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Ships Ported Over From POTC

Luke, OK I downloaded your Pinnace of War file to use as an additional guide. In the Program/Ships/Ships h file did you name it SHIP_PINNACE2, or did you add anything to that file?

MK
 
Luke, OK I downloaded your Pinnace of War file to use as an additional guide. In the Program/Ships/Ships h file did you name it SHIP_PINNACE2, or did you add anything to that file?

MK

Yep if your ever unsure about anything look at the ship.init file like i just had to lol, the ship is called Pinnace of War but its refered to as SHIP_PINNACE2. :shrug Anyway any file you see refering to pinnace2 its the Pinnace of War its refering to. :onya

I just had a fight trying to get the Merchant man ported over, its taken me a while to get it to work and now it works it needs a sailorspoints file doing for it.:modding The main thing for this ship is its in the game.
 
OK Luke, Bare with me. Sorry for all the questions, but if I can just get this first one right I can really help you get these done. I know I'm close, but the deck tga is throwing me. Is that just a generic deck tga? You have three files in each Hull folder. One say bortoutpinnace2.tga and one says bortouttartane2.tga Can I just copy those and rename them, or do I need specific ones for the Batavia, cause I can't find them if I do. I think they are generic...am I right?

Gonna try it again. I think I have too much junk in there. A bunch of the Hull folders only have a single tga file, so I'm certain most of the others are just redundant generic files.

MK :shrug
 
OK Luke, Bare with me. Sorry for all the questions, but if I can just get this first one right I can really help you get these done. I know I'm close, but the deck tga is throwing me. Is that just a generic deck tga? You have three files in each Hull folder. One say bortoutpinnace2.tga and one says bortouttartane2.tga Can I just copy those and rename them, or do I need specific ones for the Batavia, cause I can't find them if I do. I think they are generic...am I right?

MK :shrug

Yep sorry this is where you have to search the POTC ships textures folder, Pirates of the Caribbean\RESOURCE\Textures\Ships. in there will be the texture files you'll need the problem you have right now is the problem i had, which files are needed and which are not.

If you download the GM Viewer from HERE and open the any ship folder in RESOURCE\MODELS\Ships you'll see they all have GM files. You use the GM viewer to see which TGA files you require for that poticular ship. You have to search each and every GM file in the ship your trying to port over. The easiest way is to open the GM file using the GM Viewer which will look like this.



Now click on the search function, the button is ringed for you so you can see which one. Once you have pushed the search button a window will open which a search box, enter TGA (don't need to use higher case letters) then hit search, it will highlight each and every file you need to locate and move from Pirates of the Caribbean\RESOURCE\Textures\Ships, to RESOURCE\MODELS\Ships\SHIPS NAME. I tend to make a folder on the desktop and i move all the files i need there so for example the Pinnace Of War folder you have downloaded would be the folder i would use, i would collect each and every file i need and edit those that can't be collected ie ship.init, pictures etc etc and then i would move the files over to my main directory after i had backed the originals up. and start the game to see if my work porting the ship over was finished or not. Here's that image i was talking about, as you will see i have highlighted the search button, the search phase i want to use ie tga, and the find next button and you will see that it has highlighted one resault already which i have highlighted to show you and i have highlighted the next tga file you will you will need which if you press find next again it will highlight for you.



Hope this helps you out. :onya

Just finished porting War Pinnace over, she's a 54 gunner Pinnace some 14 cannons more than the Pinnace Of War. Anyway i will upload her tomorrow i need to get some rest got a busy day tomorrow.



She looks exactly the same as the Pinnace Of War, and she needs a sailorpoints file sorting out for her, oh and i need to edit the ship.init file and re-allicat her cannons because i placed 25 on each side and 2 at the front and rear. Only when looking at her in game did i see she has 6 cannons on her stern. :facepalm That can wait till tomorrow my head hurts enough as it is.
 
Luke, I manually searched for the files. I think I have it done now. Testing now. What's the simplest way to test the ship? Is there a simpler way to select it as your starting ship in a new game? I know I'm working way too hard on this? MK
 
Set it as the starting ship in PROGRAM/characters/RPGUtilite.c

Change this line
Code:
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);
to
Code:
pchar.Ship.Type = GenerateShip(SHIP_*NEWSHIP*, 0);
and start a new game ;)
 
Thanks CM doing it now. :yes MK


Back to the drawing board. I'm now getting the C runtime start.exe error.

I've obviously done something wrong in the porting.
 
Thats bad news MK, here's how i ported the Amsterdam over.

