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Rum Runner

Petros

Captain of "La Nao"
Storm Modder
Here is the sail plan and rigging for my newest project.
The skinning is half done.
<img src="http://www.pix8.net/pro/pic/7888greeb/1075981.gif" border="0" class="linked-image" />
 
WHAT!?! <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" /> Where's my rum??? WHY'S MY BLOODY RUM GONE?????? <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
*notices that a ship of rum runners sailing away* WHAT THE DEVIL ARE THEY DOING!?! sailing away with MY rum <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> *quickly runs like a haste to his ship and alarms his crew to sail off FAST and yells on his ship to rum runners*
I WILL GET MY RUM BACK!!! YOU HEAR ME I WILL GET MY RUM BACKKK!!!!!! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Anyways after my pirate me has got his revenge may i comment on this nice little boat ..SHIP:
I like the sail plan and texture very much in other words ..Nicely Done. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Brilliant, Petros! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Thanks All. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I figure that this plus my Ketch and Privateer will make a nice "rag-tag' Pirate fleet. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" /> although I was thinking of giving it to the Portuguese.

BTW, Pieter, if you managed to make Nation specific ships work, then I think I'll have to re-set the Privateer's stats. Remember, I had to lower them so that they would get bumped up by code for Pirate Nation.

Now if only Pirates get them and the code doesn't kick in to increase the stats, I'll have to do that in ships_init.c
 
I though you had always intended for the Privateer to be a pirate only ship? The code I added does not change anything in the generation of the ship at all; it just prevents the Privateer (and other ships) from being used by any nation other than their preset nation. So the pirate "bumping up stats" code still takes effect. Only if you add a <i>refShip.unique = true;</i> line to the ships_init.c entry do you prevent the national modifiers from changing the stats. So this should not be a problem. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
i really like such sailplans, but thomas is right. the masts are too high for such a vessel, or at least the main. one vessel that i'd like to see would be a proper cannoneer boat. it would have a main and mizzen, the main being just aft of amidships. the mizzen would have a lateen and square topsail, and the main has three square sails above each other, as well as two staysails. the inner most runs from the topmast to the base of the bowsprit, the clew being attached before the main mast. (the clew is the square corner of the sail) the outer most runs from the topmast as well to the yard of the spritsail, the clew being attached to the point where the inner staysail is attached to the bowsprit, or actually slightly aft of it. the main and mizzen are actually very close together, the both of them taking up 2 fifths of the vessel's side-view. it has a little flagpole on the bowsprit, and one on the stern which reaches to just under the height of the main mizzen mastpiece. the hull itself is similar to that of the yacht, with lots of fleur de lis painted on the gunwhales (closed railing), probably either gold ones on a while background, or white ones on a blue background. variations are possible, of course. there are 3 cannons on either side of the last two fifths of the vessel, and possible two on the stern as well. on the place where the foremast is supposed to be is the huge mortar, shooting projectiles of 200 pounds, but this number should of course be adjusted. i suggest that the mortar functions as a bow-cannon. the ship has either one or two lanterns on the stern, that's not that well visible. but there won't be much choice if the original hull is used. this ship might seem like a very wierd one, but it's actually quite beautiful. there is also the possibility of adding a jib. if i will be able to, i'll upload the diagram of it. i've also found some very nice schooners and a ketch, by the way. if this ship would ever be made, it should have relatively low speed, very high caliber for it's class (which is compensated by the small amount of cannons, which is just one more than the bermuda sloop) and high hp due to the strong structure it has to have because of the mortar.
 
<!--quoteo(post=220364:date=Nov 6 2007, 03:16 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Nov 6 2007, 03:16 PM) [snapback]220364[/snapback]</div><div class='quotemain'><!--quotec-->Generally I like it, but the second mast looks very big.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=220367:date=Nov 6 2007, 03:38 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 6 2007, 03:38 PM) [snapback]220367[/snapback]</div><div class='quotemain'><!--quotec-->i really like such sailplans, but thomas is right. the masts are too high for such a vessel, or at least the main.<!--QuoteEnd--></div><!--QuoteEEnd-->
The second mast is the original POTC schooner mast!
I changed the first mast, and the original was even smaller!

