you like. Since no one <i>should</i> be typing them in manually anyway, it doesn't really matter how it's named (look at Duke's Xebec BR: the texture is named bortout08xbs1.tga.tx).

By default, all ships are specified for both merchant and war duty. If you look at the top of Ships_init.c, you'll see two lines, like this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  refShip.Type.Merchant = true;

 refShip.Type.War = true;<!--c2--></div><!--ec2-->

To make sure your ships aren't encountered as merchants and/or warships, simply add either/both of these lines into your specific ship entry, and change the value to <b>false</b>. That'll prevent it from being encountered as a merchant or warship, respectively.

The ships look great, can't wait until you've got them ready for public consumption. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
The ships look great. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="http://www.thelib.com/gallery/albums/userpics/European%20Schooner.jpg" border="0" class="linked-image" />

A heavy European schooner. I say European to distinguish her from the American Schooner shown below.

<img src="http://www.thelib.com/gallery/albums/userpics/American%20Schooner.jpg" border="0" class="linked-image" />


The Schooner itself was primarily used in and around North America. As the 18th century progressed, however, the American Schooner evolved into something more like this and came to be much lighter, and faster.

The first "European" schooner is more like the ones used by the Royal Navy as coast raiders in the Indian Ocean and is more `navy-like`. The American Schooner was used on rivers and the ocean alike. Its shallow draught also attracted the eye of many a pirate and privateer, since they could raid coastal shipping, and then escape into the safety of rivers and streams.

My thought is to use the European Schooner as the current ingame schooner (since the model is so bad) and create a new entry for the American Schooner with less hold capacity, fewer crew, and smaller guns.

In fact, does anyone know if we can add more gun calibres? If we could add a 6pdr, I would use it for the American Schooner to signify its fewer guns... sorta "fake" the system, if you understand me proper.
 
Oh these look wonderful! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Great job! I particularly like the American Schooner...

Excellent work, JMV!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="http://www.thelib.com/gallery/albums/userpics/20gun%20Brig.jpg" border="0" class="linked-image" />

That is the 20 gun brig. That will be the last one for a while. I've got them all loaded and they work fine in game. I just have to make icons for them, zip them up, and put up for download. They should be up on the FTP by tomorrow morning. I'll work through the night if I have to.
 
SWEET!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Only thing though, the mainmast seems to mee a bit to thick...
But it still look very nice...

Is it possible to rescale the gm files...? I want spanker on me manowar, not the lateen sail...

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Okay, its on the FTP server. The file is called:

JMV Late 18th Century Unrated Naval Vessels.rar

Tell me if it theres a problem.
 
Hot damn I'm in _love_ with that ship!
You made a _real_ schooner!
Thank you ever so!

(Quick q though: is the corvette's mizzen too big/small, as I'd think her spanker'd be a better foresail than a lugsail. But sweet all the same!)

On to the technical bits, where I can can only hope to repay _some_ small bit of what that schooner does for me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

First, you can indeed as iamthejarha says, you can indeed call the models what you like. I'd suggest some user ID though, though an appended JMV or whatever is fine (no need for modder's code since it's `hex-editing` only that requires the `space-conservation`).
But, and I hear the voice of Duke Surak'nar as I type this, for standardization modder's code would probably be best.

Regarding ship types.
Right now reinit.c's NK/HFM will overwrite some types, and do some other changes. So you should add nkhfm_skip lines to your ships to avoid this.

Hmm, somewhere around here is the `ship-addition` tut, I should bump it.

Regarding deck textures.
It is indeed deck whatever.tx that's the deck texture, you can check out the Xebec BR's gm to see how DS edited the reference so it points to a new deck tx and changed that one.

Regarding new gun types.
As long as you don't mind if _all_ guns on the ship are that caliber, sure you can add new types.

Without a restart even, IIRC I hope. I think v11 supports up to 32? calibers.
 
Here's an interesting tid bit concerning the cutter. Since I replaced the luggers fore and mizzen with item .gm's the whole `de-mast` thing is a little funny.

I was trying it out today. I just in from the world map to the bay on Douwessen. Two Pirate Fast Schooners and a 24 gun brig were raiding the fort and the merchant shipping arranged like ducks along the leeward cliff. My position was less than perfect. The wind was very strong and despite hauling my wind I couldn't keep from smashing my bowsprit on the leeward `cliff-face`. Without a bowsprit I engaged the pirates. My Mainmast was taken away rather early on by the brig, but since the game registered the two purse.gm's as masts, it still said I had sailing capabilities.

That in mind... I've got half a mind to say we should not include the cutter in the build. Its tons of fun sailing around in it, especially since she's only got pop guns, but that little demasting episode took away much of the realism.

By the way, as any proper realism driven player, I hove to so as to simulate being `de-masted`.

Oh, and I'm glad you liked the schooner.
 
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