First i go to Pirates of the Caribbean\RESOURCE\MODELS\Ships and search for the folder Amsterdam. Now i will copy and paste that ship folder to Age of Pirates 2\RESOURCE\MODELS\Ships. All ships in COAS must have the number 1 after there names, so rename the Amsterdam folder Amsterdam1 (if you don't do this it can course a run time error) now enter the ships folder and edit each and ever GM file so that it reads Amsterdam1 some ships will only have a few GM files but every GM file must read Amsterdam1. Here are before and after pictures of the GM files.

Before (POTC)


After (COAS)


As you can see i only added the number 1 after the ships name, if you accidently delete a letter or something from the GM file you will need to replace that file or put what ever it was you deleted, take your time here i have made mistakes myself rushing. Now thats done head to Age of Pirates 2\RESOURCE\Textures\Ships in the And create a new folder and call it Amsterdam1, so that it reads exactly the same as the ship folder Amsterdam1 in the model\ships folder. Now go into the ship folder ie Amsterdam1 and create 3 new folders called Hull1, Hull2 and Hull3. go to Amsterdam1 in Age of Pirates 2\RESOURCE\MODELS\Ships and open the first GM file using the GM Viewer, and search for each TGA file, and copy each of those files from \Pirates of the Caribbean\RESOURCE\Textures\Ships and paste them into Amsterdam1\Hull1, 2 and 3 in Age of Pirates 2\RESOURCE\Textures\Ships.

Now you need 1 of these TGA files to be the main teture file, i often go with the file that has the ships name in it, ie Amsterdam. copy and paste this file into Age of Pirates 2\RESOURCE\Textures\INTERFACES\SHIPS. Now i go to ships_init in Age of Pirates 2\Program\Ships now i copy a ship from the same calss i wish to use for the ship i'm porting so the Amsterdam would go toany class 2 ship and copy a ships text and paste it somewhere in the same class area ie, class 2.

Before
Code:
///////////////////////////////////////////////////////////////////////////
/// Frigate 
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_FRIGATE]);
refShip.Name            			= "Frigate";
refship.Soundtype					= "frigate";
refShip.Class					= 2;
refShip.Cannon          			= CANNON_TYPE_CANNON_LBS24;
refShip.MaxCaliber      			= 32;
refShip.Weight								= Tonnes2CWT(1000);
refShip.Capacity        			= 3000;
refShip.CannonsQuantity				= 46;
refShip.rcannon 							= 20;
refShip.lcannon 							= 20;
refShip.fcannon 							= 2;
refShip.bcannon 							= 4;
refShip.MaxCrew         			= 300;
refShip.MinCrew         			= 40;
refShip.BoardingCrew						= 150;
refShip.GunnerCrew							= 30;
refShip.CannonerCrew				= 92;
refShip.SailorCrew					= 300;
refShip.SpeedRate       			= 14.3;
refShip.TurnRate        			= 38.0;
refShip.Price           			= 430000;
refShip.HP              			= 4400;
refShip.SP              			= 4000;
//refShip.AbordageLocation			= "Boarding Deck_01";
refship.Type.Merchant					= false;
refship.Type.War						= true;
refShip.fWindAgainstSpeed				= 2.0;
refShip.sea_enchantment					= 1.2;
refShip.lowpolycrew = 20;
refShip.buildtime = 100;


refship.Rocking.y = 0.4;
refship.Rocking.az = 0.035;

refship.WaterLine							= 0.60;

refship.SpeedDependWeight			= 0.3;
refship.SubSeaDependWeight			= 1.0;
refship.TurnDependWeight			= 0.3;
refship.WindAgainstSpeed   = 3.6;//boal
refship.CabinType          = "Cabin"; // boal 28.03.05
refship.DeckType           = "Big";

refship.InertiaAccelerationX	= 5.0;	refship.InertiaBrakingX		= 5.0;
refship.InertiaAccelerationY	= 4;	refship.InertiaBrakingY		= 4;
refship.InertiaAccelerationZ	= 5.0;	refship.InertiaBrakingZ		= 5.0;

refShip.Height.Bombs.Y				= 1.0;	refShip.Height.Bombs.DY		= 0.5;
refShip.Height.Grapes.Y				= 2.0;	refShip.Height.Grapes.DY	= 1.0;
refShip.Height.Knippels.Y			= 10.0;	refShip.Height.Knippels.DY	= 8.0;
refShip.Height.Balls.Y				= 1.0;	refShip.Height.Balls.DY		= 0.5;

