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Guide Some Tools

Discussion in 'Sea Dogs: Caribbean Tales' started by rupertlittlebear, Oct 12, 2006.

  1. rupertlittlebear

    rupertlittlebear Retired Duke Staff Member Administrator

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    Every modding experience needs tools.

    Here are some that have been found usefull.

    Browser based <a href="http://greggman.com/pages/thumbplug_tga.htm" target="_blank">Browser based TGA viewer</a> TGA thumbnail viewer

    Nvidia <a href="http://developer.nvidia.com/object/nv_texture_tools.html" target="_blank">tools</a>
    Including a browser based DDS thumbnail viewer
    Plugins for editing DDS files in 3d max and Photoshop . . .

    Please post your useful links too.

    <!--quoteo(post=166580:date=Oct 9 2006, 11:07 AM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Oct 9 2006, 11:07 AM) [snapback]166580[/snapback]</div><div class='quotemain'><!--quotec-->Well, I think I've found a pretty nice decompiler. Now if I could only understand what the hell I'm looking at. **smiles** I'd really appreciate any input, suggestions or maybe even allowing me access to the tools or decompiled code you are working with, Cyberops.

    <a href="http://www.backerstreet.com/rec/rec.htm" target="_blank">http://www.backerstreet.com/rec/rec.htm</a>

    Thats the link for the decompiler I found. Seems pretty interesting.

    Lots of other interesting tools and toys at the following site as well.

    <a href="http://programmerstools.org/" target="_blank">http://programmerstools.org/</a>

    Cap'n Drow<!--QuoteEnd--></div><!--QuoteEEnd-->
     
  2. rupertlittlebear

    rupertlittlebear Retired Duke Staff Member Administrator

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    Somebody found NIF tools
    <a href="http://sourceforge.net/project/showfiles.php?group_id=149157" target="_blank">http://sourceforge.net/project/showfiles.php?group_id=149157</a>

    Notice Maya 6.5 and 7.0 plugins

    (membership may be required to download)
     
  3. LordDrow

    LordDrow Pirate Geek Extraordinaire Staff Member Storm Modeller Storm Modder

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    Excellent find, Rupert!! Thanks for the update!

    Just so everyone knows, I've been posting over on the playlogic forums as well recently. The next patch for english versions will include the unlocked .ini files. No word yet on whether they will be english localized or not though.

    Also mentioned we could use some modelling tools that would allow us to make new content like ships and islands, turns out some of the folks at Playlogic actually agree with me, and a release of such tools is a possibility, but not a certainty. To find out whats been said, have a look here --> <a href="http://www.playlogicgames.com/forum/viewtopic.php?t=1526" target="_blank">http://www.playlogicgames.com/forum/viewtopic.php?t=1526</a>

    Cap'n Drow
     
  4. LordDrow

    LordDrow Pirate Geek Extraordinaire Staff Member Storm Modeller Storm Modder

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    Okay fellow modding fools!! This is it, our chance to really let Playlogic know how much we thing thier game would rock if they open up the modding and provide us with info and tools to make it easier.

    Go to that link above. Just kick in your doubloons worth, but keep it nice, civil and friendly like.

    If playlogic sees just how much support the modding community really needs and likes, they may very well provide us with the tools we so desperately need and want.

    Let 'em see how much we really do appreciate the game, bugs and all.

    Cap'n Drow
     
  5. ledhed

    ledhed Freebooter Storm Modder

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    What would I need to do to get into the.ini files ( I am asuming here as in other games I modded thats where the ship properties are .)

    I'd like to attempt to change some of the ship parameters such as speed and turn rate..I realize without an editor it will affect all the ships in the game,,,no problem.

    I would have to guess that to edit my ships alone ..if the engine would even allow it I would have to use a saves editor or a trainer of some sort .

    At any rate the games so buggy I might as well mess around in the files.
     
  6. LordDrow

    LordDrow Pirate Geek Extraordinaire Staff Member Storm Modeller Storm Modder

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    You need to grab the NoDVD and the Programs.zip file from the AOP ftp site, ledhed.

    Once you've done that, the moddability of the game is unlocked.

    Or you can just grab and install the Supermod. It has the NoDVD and all the moddable files already built in.

