• New Horizons on Maelstrom
    Maelstrom New Horizons


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Questions

Thomas the Terror

Mad Pirate
Storm Modder
Pirate Legend
I am trying to give the Black Pearl a custom deck and cabin, but HOW do you do that?! should I adjust the boarding file, or the ship file?

And how do I convert a sword texture the right way?

Could someone help?
 
To change it for a specific ship, you go into the Program/Ship and open shipinit.c in a text editor (check peters page, he has a good one for free that works perfectly with POTC), go to the ship and change the line:

refship.abordagelocation = "boarding location you want here_location"

to the type you want. I changed my Berma Sloop from the Corvette to Sloop cuz it looked dumb with that huge ships deck and monster cabin for such a small ship. shipint.c also has the control for how many, if any, gun decks and cargo holds the ship has. Theses you can only change the number because they currently have only one model location.

If you created a new cabin you have to create the boarding_location file listing which cabin and deck to use but I'm not sure how to do that yet. If this is what you have done, when you figure out how to make it work, be sure to send it to Peter so he can put it in the game. Personally, I would love to have a specific cabin and deck for my Black Pearl!
 
Captain Thom is right. To give the Black Pearl new decks and cabin, you'll need to make a new set of entries for the Black Pearl into PROGRAM\Locations\init\boarding.c. Just copy the "BOARDING_BATTLESHIP" (that is used by the current Black Pearl) set of locations and change "BATTLESHIP" into "BLACKPEARL", for example, then modify the location ID's and models. Copy the deck model files and cabin model files and HEX edit them to use your new textures. You should also make sure all proper texture files in RESOURCE\Textures\lighting are copied, though in the case of the Black Pearl you might skip this, because skipping this will make the decks look black, because the lighting will be missing. This, however, WILL cause error messages in the system.log file.

What do you mean with "the right way to convert a sword texture"? For all I know you just do it with the TX Converter like usual. Perhaps you need to enable the alpha channels.
 
oooooooooo, so we could make a custom cabin for the dutchman too? <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> i'd love to have the organ in me ship. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->How do you do those alpha channels?<!--QuoteEnd--></div><!--QuoteEEnd-->Dunno. Ask a skinner. Try Kazeite, for example.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And what should I do with the locations/ship/file?<!--QuoteEnd--></div><!--QuoteEEnd-->Pirate_KK would know. BTW: Please note that my above suggestions are for Build 14 Alpha 6 and do not apply to Build 13.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->oooooooooo, so we could make a custom cabin for the dutchman too? i'd love to have the organ in me ship.<!--QuoteEnd--></div><!--QuoteEEnd-->That would require more than just reskinning. Reskinning can be done relatively easily. ReMODELING, on the other hand, always causes major challenges. Might be possible, but definitly not easily.
 
note: the collision box doesn't need to be changed for this. the flying dutchman has a really high cabin, but as you can't touch the high area that get's stuck on top anyway, it isn't a problem. the box can remain the same. with some clever modelling, it might even be possible to walk on the walkway outside the cabin. you would be able to walk through the wall that seperates it from the rest of the cabin though.
 
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