refShip.GeraldSails.rey_b1		= 1;
refShip.GeraldSails.rey_b2		= 1;
refShip.GeraldSails.rey_b3		= 1;
refShip.GeraldSails.rey_b1.vscale		= 0.9;
refShip.GeraldSails.rey_b2.vscale		= 0.7;
refShip.GeraldSails.rey_b3.vscale		= 0.7;

refship.Track.Enable	= true;
refship.Track1.ZStart	= 0.20;
refship.Track1.LifeTime = 14.5;
refship.Track1.Width	= "3.7, 3.9";
refship.Track1.Speed	= "7.0, 8.0";

refship.Track2.ZStart	= -0.15;
refship.Track2.LifeTime = 8.5;
refship.Track2.Width	= "8.0, 9.0";
refship.Track2.Speed	= "0.15, 0.25";


I would now go to the ship_init file in POTC and search for the Amsterdam ship and i would start copying all the value's over to COAS, then save (do not close them the COAS ship_init file you can however close the POTC ship_init file and its folder since you won't need to go back there.

After
Code:
///////////////////////////////////////////////////////////////////////////
// Amsterdam
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_Amsterdam]);
refShip.Name            			= "Amsterdam";
refship.Soundtype					= "frigate";
refShip.Class					= 2;
refShip.Cannon          			= CANNON_TYPE_CANNON_LBS32;
refShip.MaxCaliber      			= 42;
refShip.Weight								= Tonnes2CWT(1000);
refShip.Capacity        			= 4800;
refShip.CannonsQuantity				= 50;
refShip.rcannon 							= 22;
refShip.lcannon 							= 22;
refShip.fcannon 							= 2;
refShip.bcannon 							= 4;
refShip.MaxCrew         			= 450;
refShip.MinCrew         			= 80;
refShip.BoardingCrew					= 270;
refShip.GunnerCrew				= 37;
refShip.CannonerCrew					= 108;
refShip.SailorCrew				= 290;
refShip.SpeedRate       				= 14.2;
refShip.TurnRate        			= 35.0;
refShip.Price           			= 440000;
refShip.HP              			= 4800;
refShip.SP              			= 4000;
refShip.AbordageLocation			= "Boarding Deck_02";
refship.Type.Merchant					= false;
refship.Type.War					= true;
refShip.fWindAgainstSpeed				= 2.0;
refShip.sea_enchantment					= 1.2;
refShip.lowpolycrew = 20;
refShip.buildtime = 100;

refship.Rocking.y = 0.4;
refship.Rocking.az = 0.035;

refship.WaterLine = 0.5;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 0.9;
refship.TurnDependWeight = 0.8;
refship.WindAgainstSpeed   = 3.6;//boal
refship.CabinType          = "Cabin"; // boal 28.03.05
refship.DeckType           = "Big";

refship.InertiaAccelerationX	= 0.2;	refship.InertiaBrakingX		= 2.0;
refship.InertiaAccelerationY	= 10;	refship.InertiaBrakingY		= 4;
refship.InertiaAccelerationZ	= 4.0;	refship.InertiaBrakingZ		= 2.0;

refShip.Height.Bombs.Y				= 3.0;	refShip.Height.Bombs.DY		= 1.5;
refShip.Height.Grapes.Y				= 4.5;	refShip.Height.Grapes.DY	= 1.0;
refShip.Height.Knippels.Y			= 24.0;	refShip.Height.Knippels.DY	= 17.0;
refShip.Height.Balls.Y				= 3.0;	refShip.Height.Balls.DY		= 1.5;

refShip.GeraldSails.rey_b3		= 1;
refShip.GeraldSails.rey_b2		= 1;
refShip.GeraldSails.rey_b3.vscale		= 0.9;
refShip.GeraldSails.rey_b2.vscale		= 0.7;

refship.Track.Enable	= true;
refship.Track1.ZStart	= 0.20;
refship.Track1.LifeTime = 14.5;
refship.Track1.Width	= "3.7, 3.9";
refship.Track1.Speed	= "7.0, 8.0";

refship.Track2.ZStart	= -0.15;
refship.Track2.LifeTime = 8.5;
refship.Track2.Width	= "8.0, 9.0";
refship.Track2.Speed	= "0.15, 0.25";

While your in \Age of Pirates 2\Program\Ships you may aswell edit the ships.H file so that it includes the ship Amsterdam. Open the file and go to the class of the ship ie, class 2 and add #define SHIP_Amsterdam 54 change the value ie, 54 to the value that comes after the previous ship and do the same to all ships afterwards. After thats done go to the top of this file and change these two value's.