    Cap'n Drow
     
  7. ledhed

    ledhed Freebooter Storm Modder

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    That will load the game engine ? I assume thats where the ship models are kept ?

    I did go through the folders and looked at the mast and sails...I saw some values that may be played with ...but I'm reluctant to mess with them .


    BTW can you link me... <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->AOP ftp site<!--QuoteEnd--></div><!--QuoteEEnd--> I'll take a wild guess and figure its not Playlogic.


    I googled aop ftp etc...


    I have the super mod..it seems to crash at the worse times..the bugs at the load screen after battles that the 142 patch seems to have fixed are really well represented in the supermod. Its really hard to have sea battles without it crashing and its fairly consistent.
    I was told that I may be better off without the third update ...what do you think ?

    I uninstalled it until it gets fixed....after the house is done I guess...althoughPatrick did mention somewhere hehad a crapload of other projects going . So who knows .
     
  8. LordDrow

    LordDrow Pirate Geek Extraordinaire Staff Member Storm Modeller Storm Modder

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    Do a search here in these forums, ledhed. All the files you need are available right here. The FTP I am talking about is run by the fellows that provide these forums. You can use an FTP client or windows explorer.

    The AOP FTP info is as follows:

    <a href="ftp://ftp.piratesahoy.org" target="_blank">ftp://ftp.piratesahoy.org</a>

    Username: aop@piratesahoy.org
    Password: piratesahoy


    Once you have that stuff downloaded and unzipped, you will see a program and resources directory that you can play around in. It's a combination of ini files and custom format models that make up the majority of the game, along with a directory full of un-modifiable dll files. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

    Anyhow, you should be able to get to what you are looking for with this bit of info!

    Hope this helps you out, mate!

    Cap'n Drow
     
  9. ledhed

    ledhed Freebooter Storm Modder

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    After I make changes to the ini...I did something simple and just beefed up the Culverns 24 lbs,,,to experiment.

    How do I repack it so the game recognizes the program file folder ?

    I did not see a tool for it....I'm guessing thats what the Nodvd would be for....

    I'm a lernin...usualy I work with mod friendly games...that come with tools for modders like a packer and unpacker and a seperate "path icon for the mod version.

    I havenot a clue...although I COULD just remove Cyberprops folder and replace it with mine ...see if the game explodes ..


    crap tthen I would have to unistall the damn game AGAIn...hmmm

    Can you think of an easier way ?

    as you can see I be a neophite..type newbie...and I'm old too !


    BTW I found an officer fix file...with no read me ...has anyone used it ?

    I tried to search for officer fix mod....no go. Actually it took mr back to this thread and this post .
     
  10. rupertlittlebear

    rupertlittlebear Retired Duke Staff Member Administrator

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    <!--quoteo(post=171345:date=Nov 13 2006, 08:13 PM:name=ledhed)--><div class='quotetop'>QUOTE(ledhed @ Nov 13 2006, 08:13 PM) [snapback]171345[/snapback]</div><div class='quotemain'><!--quotec-->I'm guessing thats what the Nodvd would be for....
    <!--QuoteEnd--></div><!--QuoteEEnd-->We already know that you know what a NODVD is.
    So . . .

    <!--quoteo(post=171345:date=Nov 13 2006, 08:13 PM:name=ledhed)--><div class='quotetop'>QUOTE(ledhed @ Nov 13 2006, 08:13 PM) [snapback]171345[/snapback]</div><div class='quotemain'><!--quotec--> crap tthen I would have to unistall the damn game AGAIn...hmmm

    Can you think of an easier way ?<!--QuoteEnd--></div><!--QuoteEEnd-->That's what the mod manager is all about.
    But you will have to re-install to use it properly for your purpose, but
    then again

    after all that, next time it will be much easier to just un-install the testing mods
    than to re-install the game
    yet again.

    <!--quoteo(post=171345:date=Nov 13 2006, 08:13 PM:name=ledhed)--><div class='quotetop'>QUOTE(ledhed @ Nov 13 2006, 08:13 PM) [snapback]171345[/snapback]</div><div class='quotemain'><!--quotec--> I tried to search for officer fix mod....no go. Actually it took mr back to this thread and this post .
    <!--QuoteEnd--></div><!--QuoteEEnd-->Many things burried in long threads.
    So you gotta read the entire
    entire
    entire
    multi-page
    Super Mod
    Thread
    several
    times
    to
    find
    this.

