• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Return of the Legend Location Files

<!--quoteo(post=327561:date=Jun 11 2009, 07:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 11 2009, 07:25 AM) <a href="index.php?act=findpost&pid=327561"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's the CoAS location init code for BigHouse04. I don't know if it's the same as the RotL BigHouse4, but it might help:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    locations[n].id = "CommonResidence_4";
    locations[n].id.label = "Room";
    locations[n].image = "loading\inside\BigHouse04.tga";
    locations[n].MustSetReloadBack = true;
    locations[n].PlayHall = true; //ðàçëè÷àåì òèïû ëîêàöèé â ðåçèäåíöèè, íàäî ò.ê. id.label çàòèðàåòñÿ
    //Town sack
//////////////////////////////// ETC ///////////////////////////////////////////////////////////////////////////////////<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->Tried the above for Hornblower Dinner scene. (Changed the room name to fit the storyline).
I get the furniture and some odd objects plus the locators and I can walk about in there and get out again..

BUT I don't get any walls, floors or ceilings (just a minor issue - i know) but it would look better with them.
You KNOW someone will complain about their not being there. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
The compile log gives:
::locations_loader.c:: Report from LocLoadModel - wrong model's name [..\inside_back] was changed to [..\inside_backd]
no error log

I used the textures:
BigHouse04.tga.tx
Ceiling.tga.tx
grey.tga.tx
objects_tex1.tga.tx
objects_tex2.tga.tx
objects_tex3.tga.tx
Resh.tga.tx
residence1ins.tga.tx
residence2_tex.tga.tx
WindBigHouse02.tga.tx

It would seem I'm missing some.

Any ideas anyone? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Could you upload your files to the FTP so I can test it myself? Missing textures usually results in gray walls, not invisible ones.
Sounds like some of the model files isn't showing. You do have the <i>locations[n].models.always.house = "BigHouse04";</i> line, right?
Of course the code I posted was the CoAS code and I haven't got a clue if that works right in PotC; might need some tweaking.
 
<!--quoteo(post=330685:date=Jun 19 2009, 03:02 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 19 2009, 03:02 AM) <a href="index.php?act=findpost&pid=330685"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you upload your files to the FTP so I can test it myself? Missing textures usually results in gray walls, not invisible ones.
Sounds like some of the model files isn't showing. You do have the <i>locations[n].models.always.house = "BigHouse04";</i> line, right?
Of course the code I posted was the CoAS code and I haven't got a clue if that works right in PotC; might need some tweaking.<!--QuoteEnd--></div><!--QuoteEEnd-->Uploaded - SJG 14.9 Changes (Dining Room)
I have probably given you more than you need, but I have added a new fake fort to Cuba for the various fort scenes.
(To allow for walk on the beach with the duchess and the shipwreck scene).
Land at Playa de Sabana - turn right and walk to the fallen tree.
This will put you on the prison beach (you may need to remove the bandits - I think I did that in the quest reaction)
Cross the rope bridge and you will be in the prison.
The dining room is behind the other small door opposite where you enter.
All other doors are inoperative.

Hope this helps.
 
Thanks a lot. I'll have a look at it tomorrow and let you know what I come up with. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<img src="http://i242.photobucket.com/albums/ff218/shortjackgold/Floating.jpg" border="0" class="linked-image" />

Now THAT'S what I call really light eating!

When I moved the main character in to redo the locators (A & D keys) - he too rose into the air when he reached the chairs. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I'll have what they are having <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
The main character flying I can believe; but the OTHER characters flying TOO is something new! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
I see you managed to get the walls to show up. I downloaded your files now and will have a look at them later today. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=331139:date=Jun 20 2009, 07:47 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 20 2009, 07:47 AM) <a href="index.php?act=findpost&pid=331139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The main character flying I can believe; but the OTHER characters flying TOO is something new! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
I see you managed to get the walls to show up. I downloaded your files now and will have a look at them later today. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->The walls just showed up by going into the room - no walls - coming out and going in again - TA DA! walls.