It might be the perspective, as that shot was taken off the starboard stern so stuff at the rear is closer... and looks larger.
 
Really good work Petros, I also have been working on a ship which I called a Runner (a smuggler ship), basically a Lugger hull rigged similar to the cutter1 in game though I changed the bowspirit. Its fast, agile, has a large cargo capacity but small max crew (to keep overheads down). I still have much to learn such as skinning, walk files etc.. but I find inspiration on these forums with the great ships that have been created so keep up the good work <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> SeaNorris.

Whew, I'm glad I got mine named first. <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

I had been planning on using that name for a ship design for two and a half years now.

Walk files are a real pain. The Builds Fleut_walk.c and the Ketch_walk.c are mine.
Many of the stock walk files are bad in that they seem to have been slapped together for viewing crew at sea on other ships and not in first person on your own ship.

While the walk.c files control where the crew can travel, It is the path.gm files that the game uses to control where the player can travel.

This is where we really have problems, and need help.
It requires 3-D modeling.
 
Petros, How did you create walkfiles? I have read the tutorial page and it says that it requires Maya, is there any other way? Also the Path.gm file is that editable in 3DS max?
 
<!--quoteo(post=220425:date=Nov 7 2007, 12:03 PM:name=SeaNorris.)--><div class='quotetop'>QUOTE(SeaNorris. @ Nov 7 2007, 12:03 PM) [snapback]220425[/snapback]</div><div class='quotemain'><!--quotec-->Petros, How did you create walkfiles? I have read the tutorial page and it says that it requires Maya, is there any other way?<!--QuoteEnd--></div><!--QuoteEEnd-->
In the case of the Fleut, I just edited the existing file making minor corrections.
With the Ketch, I used the existing sloop_walk, (the ketch is a two masted sloop) and extensively edited it and saved as Ketch_walk.

I used Tool to view/identify which points I wanted to change.
I edited the walk files in notepad.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also the Path.gm file is that editable in 3DS max?<!--QuoteEnd--></div><!--QuoteEEnd-->

I would assume so, just like any ship*.gm
 
well, that's actually not the original mast. the original mast was way smaller, the same as the original foremast in fact. i never liked the changed mast.
 
Thanks Petros, I will try that out <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
well, it's something like that, but it's not a ketch. a ketch is fore-to-aft rigged, this canonneer or bombard ship is mainly square-rigged. i now discovered that the ship actually has more than one mortar/bombard cannon in the bow. those things would give quite a bang, i tell you that. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> maybe the ship should only have those two bombards and nothing else. that would make it either a hit and wreak havoc, or a miss and get pounded yourself. you have to hit the enemy or you're in trouble.
 
Morgan you are giving a whole lot different meaning to hit-and-run with your cannoneer boat. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I would like to see that cannoneer boat in my game and then send those treasure heads/fleets <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" /> fly. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=220428:date=Nov 7 2007, 01:27 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 7 2007, 01:27 PM) [snapback]220428[/snapback]</div><div class='quotemain'><!--quotec-->well, that's actually not the original mast. the original mast was way smaller, the same as the original foremast in fact. i never liked the changed mast.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, you're right.
The Build change it over 3 years ago!

Oh well, <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> It stays that way then.
 
<!--quoteo(post=220424:date=Nov 7 2007, 05:14 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 7 2007, 05:14 PM) [snapback]220424[/snapback]</div><div class='quotemain'><!--quotec-->This is where we really have problems, and need help.
It requires 3-D modeling.<!--QuoteEnd--></div><!--QuoteEEnd-->Not even Kazeite knows how to do that though. The Russians fixed it for him on the Pearl.
 
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