    Or just yank the Officer mod file off the FTP and see what it does.
     
  11. ledhed

    ledhed Freebooter Storm Modder

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    330
    Like this .

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Just re-installed the game and set it up with the Generic Mod Manager
    and obviously it worked quite nicely.

    1 - uninstall the game and the supermod.
    Delete any remaining game folders.
    (You may wish to save your game saves)

    2 - install the Supermod
    Yes install the Supermod while the game is not there.
    this gives you a complete change mod from the Supermod

    3 - Rename the newly created game file folder to some convenient name like
    Oh, I don't know, maybe something like "Super Mod Base"

    4 - (re)install the game.

    5 - unpack the Generic Mod Manager into the game folder.
    5b - sending a shortcut from this file to the desktop can be useful.

    6 - run the Generic Mod Manager - this initializes the mod manager
    and creates the "Mods" folder

    7 - drop the "Super Mod Base" folder into the game folder
    7b - drop the "Super Mod Base" into the "Mods" folder
    This introduces the Generic Mod manager to the Super Mod

    8 - Unpack all the Super Mod updates
    8b - drop all of these folders into that same "Mods" folder
    this allows you to apply the updates as true mods to the Super Mod
    8c - option - not really suggested -
    instead move the entire contents of these update folders into the "Super Mod Base" folder - this irrevocably applies the updates to the SuperMod.

    9 - if you are inclined - take your handy "No DVD Crack" and unpack the files into a similar folder that you also drop into the "Mods" folder.
    This allows you to experiment with the game without the influence of the Super Mod
    and without the influence of StarFart.

    10 - You are almost finished -
    Run the Generic Mod Manager again.
    This time, select and apply the mods that you wish to run
    and apply them in the exact order that you wish them to happen in.
    Myself the process looks like this:
    AOP No DVD fix
    dx9res10 (see the post from Skull)
    Super Mod Base
    Super Mod Update 1
    Super Mod Update 2
    Super Mod Update 3
    AOP French Marines (Mod from Thomas the Terror hidden in the SuperMod thread)
    AOP Black Pearl (ibid)

    11 - remember to close the Generic Mod Manager

    12 - Start up your game, either AOP or SuperMod

    and lastly,
    anytime you wish to add more mods, do the same.
    All you need is for the mod to have the same folder structure of the game!!
    and the Mod Manager will merge the files for you.
    The Mod Manager can also easily remove any mod that it has applied.
    (Sometimes order dependent.)


    Note - jsgme mod manager is available on the AOP Public FTP

    <!--QuoteEnd--></div><!--QuoteEEnd-->


    To get the Black pearl as a starting ship...not really recommended for a level 1 or 2 sailor / commander... <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

    I ended up having to do away with the mod manager and just installing the Super mod so I could mess around with the .ini files....


    I'd like to create my own cannon ...but how to get it in thee stores...?? I can figure out from reading all the FAQs on the Potc mods what needs to be done ...but likning..dds ? and the cannon and getting them in a store... All I wanted was a special type 24 lb with slightly more power and the range of a culvern...something carried over from the Uncharted Waters series.. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

    I did manage to have the Character Start out flush with cash.....and I gave him a bunch of skill and attribute points to speed things along...but the penalty for having the Black pearl to start the game is too heavy to overcome without using the exp cheat...meh..at least I got to float around in it a while...I may turn into a Corvette....meheheheeee ...once I get into the files.


    You created a munster...bwaaaaahhahahahaa... <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
     
  12. Tikigod

    Tikigod Landlubber

    Joined:
    Aug 4, 2006
    Messages:
    16
    Awesome 3-D model direct X capturing tool.

    It captures 3-D Models and Textures in any direct x environment.

    This will allow you to pull out models, edit them, and place them in other games.

    Download:
    3D Ripper DX
    <a href="http://www.deep-shadows.com/hax/3DRipperDX.htm" target="_blank">http://www.deep-shadows.com/hax/3DRipperDX.htm</a>
     

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