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PotC fully Caribbean

Which option would you prefer:

  • All geographical names should be original from Caribbean, but necessarily with a switch.

    Votes: 1 100.0%
  • All geographical names should be original from Caribbean, even without a switch.

    Votes: 0 0.0%
  • Everything should be left as is.

    Votes: 0 0.0%

  • Total voters
    1
Can someone help me? Pirate_kk or someone else knowing how to add towns?
I have placed a new locator on quedebras costillas and I can land there, I can go in all the locations I have added, only: The town isn't recognized as town. With the sail-to option you get: sail to .
Also it isn't recognized on the worldmap, I have made a new entry in worldmap.init/towntable.c/islands.init etc, but no avail!

Could someone help me with this?
 
I am willing to work on the spanish main 3D model, recreating the real shape of it´s bays and ports, I have done some terrain work on 3D Max and I can say very good results are possible to achieve, all I need is people to help me with the textures and code. I can start with Cartagena, since is a model I already have, also a friend of mine has a San Agustin (Florida) model and is working on San Juan (Puerto Rico), I am also familiar with the towns of La Guaira, Rio de la Hacha, Santa Marta and Portobello, for those towns I have plenty of maps and info on the forts and buildings. With your support we can create a caribbean where each town represents a different tactical problem when capturing it <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Keep in mind that by using low poly models combined with superior textures we can create bigger scenarios with little performance dropping.
 
The problem isn't placing an island through texture, that is fairly easy, just as placing towns. How to make the world map bigger, THAT is the problem.
 
no idea how. but you have to modify the worldmap model, if you place them as a seperate model in the worldmap, you can sail through the landmass, and we don't want that to happen do we <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> But I think that they did it through expanding the .patch file of the worldmap.

PS, I want to add some more deserted islands just like the way maximus did with isla de muerta, I was thinking of marie-galante and dominica (island models of AOP), but there is too less space between guadeloupe and falaise de fleur, so I think that it would be better to place some other islands than those. I have reskinned the animist lair, and I was thinking of making it a smuggler or pirate lair of a deserted island. I think that there are too less 'uncharted islands' so only small island with not much jungle and only a pirate/native village or a maya temple.
 
It would be nice if we could find a way to enlarge that map or import the AOP map wich is bigger and play a bit reducing the scale of the islands, that way we could add the spanish main.

This is a map I made for the paper I wrote to get my degree, is plain but shows the extension of the caribbean we are all talking about.
<a href="http://img512.imageshack.us/my.php?image=llavesyrutasxj2.jpg" target="_blank"><img src="http://img512.imageshack.us/img512/2966/llavesyrutasxj2.th.jpg" border="0" class="linked-image" /></a>
 
I would personally recommend we keep our current worldmap. The current islands aren't even filled and finished yet. Making a new worldmap might be possible, but if we'd add new islands, these would also need to be filled, creating exponentially more work. But we don't have enough people to do it, do we? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yeah, manpower has always been a problem with modmaking, still I volunteer to work on existing ports, at least their outside looks and shape of the bays and maybe some interior or new locations.
 
I recommend you look at CouchcaptainCharles' location remodeling campaign threads. There's a lot of useful info there. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
That would be fine with me until the spanish main is added, I can model the offshore scenes of the islands using 3D Max and also the correct looks and locations of the forts, something that has not been done yet, also I think I can make a realistic model of Willemstad with some plans I have, but I can´t do it all on my own, I need help with texturing and coding.
 
<!--quoteo(post=206640:date=Jul 10 2007, 07:54 PM:name=Capitan Caceres)--><div class='quotetop'>QUOTE(Capitan Caceres @ Jul 10 2007, 07:54 PM) [snapback]206640[/snapback]</div><div class='quotemain'><!--quotec-->It would be nice if we could find a way to enlarge that map or import the AOP map wich is bigger and play a bit reducing the scale of the islands, that way we could add the spanish main.

This is a map I made for the paper I wrote to get my degree, is plain but shows the extension of the caribbean we are all talking about.
<a href="http://img512.imageshack.us/my.php?image=llavesyrutasxj2.jpg" target="_blank"><img src="http://img512.imageshack.us/img512/2966/llavesyrutasxj2.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->

Map, like that, already made by SLiB team.

In game:
<img src="http://foto.spbland.ru/data/media/11/107506_Corsairs30001.gif" border="0" class="linked-image" />

Paper map:
<img src="http://foto.spbland.ru/data/media/11/lrg_120507_map2.gif" border="0" class="linked-image" />

I tried to transfer map and islands, but... New AOP map works completely different from POTC map. islands.gm has locators, and each island-model use his own locator. So - we need to connect all islands to right places with proper angle first. Maybe I'll find another way, but not now... If anyone wants to experiment - I can upload all stuff
 
looks nice, but the bit next to panama looks a bit wierd. don't recall that it's that strangely shaped on the west-coast. guess it's just not such an accurate map, which they wheren't in those days. kinda interesting.
 
Willemstad was a small town surrounded by walls with around 15 city blocks and an interesting fort. It is easier to model and bring to life, since the game´s dutch buildings can be used fill those city blocks, achieving the first historical town for POTC, or at least historical in shape <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I can model it´s harbor too (navigation mode view), but we will need a better plan.
<a href="http://img339.imageshack.us/my.php?image=49600cd9.jpg" target="_blank"><img src="http://img339.imageshack.us/img339/5549/49600cd9.th.jpg" border="0" class="linked-image" /></a>
 
I think everybody now agree that this new map of the real Carribean with continental coasts would be simply fantastic in game. I remind you that Pieter was not so enthousiasmic for a good reason : <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I would personally recommend we keep our current worldmap. The current islands aren't even filled and finished yet. Making a new worldmap might be possible, but if we'd add new islands, these would also need to be filled, creating exponentially more work. But we don't have enough people to do it, do we?<!--QuoteEnd--></div><!--QuoteEEnd-->

There might be an alternative way. My idea would be : adding ports with no 3D area. You would be able to enter via a new menu the shipyard, store, and crew hire menus, which would allow the player to trade in all the new archipelago even if he cannot walk in those places and discuss with town people (yet). I don't think it will break the game in any way, and it will be just perfect for the town-making modders : when they want to create or retexture a new town, or add jungle etc, the town would already exist on the map. The good think of this is that we could add a huge quantity of ports, and start to work on a coherent economical system.

Other than the hard work of making compatible the Russian team's map, islands and coasts, creating the new menu would be fairly easy.
 
Might be possible. Though the creating of new land locations isn't that complicated either. Just copying existing code and reusing town models. However, more towns would mean more reused town models. Also new towns would need to be integrated into the game with interesting characters and quests. Having a town left out of that would make it a bit superfluous.

Question: How many towns do we actually need? Is our current worldmap big enough? Do we want to use the Russian map Maximus has somewhere, which would require a lot of additional work? Why not make the entire world? Should, in theory, also be possible, but creates yet more work. Personally I would still be happy to just have our current map filled in with individual locations and new quests without creating more work for ourselves. But that's just me, I suppose. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
what if we incorporate the tortuga system, where you have a picture of a town and you can highlight all the important buildings, like this:
 
Just to make things easy, you mean? Sounds like a tremendous lot of work to me. More work than copying an existing town.
 
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