Code:
#define SHIP_TYPES_QUANTITY					78
#define SHIP_TYPES_QUANTITY_WITH_FORT		79

To get the information you will need the last ships value say was 60 so the line above would now read #define SHIP_TYPES_QUANTITY 61 and the other line would read, #define SHIP_TYPES_QUANTITY_WITH_FORT 62, thats it done save and exit this file.

Head over to BattleInterface located in Age of Pirates 2\Program\battle_interface and add the following code (try to put it in with the class 2 ships, you'll have to think which ships are class 2 since there is no reference to them been of any class here) It just makes it easier to find them should you ever need to. Once done save and exit the file

Code:
case "Amsterdam":
BI_intNRetValue[0] = 4+3*8;
BI_intNRetValue[1] = 4+3*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;[code]

Go to Age of Pirates 2\Program\scripts and open the file, ShipsUtilites (its easier to copy and paste a code than type it) so copy what ever class you want the ship to be generated at. For this ship she's a class 2 so look for the start of the class 2 ships been generated about iTest_ship = rand(70); so add the following code here.
[code]if (iTest_ship == 10) FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_Amsterdam), "ship15");
and do the same to all ranks you want this ship to appear from. You don't need to though once is enough. Should you do decided to add it to more than one rank you will need to edit these lines so that they match the other ranks.

[code"ship15");[/code]
Each rank will have a differnt value lacated at the end of the code.

Code:
(iTest_ship == 12)
located at the start of the code, this must be following on from where the previous value left off ie 10 so the new ship will be 11. Once finished save and exit.

Time to do the final three files. First lets got to, pictures Configuration located in Age of Pirates 2\RESOURCE\INI\interfaces and add the following code.

Code:
[SHIP_Amsterdam]
sTextureName	= ships\Amsterdam.tga
wTextureWidth	= 128
wTextureHeight	= 128
picture = ship,0,0,128,128

For this part of the above code you'll need to copy the name of the texture you placed in Age of Pirates 2\RESOURCE\Textures\INTERFACES\SHIPS, so copy what ever that file name was in this case its, Amsterdam.tga and paste it to this line of code bellow

Code:
sTextureName	= ships\

so it looks like
Code:
sTextureName	= ships\Amsterdam.tga

Done save and exit.

Now head over to Age of Pirates 2\RESOURCE\INI\texts\russian and first edit the file called common Configuration Settings and add the following code.

Code:
string = Amsterdam,"Amsterdam"
string = AmsterdamGen,"Amsterdam"
string = AmsterdamAcc,"Amsterdam"
string = AmsterdamDat,"Amsterdam"

Save and exit now in the same folder open ShipsDescribe and add to the class 2 ships area (again you'll have to use your memory since there is no referenece to there classes here) and add this code.

Code:
Amsterdam {
The Amsterdam was designed as a highly-armed, yet light and fast vessel. Trade-offs being trade-offs, corvettes therefore have a weak hull. Still, they are able to keep up with lighter vessels and trade blows with heavier ones. As a rule, the corvette is used for patrol and escort missions. 
}

You can pritty much say what ever you want, as you can see i haven't actually said anything about the ship the discription is the same as either the ship above or a ship somewhere in this file. Once your happy save and exit.

Now to start the game with the ship you've ported over go to Age of Pirates 2\Program\characters and open RPGUtilite and search for.

Code:
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);

Now change this part of the code to what ever the ship you wish to test is called.

Code:
SHIP_Amsterdam), 0);

If you can't remember the ships name or its not working look in Age of Pirates 2\Program\Ships ship_init and the part you need is.

Code:
SHIP_Amsterdam

which is part of the following code
Code:
makeref(refShip,ShipsTypes[SHIP_Amsterdam]);

Thats it done, save and exit the RPGUtilite file and start your game, you should now have the ship you ported over as your starting ships and hopefully the game will load and you will be able to sail her. :onya
 
Thanks Luke, Gonna give it another college try. I know I have everything right except the textures. I have the day off today, so persistence is the name of the game. I picked a bad model for my first port. Number one just trying to find the primary texture file was a challenge because it wasn't named batavia, it's VOCBAT. There are two batavias, so I assumed vocbat1 goes to batavia1 and and VOCBAT goes to batavia2, but I could be wrong. 2nd because all the tga files were already named Batavia1 in POTC, I didn't add the 1 when I pasted them over. Do I need to add another 1 so they're all Batavia11? Didn't make sense to me to do that.

