• New Horizons on Maelstrom
    Maelstrom New Horizons


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The Future of PotC Modding

to mod Ships and characters and landscapes you need paint tools and 3d modelling applications, like Photoshop, 3d studio max, maya.
 
<!--quoteo(post=146165:date=Apr 21 2006, 06:30 PM:name=Vanderdecken)--><div class='quotetop'>QUOTE(Vanderdecken @ Apr 21 2006, 06:30 PM) [snapback]146165[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Hallo. Yup, I'm new to the whole modding experience and would like to learn. What exactly does a newbie like me need to get started?
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That completely depends on what you want to mod. If you want to change the way the game works, you have to change the .c files in the PROGRAM folder. To be able to do so, you need some knowledge about the programming code that is used. It doesn't matter whether you do now; I didn't know anything about it when I started, but I know a bit now. If you want to add new models/ships, you have to make new 3D models using a 3D modelling program that can export to a format PotC can read.
 
Well, I've twiddled with a few minor things. Like, I just felt daft and decided to give my man'o war 1000 guns <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> and other stuff like that.. I've also gone to the DIALOGS folder and fixed all the annoying spelling errors and added more fitting stuff suited to my taste, but that's about it. Say, if I wanted to create new characters and ships, which program would be the easiest to use? And how do you go about modifying the map and the quests? I suppose that must be kinda .. a great deal harder than making a new character or ship, but how and where do you start?
 
Could you please send me your spell-checked dialog files at pieter_boelen@planet.nl?

Making characters and ships is hard. Reskinning them is much easier. You can do this using a HEX editor and the TX Converter. I don't have much time before I should leave fro school anymore, so this is all I can say at the moment. You need to be good at editing graphics though.

Making quests can be done by editing the .c files with Notepad. You need to understand the code a bit though.
 
I got them. Thanks a LOT! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
hey this is my firstpost i just wanted to say that you shouldnt stop modding potc i have the build mod 12 and im downloading mod 13 beta now and the stuff you done has made this game amazing also if a new game has came out why dont you just bring potc to the same stndered as it theirs a challeng :p next for mod 13 could u put an invincablity cheat on it :p i know i shouldnt but its fun taking out a battleship in a sloop :p
and could u make potc online i doubt that cuz i do a lil programming and i no how difficult that would be if possable at all and could u make a mod that lets u take over the town if u capture their fort or summin like that i want more power :p
 
There is a cheatmode in the Post Build 12 mods. You can enable it with BuildSettings.h and you can turn on/off the cheats with the numpad buttons. For example Numpad 0 will turn on godmode.

Making towns capturable is possible, I think. You can already capture some towns, for example Greenford and Oxbay, by attacking the forts from the land side (there are new locations in both towns and each of them has an entrance to the fort). In the Post Build 12 mods, that is.
 
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There is a cheatmode in the Post Build 12 mods. You can enable it with BuildSettings.h and you can turn on/off the cheats with the numpad buttons. For example Numpad 0 will turn on godmode.

Making towns capturable is possible, I think. You can already capture some towns, for example Greenford and Oxbay, by attacking the forts from the land side (there are new locations in both towns and each of them has an entrance to the fort). In the Post Build 12 mods, that is.
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thanks i got the mod 13 now and im lost for words i will try the god cheat in a minute and capturing the towns <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> relli good stuff please dont stop working on potc i relli like how its possibal to build your own buildings very good exept for be able to walk through walls but i could understand how that is difficult to fix but relli keep up i carnt wait for the final mod 13 good work

hum i carnt figure out the god cheat does it give a message wen i press 0 on the num pad or do i have to activate the cheat in the build setting first
 
i figured the cheat but now i attack oxbay on land and i just seem to be running in circles and killing billons of people how do i actulli take the town ??? andi spoke to someone to tell him to give me the town and he runs of
 
You should talk to the people you find in the land forts. If you are lucky, you will find the inspector of the fort, who has the authority to change the city's rulership. You need to have a bloody lot of luck to get him to change the city's ownership, though, so it's really hard to manage it. Please note: You can change the ownership, but you can't actually capture the town for yourself. You could give it to the Dutch, though. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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You should talk to the people you find in the land forts. If you are lucky, you will find the inspector of the fort, who has the authority to change the city's rulership. You need to have a bloody lot of luck to get him to change the city's ownership, though, so it's really hard to manage it. Please note: You can change the ownership, but you can't actually capture the town for yourself. You could give it to the Dutch, though. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
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i found that guy i even changed the probablity of him saying yes to 100 % he still calls the gaurds on mr <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
haa haa typical once i post about it for help it works lol thanks anyways :p

thats an idea for the mod tho have it so ucan deploy your own troops their and have it as your own fort :p
like a ship
also it may not be doable but the idea of owning your own iland would be good so that u are the governer and u have to ship crew from othe ilands to work in your fort and u can upgrade ur town with better defence or upgrade your shop im sure u understand wot i mean

i just found a glitch in mod 13 beta in the main quest when u goto get tolbas into the ship u get to th port and it wont let u get into the ship even if u kill all the guards
 
I have a little question concerning the time setting of our modpack: Personally I would very much like to make the time setting of our game the same as the time setting for the movies (after all, the game's still called Pirates of the Caribbean). I know the movie's time setting isn't really realistic, so that gives us a good excuse to not have an overly realistic time setting as well. Plus, because the English navy is pretty important in the movies, we can also add a lot of English navy stuff into the modpack, instead of having to add it as seperate add-on.

