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The Flying Dutchman...

now THAT's a good perk. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
well fiddlesticks. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
DUMB one. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
 
hehe, but by the way, i still need this answer : <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do the dutchman look exactely the same at Right/left side?<!--QuoteEnd--></div><!--QuoteEEnd-->
 
well, i could answer that if i found i picture of boath sides, but i can only find pics from right side
 
<!--quoteo(post=235088:date=Feb 1 2008, 03:01 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 1 2008, 03:01 PM) <a href="index.php?act=findpost&pid=235088"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LOL. Indeed that ship isn't ALWAYS flying. She's just flying because I wanted to test the range between which we can change the waterline code. Apparently we have enough range. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Great experiment Pieter, thanks.
Now we know we can code to any height adjustment without problems.

But one thing. Did you notice the wake below the ship ... in the water?

That means the bow wave and wake are somehow not attached to the actual model.
They are probably added in by the engine using a dll.

Bad news for the Jolly Mon as I'm guessing it is hard coded, and the programmers never coded for a boat the size of the rowboat, to sail and ever need a wake.
 
Good point, Petros. However, what might have happened is that the "box size/collision detection" IS used, but the foremost point of it is taken to sea level as starting point for the wake. I imagine the game was never made for flying ships and therefore would be trying to draw a wake, even though the hull is not actually in the water. No need to despair just yet. Let's see what those new tools can do for us. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=235148:date=Feb 1 2008, 04:02 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 1 2008, 04:02 PM) <a href="index.php?act=findpost&pid=235148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good point, Petros. However, what might have happened is that the "box size/collision detection" IS used, but the foremost point of it is taken to sea level as starting point for the wake. I imagine the game was never made for flying ships and therefore would be trying to draw a wake, even though the hull is not actually in the water. No need to despair just yet. Let's see what those new tools can do for us. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I wish that were true but I think it is more likely that the wake is hard coded and corresponds to previously defined ship models, lugger, schooner, frigate etc.

Adding any ship that deviates significantly from the defined, either in length, width, or shape will show and abnormal wake.

One experiment which might confirm this would be to try to get a small ship like a lugger into game identified as a larger ship, like say a MOW.
That is if we can do this without it crashing.

If it shows a MoWs wake, then we know it's hard coded.


Edit: Sorry Chris for hijacking your topic. This is just something that has been bothering us for several months. Again sorry.
 
It would be hardcoded based on the ships_init entry code then, which means you could just stick the Manowar code onto a lugger, making sure to keep the ID on the original.
 
I got good news and bad news,

The bad news is that i dont know how to change the material so i can export it, so you can say I am stuck.

The good new's is that i have fixed the problem, can work in game <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
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