I will attempt a little more on Batavia1, but if I'm not successful, just for confidence sake, I think I'm going to do a more straightforward model with the files unquestionably named/matched to their ship. :modding

MK
 
If I apply the new ship doesn't that mean I have to start a new game?

Correct me if i'm wrong but i think any ship you add needs code lines editing in program/battleinterface, scripts and ships files, and when new lines are added you need to start over a new game to tke them into account, so yes unfortunately.

You could however see a modded ship in your savegame by replacing the model of an existing one by the new, but i don't see the usefullness of doing this.
 
MK if the ship already has a 1 after its name then its ok you don't need to put 1 infront of it, just make sure the GM files have the number 1 after the ship name and the ships texture folder has 1 after its name too.The tga files are hard to understand, i had a problem trying to port the War Pinnace which i need to upload because of those tga files, i want to get the Dauntless and H.M.S. Victory into POTC but i can't, if i think the Victory replaces the games default ManoWar. :modding

Yep Craiggo if you add a ship to the game i think you do need to start a new game, you can test it out if you like but i'm 90% sure you do need to start over. :onya
 
If I apply the new ship doesn't that mean I have to start a new game?

Correct me if i'm wrong but i think any ship you add needs code lines editing in program/battleinterface, scripts and ships files, and when new lines are added you need to start over a new game to tke them into account, so yes unfortunately.

You could however see a modded ship in your savegame by replacing the model of an existing one by the new, but i don't see the usefullness of doing this.
I don't know about the other files you are perhaps right about those but the Scripts file you can edit and add new lines in to it without having to start over, i already did this testing some ships out like the Xebec and Battle Xebec which wasn't been generated at shipyards.
 
If I apply the new ship doesn't that mean I have to start a new game?

Correct me if i'm wrong but i think any ship you add needs code lines editing in program/battleinterface, scripts and ships files, and when new lines are added you need to start over a new game to tke them into account, so yes unfortunately.

You could however see a modded ship in your savegame by replacing the model of an existing one by the new, but i don't see the usefullness of doing this.
I don't know about the other files you are perhaps right about those but the Scripts file you can edit and add new lines in to it without having to start over, i already did this testing some ships out like the Xebec and Battle Xebec which wasn't been generated at shipyards.


Actually it was just a supposition i thought in this game no any lines could be added without restarting, looks like i'm wrong.

And Shipsinit.c editing does it need restarting?
 
I never did any mods for POTC so i'm not sure about its mechanics and what files could be edited without coursing you to restart, then again POTC had some refresh button or something that allowed some mods to be installed and you could simply hit this refresh button and the mod would be included in your current game. Wounder if that button its self was modded into the game and if it was will we ba able to do it for COAS?

Yes any edits made to the ships_init file does require a restart.

Just about to upload the War Pinnace. Here's a picture of here.

 
Did someone ask for a Gunboat? well here she os, a sailorspoints file was created and the ship is fully ported. I'm just uploading her now.

 
I noticed the War Tartan and the Tartan don't have sailorpoints or walk files as they my better be known, i have now made those for COAS.

The Tartan with crew on deck.


Will upload the Tartan sailorpoints in a few minutes. :onya
 
OK I give up on the Batavia. I know it's a texture problem because I saw it in port as I posted earlier all glowy without texture and now that there is texture it just says ENGINE has stopped working. I found that the main texture file VOCBAT.tga is for Batavia1, not the other way around like I thought. Also it appears that there is a missing texture file in POTC called batstat.tga The GM file shows it as one of the textures, but I can't find it and have searched everywhere, which makes me wonder if it worked in POTC. I'm not wasting any more time on this. One other thing is that the main Batavia tga file (VOCBAT) is over 5MB and looks out of place with all those other ship files that are only 171KB etc.

I will try another ship now and see if I can get it to work. Only positive thing about this is that I'm well acquainted where everything is now. Very frustrating though. Luke, Maybe you should try the Batavia and see if its as hard as I think, or its just me. MK
 
You will come across ships like that, There is another War Galleon and i can't port it over and after trying to port Batavia1 over i was having this application has closed sorry if you was in the middle of anything messages, i figured it was the same texture problems so i searched Batavia2's GM files to see what TGA files that used and i tried it with them but no luck, i will try Batavia2 just to see if it is the ship, like you said it could have had problems in POTC for all we know. What ever the reason Batavia1 is missing TGA files, the batstat.tga i found but that made no differenece at all. :modding
 
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