Regarding the flying characters - (and knowing nothing about modeling - so expect a really daft suggestion here)
Gives me the feeling that the chairs and table are one item - not a table and four chairs positioned together.
OR the fact that the table overhangs the chairs make the floor level in this area the table top as it is the feet that determine the vertical position of the character I believe. (hence the flying OTHER character).

We might be back a square one regarding this room ?

Any of you ace model men got any thoughts?
 
Hmm... I added the location and didn't have any missing walls at first.
However, the lighting doesn't look nice like in your picture. Did you do any COL-file work?
 
<!--quoteo(post=331159:date=Jun 20 2009, 09:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 20 2009, 09:09 AM) <a href="index.php?act=findpost&pid=331159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm... I added the location and didn't have any missing walls at first.
However, the lighting doesn't look nice like in your picture. Did you do any COL-file work?<!--QuoteEnd--></div><!--QuoteEEnd-->SCUSE ME! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
What's COL-file work?
I have no idea what this is all about <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" /> being as thick as two short planks on this stuff. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

You will have to lead me by the hand here. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
I just used MODELS and TEXTURE files.
Where would I find COL-files and which ones?
 
Hmm... I see the problem. Stupid characters end up above the table. Looks like there's some sort of walk patch on the table that is messing things up.
That is incredibly annoying. And I'm having no luck with it either. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

As for the COL-files, those are for the lighting and won't solve your problem.
But your screenshot looks like it DOES have the correct lighting, which is quite surprising. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
They're in the MODELS folder.
 
O.K. I have (already had) the COL files:
LOTS of them Day, evening, night and storm.

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I've got COL-files too, but they're AoP ones which aren't quite right for PotC. So the location looks unnaturally bright.
But maybe that only happens during some parts of the day and not the evening? In any case, the location will need new at some point.
 
<!--quoteo(post=331189:date=Jun 20 2009, 11:02 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 20 2009, 11:02 AM) <a href="index.php?act=findpost&pid=331189"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've got COL-files too, but they're AoP ones which aren't quite right for PotC. So the location looks unnaturally bright.
But maybe that only happens during some parts of the day and not the evening? In any case, the location will need new at some point.<!--QuoteEnd--></div><!--QuoteEEnd-->Way outside my current knowledge area.
I can say the game as I have it it is 23.00 hours - so should be night.
It certainly is when you return to the fort for the next scene with the Duchess complaining about the French officer.
And thinking about it - I did not have the fort commander set for 24 hour appearance - so he initially disappeared in the dining room scene till I changed him. So the time is set correctly as per my screen shot.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Hmm... I see the problem. Stupid characters end up above the table. Looks like there's some sort of walk patch on the table that is messing things up.

That is incredibly annoying. And I'm having no luck with it either.<!--QuoteEnd--></div><!--QuoteEEnd-->
If it's just removing some part of the walk patch, shouldn't it be possible to solve that with Inez Tool?
 
Maybe. If somebody knows how to do that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Just thot about that temple...

We have one: Temple of Immortal artifact (artifact, that gives ability to defeat immortal ships)

But we could have: Temple of crystal skulls...
 
Temple of Crystal Skulls? Why not. We've got the items for it and if I recall, you made even more, so we might as well use those.
And it gives a nice Indiana Jones tie-in. As long as there's no friggin' alliens involved in OUR case! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

To a simple virtual sailor: See attached for the BigHouse04 GM files, including walk patch. I hope you can do something with that. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
This look interesting. Actually nothing is wrong with the walking patch, there is indeed a big hole at the chairs & table place. But looking the GM file with the GM viewer (Tool can't open it 'model couldn't be read'), it appears the engine put your characters at the GM model 0 altitude. Usually when some characters is outside the walking patch, either it stay at the altitude it was before moving (sidesteps), or it takes the altitude of the locator the character is moved to. Moving them to 0 altitude - how strange. <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />

Maybe that can be sorted by raising the entire model so that the 0 y coordinate is at the right place? Kind of a loosy work-around, but might work... It's possible to rise/low down the entire patch with Inez Tool, the locators should be easy to correct as well, but for the model I can't do it myself.
 
Back
Top