Above shows what I personally would like best. I know there are several people who don't agree, so I think we should try to come to a decision about it.
 
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I have a little question concerning the time setting of our modpack: Personally I would very much like to make the time setting of our game the same as the time setting for the movies (after all, the game's still called Pirates of the Caribbean). I know the movie's time setting isn't really realistic, so that gives us a good excuse to not have an overly realistic time setting as well. Plus, because the English navy is pretty important in the movies, we can also add a lot of English navy stuff into the modpack, instead of having to add it as seperate add-on.

Above shows what I personally would like best. I know there are several people who don't agree, so I think we should try to come to a decision about it.
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Hi Pieter:

Respect on the time frame:

IMHO, we have 3 possible time frames:
1 - Age of Pirates (round 1650)
2- War of Spanish Succesion (round 1700)
3 - Revolutionary and Napoleonic Wars (1797 - 1815)

IMHO, the films are in a fictional time-frame similar to a mix between 1 and 2, "spiced" with some 3 stuff

IMHO again, 1 and 2 had very few differences - very similar ships, very similar uniforms (or lack of), very similar weapons.

3 is a different one:
- We have carronades
- We have new ships and sails (stays mainly)
- We have a more regural Navy
- We have new (and estandar) uniforms

So we end with two time frames - 1600-1700 and 1797-1815
the differences between them are less that they appear at first:
- Carronades vs shor guns
- Certain ships
- Uniforms

and, of course, certain quests

So I think easy to have 2 sub-mods, knowing that the differences (in code and textures) between them will be minimal... even can be "tuneable" via Buildsettings.

But, of courze, this one is a FUTURE history... know we have to devote all our energy to finish Build 13.

Just my 0.02 €
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

I disagree.....according to the Muskets and Ships used in the "Movie" POTC, and other bits of stuff like uniforms and the Port facilities on Port Royale, the settings in the movie is placed somewhere in the Later 1700's. Maybe 1750 or upward, but not quite into the Napoleonic period. By the way, the French and English fought Wars almost all the way through the later half of the 1700's. First as The Sevens Year War, coming back to a head during the American Revolution, and then again after a shakey Peace, with the French Revolution onward.....Napoleon was only a continuation of that long drawn out conflict. So when we try to decide between Time Periods here!, I feel we are dragging the Game POTC back into time periods that it wasn't made to be in the Movie POTC. Still in the cut scene after Oxbay is captured by the French, they say the date is much earlier in the 1700's. This is probably due to the "haste" in which Akella was trying to convert their game into POTC for Disney as we finally knew it.
Now I'm not saying here that anyone is wrong in their opinions of which time periods we use....I'm just pointing out that according to the Movie, the settings point to the later half....while the game, was originally set to the early half. But a lot of Pirates sailed in the later half and are probably more well known than ones in the early half. Jean Lafitte was one in particular and was prominent in the War of 1812, so to say that Pirates did not enjoy notiety in the later half of the 1700's is wrong. And actually the French/English wars were more prominent in the later 1700's as to the earlier periods. And we have to justify the English/French disturbance in the game as compared to the earlier 1700's were "all" other nations fought mostly against the Spaniards, due to their continual policy of "No Peace behind or beyond the Main" The Caribbean was always considered a Spanish Lake so didn't matter what was the status of peace between Spain and any other country, but behind the Main....there was no Peace!!! So if the game was set more to Historical facts and set for early 1700's they should all be fighting Spain more than each other, because in real fact, the powers of England and France, did not clash in this region until later 1700's.

Just my Two and a half cents worth
 
Those are some pretty good points. I personally think moving the game to a slightly later time period would be an improvement, because it will allow us to add more nice stuff, such as the better uniforms added by Jack Davidson. Also: Judging by the movie, the English Royal navy was using those black/yellow ships during the film, so we can add those as well. As for the flags: The only flags that are seen in the film are the English and pirate flags. The English flag is the blue ensign on ships and the regular English flag on buildings. I think that with Pirate_KK working on a flag mod, it should be possible to do this for our game as well. The pirate flag seen on the Black Pearl has also been made for the game by Merciless Mark, so we can add that one too.

