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    Maelstrom New Horizons


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Ships and Ports in the Deck Scene

Some updates on this mod: Thanks to Thomas the Terror, we now have properly rotated and moved port models for most of the original game's ports. Some screenshots on the progress:
[attachment=1469:Conceicao.jpg] [attachment=1470:Cayman_Port.jpg]

One of the problems: Douwesen looks weird in the deck scene. It appears to be some sort of shadow file problem. Strangely enough it looks perfect at night.
[attachment=1471:Douwesen...ck_Scene.jpg]
 
since when do you dock there at FDF? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> looks really nice though! <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Thomas did all the non-AoP ports, excluding Oxbay because that file wouldn't open in the Tool. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Its amazing!

Pieter: I noticed, how the VCO system uses both day and night models for lightning. I dont know about PotC, though....could this be the issue here?
 
I don't know. It is fine when walking around in town and it works fine for other stock game towns like, for example, Redmond. But apparently not Douwesen.
PotC has two things for handling night/day in locations:
- Shadow textures in RESOURCE\Textures\lighting
- COL files in the appropriate RESOURCE\MODELS\Locations folders

I don't understand the problem. I copied the appropriate COL files for the modified town models. This works, as proven by the fact that it DOES look perfect at night. Also, the modified town file is in the same folder as the original town file, so it should also use the same shadow file that works fine for the actual town.
 
I found the problem Pieter: One of the Douwesen .COL files is named DOUPORT_landscape_landscape_DAY1. This SHOULD be DOUPORT_landscape_DAY1.COL
 
I thought I had fixed that, but now I found that I didn't even have that file AT ALL! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
After putting the missing file back the problem is... still there! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Still some lighting issues with the port scenes. COL-related or TOOL-lighting mess-ups again?
And sailing ships in port scene would be nice too. Should put that to use. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Two things:
1. Wouldn't it be great to have ships in the deck scene too?
2. AGH! The port landscape shouldn't be there in the middle of the sea! :shock
 
2. Never mind. Fixed it already. My mistake. I didn't properly add my black-screen fix to Pirate_KK's code. :facepalm
 
death_of_interceptor.jpg

What do you reckon? This is just a quick test and I haven't yet worked it into the quest,
but it proves that putting ships in the deck scene works. We just need to add the locators. :cheeky
 
Here's some more pictures. Note that in this case, she DOES have rigging;
the missing rigging on the previous picture was a mistake of mine. :facepalm
interceptor_deck_scene.jpg

death_of_interceptor2.jpg

Sail away works too:
interceptor_flees.jpg
 
If anybody wants to test this, extract attached file to RESOURCE\MODELS\Locations\decks\deckBig.
Then put this code in console.c:
Code:
	if(CheckAttribute(pchar,"shiptest"))
{
switch(sti(pchar.shiptest))
{
case 1:
pchar.shiptest = 2;
Ship_Detonate(pchar, true, false);
Ship_Detonate(pchar, true, false);
Ship_Detonate(pchar, true, false);
Ship_Detonate(pchar, true, false);
break;
case 2:
pchar.shiptest = 3;
pchar.sailaway = true;
DoQuestReloadToLocation("ShipDeck6", "reload", "reload1" ,"");
break;
case 3:
pchar.shiptest = 1;
DeleteAttribute(pchar,"sailaway");
DoQuestReloadToLocation("ShipDeck6", "reload", "reload1" ,"");
break;
}
}
else
{
GiveModel2Player("Jack",true);
GiveShip2Character(pchar,"Interceptor","HMS Interceptor",-1,ENGLAND,true,true);
SetCharacterShipLocation(Pchar, "ShipDeck6");
SetCurrentTime(14.00, 0);
PChar.nation = PIRATE;
PChar.Flags.Pirate = 5; // PB: Jack Sparrow Pirate Flag
DoQuestReloadToLocation("ShipDeck6", "reload", "reload1" ,"");
pchar.shiptest = 1;
}
Press F12 and you're reloaded to a ship's deck with the Interceptor moored there too.
Press F12 again and she starts exploding. Once more reloads again and has the ship sailing away.
Pressing again starts the whole thing over again.

I actually had to add a Ships AND Ships_other locator at the same spot. The ship wouldn't appear with just one of them.
Interestingly enough, when I had only one (don't remember which of the two) and the ship didn't appear,
when she'd explode, I COULD see the and they WERE in the correct spot. Bizarre, no? :shock

Note to Captain Maggee: If you have my latest Alpha 10 WIP file installed,
you can replace "deckBig" with "deckBP" and "ShipDeck6" with "ShipDeck7" in above instruction.
That way, this will take place on the "real" BLACK Black Pearl deck.
 
That is awesome!!!!!!!!!! :onya

And exactly what I was going to do ;)
I can work it into the quest if you want though Pieter ;)
 
Note to Captain Maggee: If you have my latest Alpha 10 WIP file installed,
you can replace "deckBig" with "deckBP" and "ShipDeck6" with "ShipDeck7" in above instruction.
That way, this will take place on the "real" BLACK Black Pearl deck.
What is the latested version of Alpha 10 WIP? :?

I downloaded the file but forgot to back it up :modding
 
Thanks, Maggee. I reckon we'll need to add at least three locators to every ship deck location.
That way we can also put companion ships in view for non-quest scenes.

Short Jack Gold had the idea of having a ship sail past the deck and then a cannon being fired as the ships are alongside.
That'd be cool too, no? :cheeky
 
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