• 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!

Serious Modding Effort

<!--quoteo(post=337416:date=Jul 15 2009, 12:34 PM:name=CapnDan)--><div class='quotetop'>QUOTE (CapnDan @ Jul 15 2009, 12:34 PM) <a href="index.php?act=findpost&pid=337416"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=337415:date=Jul 15 2009, 04:33 PM:name=SuperChango)--><div class='quotetop'>QUOTE (SuperChango @ Jul 15 2009, 04:33 PM) <a href="index.php?act=findpost&pid=337415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe we should start by getting improvements to what exist, rather than adding new stuff, once we are happy with that, move on to creating original content...
I'm thinking that i can start remapping the textures on the original ships to get more detailed ones... wich is why i got here in te first place...<!--QuoteEnd--></div><!--QuoteEEnd-->

Sounds good mate, i'd like to see some nicer ship textures myself.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Are you porting any ships that replace the "original" models from CoAS ?, since an even better start would be replacing the models for those by better ones... and then do the retexturing job

And 100% agree with dread...
 
I'd imagine that the one thing that needs to be done is to sort out annoying bugs and gameplay issues.

As for the CEP name, it's to-the-point and does indicate it's a community work.
Of course once the modpack becomes substantial, you can give it an actual title, like we did with Build 14,
which is now named "Pirates of the Caribbean: New Horizons" to indicate better that it really is pretty much a new game.
 
@ SuperChango - No mate, i'm not overwritting any models. Just importing ships that don't exist in CoAS such at the Galeoth and Yacht...

@Pieter - Much agreed.
 
Are there then, nice generic models, better detailed than the vanilla ones that we could use to replace them ?
 
<!--quoteo(post=337417:date=Jul 15 2009, 05:38 PM:name=Dread_Pirate)--><div class='quotetop'>QUOTE (Dread_Pirate @ Jul 15 2009, 05:38 PM) <a href="index.php?act=findpost&pid=337417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope any grand scale changes will be modular, so players can have as many options as possible when installing it. Maybe someone will only want the bug fixes and corrections, so that should definitely be separate. I realize it seems simple to go through the files and delete the ones you don't want, but not everyone will be that savvy. Just a thought.<!--QuoteEnd--></div><!--QuoteEEnd-->Why would somebody not want new content? If there's any truly questionable modifcations added, adding toggles is only too easy.
 
<!--quoteo(post=337423:date=Jul 15 2009, 05:52 PM:name=SuperChango)--><div class='quotetop'>QUOTE (SuperChango @ Jul 15 2009, 05:52 PM) <a href="index.php?act=findpost&pid=337423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are there then, nice generic models, better detailed than the vanilla ones that we could use to replace them ?<!--QuoteEnd--></div><!--QuoteEEnd-->The AoP/CoAS ships are rather different from the PotC ones, so there's not going to be any old PotC ones that are better than the CoAS ones.
Not counting the modded ones, but those can be added as additional ships, rather than replacements.

Note when porting PotC ships to AoP/CoAS, the deck.tga file used by PotC and AoP/CoAS have a different layout.
That is why the AoP/CoAS ships in PotC have been HEX-edited to use desk.tga (the AoP/CoAS) version instead of deck.tga.
I imagine something similar in reverse should be done for PotC ships in CoAS, otherwise wheels, cannons and masts will look weird.
 
<!--quoteo(post=337425:date=Jul 15 2009, 04:55 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 04:55 PM) <a href="index.php?act=findpost&pid=337425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=337423:date=Jul 15 2009, 05:52 PM:name=SuperChango)--><div class='quotetop'>QUOTE (SuperChango @ Jul 15 2009, 05:52 PM) <a href="index.php?act=findpost&pid=337423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are there then, nice generic models, better detailed than the vanilla ones that we could use to replace them ?<!--QuoteEnd--></div><!--QuoteEEnd-->The AoP/CoAS ships are rather different from the PotC ones, so there's not going to be any old PotC ones that are better than the CoAS ones.
Not counting the modded ones, but those can be added as additional ships, rather than replacements.

Note when porting PotC ships to AoP/CoAS, the deck.tga file used by PotC and AoP/CoAS have a different layout.
That is why the AoP/CoAS ships in PotC have been HEX-edited to use desk.tga (the AoP/CoAS) version instead of deck.tga.
I imagine something similar in reverse should be done for PotC ships in CoAS, otherwise wheels, cannons and masts will look weird.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, i noticed that <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> Not much of a texture editor so i wouldn't know how to fix those.
 