BTW: Me and Nathan have made a small and simple mod that will name all English warships "HMS". It seems to work fine. I thought some of you Royal Navy fans might like that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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A good question.

However, I would pose several other questions. Is The Pirates of the Caribbean really rooted in the classic age of piracy? Is 1690 the correct setting in time? How was 1690 arrived at in the developement of the Build? I vaguely remember the Stock POTC being set in 1665 or thereabouts. Or is that SLiB?

Consider the following:

-If this game was Sea Dogs 2 (as originally intended) then it would be reasonable to assume a mid 17th century setting. Sea Dogs 1 was 1600, or was it 1630?

-The game is POTC though, based on the movie of the same name. After all we have The Black Pearl as part of the main quest, undead sailors and natives, and with a bit of modding Jack Sparrow, Will Turner, Barbossa, etc. skins.

-Unless I'm missing something, there is more to suggest that the movie is set in the mid to late 18th century, rather than the late 17th century. Here are some examples:

1. The Blue Ensigns on the ships were in use between 1707 and 1800.
2. Officers and sailors appear to have standard uniforms reasonably consistent (if somewhat stylised) with the late 18th century. Standard officer uniforms were introduced in 1748, and although there was no actual standard uniform for sailors, a degree of uniformity of dress was demanded by many captains of the late 18th century.
3. Commodore Norrington is wearing the Medal of the Order of Bath. This order was founded by George I in 1725.
4. Look carefully at HMS Dauntless. It mounts carronades. Carronades were introduced in 1779.

It is quite possible that POTC remains deliberately vague about it's setting in time. To me there are a number of elements to suggest the later part of the 18th century and not much at all to suggest 1690. I maybe mistaken but the HMS Dauntless has more of an 18th century look to it. Somebody mentioned elsewhere on this forum (something outside my sphere of knowledge) that ships wheels weren't a common feature until the 18th century. The Dauntless and Interceptor have them.

As I mentioned before, I'd be interested to know how 1690 was chosen as the start date for the Build. Was it just naturally assumed that POTC was set in the 17th century. Remember that Sea Dogs 2 would have been set in the 17th century, however, many things were left incomplete, bugs remained, etc, when Disney took over and rushed it out. Is it not possible that they forgot to change the date of the setting? If somebody can find any background information regarding when the movie is set then that'd be great...then we'd all know. If it is late 17th century well then that means the Build setting is correct. But that also means there are substantial irregularities in the movie on which the game is based. Do we accept irregularities for the game? Do we allow a similar level of license? If not then many elements would need to be taken out of the Build as it is and has been for some time, the already existing British Naval Uniforms and carronades just to name a couple off the top of my head.

Either way it's easy for me to rationalise the inclusion of late 18th century elements based on it's relationship to the movie-
a) The setting is in fact late 18th century, no probs, or b) The setting is 1690 with a large amount of license to allow for many anachronistic elements as mentioned above.

Cheers mates
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there, mates.

Sorry, I haven't been around much lately, busy with work.

I posted the above a while back on another thread.

Without even taking into account recent ship and character additions, it seems to me that the Build project has long possessed elements which are beyond the 1690 time setting (carronades, standardised naval uniforms, etc.). The Stock POTC soldier uniforms are quite 17th century and yet the English soldiers uniforms in the movie are decidedly later 18th century.

Once again I suggest that the movie was set in the late 1800s whilst the game, originally (pre-Disney) titled Sea Dogs 2, and a sequel to Sea Dogs (1600), was set in 1630, and what we have with the Disney released POTC game is the result of a bit of a mismatch.

Whilst I have a great interest in the the late 18th c./Napoleonic period I also have an equal interest in the 17th c./Age of Pirates period, too, so I'm not writing this to advocate one period over the other. These are just the conclusions I have drawn from my observations.

Our choices are:

1. Move the calender forward to a date in the late 1700s. This allows us to reasonably retain carronades and existing naval uniforms as well as introduce a lot of new naval and soldier uniforms and new ship models and skins. Unfortunately we would need to reskin soldier models for the Dutch, Spanish, and Portuguese which are quite 17th c. (I've got some more great looking French, English and Spanish soldier skins by JMV and Deringer which I've yet to code and make portraits for).

2. Keep the calender at 1690. If we want to remain true to the time frame we should be removing a number of ship models, carronade references (change the gun references back to cannons and culverines or short and long), and the standardised blue English naval uniforms. I'm sure there's others.

3. Maybe advance the date to the early 1700s to get a bit of both.

4. Remove reference to the year and consider this a vague alternate history with elements of both the 17th and 18th centuries.

I'll be happy to continue to play the game (that is if we can ever minimise the introduction of bugs) in whatever form is preferred by the majority of ship mates here at this forum.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
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