Hi Pieter, i ment modded ones, better looking, that we could use to replace the generic originals in game, independently from special ones like Soleil Royale
 
The PotC ones aren't better than the CoAS ones; better add 'em without overwriting to add variety. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

For the PotC deck.tga, put the PotC file in your RESOURCE\Textures\Ships file under another name, say desk.tga.
Use a HEX Editor to open all GM files of the PotC model and replace deck.tga with desk.tga. No actual texture editing required.
This can be done real easily when making use of a properly set up Notepad++ with the HEX Editor plugin.
 
<!--quoteo(post=337436:date=Jul 15 2009, 05:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 05:29 PM) <a href="index.php?act=findpost&pid=337436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The PotC ones aren't better than the CoAS ones; better add 'em without overwriting to add variety. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

For the PotC deck.tga, put the PotC file in your RESOURCE\Textures\Ships file under another name, say desk.tga.
Use a HEX Editor to open all GM files of the PotC model and replace deck.tga with desk.tga. No actual texture editing required.
This can be done real easily when making use of a properly set up Notepad++ with the HEX Editor plugin.<!--QuoteEnd--></div><!--QuoteEEnd-->

I already have Notepad++ setup for my PHP work, i'll download the Hex Plugin soon and give it a go, always up for trying something new. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Thanks for that <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
You can set it up so that GM files automatically open with the Notepad++ HEX Editor. Nice and quick. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=337414:date=Jul 15 2009, 05:31 PM:name=CapnDan)--><div class='quotetop'>QUOTE (CapnDan @ Jul 15 2009, 05:31 PM) <a href="index.php?act=findpost&pid=337414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Sordid - What do you suggest? A CEP is exactly what it is, it's straight to the point is it not? What would you have named it?<!--QuoteEnd--></div><!--QuoteEEnd-->
It is straight to the point, that's not the issue. It's just that I have the name very strongly associated with Neverwinter Nights. -> <a href="http://nwn.bioware.com/players/cep.html" target="_blank">http://nwn.bioware.com/players/cep.html</a>
 
<!--quoteo(post=337448:date=Jul 15 2009, 06:44 PM:name=Sordid)--><div class='quotetop'>QUOTE (Sordid @ Jul 15 2009, 06:44 PM) <a href="index.php?act=findpost&pid=337448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=337414:date=Jul 15 2009, 05:31 PM:name=CapnDan)--><div class='quotetop'>QUOTE (CapnDan @ Jul 15 2009, 05:31 PM) <a href="index.php?act=findpost&pid=337414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Sordid - What do you suggest? A CEP is exactly what it is, it's straight to the point is it not? What would you have named it?<!--QuoteEnd--></div><!--QuoteEEnd-->
It is straight to the point, that's not the issue. It's just that I have the name very strongly associated with Neverwinter Nights. -> <a href="http://nwn.bioware.com/players/cep.html" target="_blank">http://nwn.bioware.com/players/cep.html</a>
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ahh i see, fair enough. As stated above we can all come up with a proper name when the project becomes big enough. For now though, if you want, we could always refer to it as the CMP, Community Mod Pack?
 
Sounds good to me. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Unfortunately I don't have any useful suggestions at this time, the only thing I could come up with was Community Content Compilation Pack (lame pun for the win!), but unfortunately that is also taken: <a href="http://cccp-project.net/" target="_blank">http://cccp-project.net/</a>
 
I was wondering if Maya's polygon smoothing feature would work with the existing models in the game, but since I have an incompatible version I can't test it. Essentially the bone structure and such would be intact, it just adds more polys to smooth out the rougher edges of the mesh, resulting in a higher poly-count (and nicer looking) model. This could go a long way to improving some of the jagged hair meshes and square fingers in the game, though the textures would also need to be reworked, I imagine.

As for the name, why not call it something piratey like Treasure Trove? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
I vote we call it CoAS - The Eye Patch :p <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
Or CoAS - RUM (Random United Mods)

I'll be adding a bunch of things too very soon. Been unable to work on anything for the past week. Time to get busy.
 
Is there a sort of TO-DO list, because I'm looking forward to learning a bit of coding, so I can improve the mod a little.
 
<!--quoteo(post=337399:date=Jul 15 2009, 10:39 AM:name=SuperChango)--><div class='quotetop'>QUOTE (SuperChango @ Jul 15 2009, 10:39 AM) <a href="index.php?act=findpost&pid=337399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any "TO DO" list ?<!--QuoteEnd--></div><!--QuoteEEnd-->

I'ts on the very previous page BTW <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
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