• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Tools, Tutorials and Information

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Tools

[NEW!] Animation View
Similar to GM Viewer, but lets you view animations on characters and other animated models.
Provided to us by @Korolev from Pirates-Life.ru. See this thread for more information.
Mirror 1

Notepad++
A better program to use for code editing than Notepad. This version
already has all settings changed that need to be changed to be able to
use it for PotC properly. It has a built-in HEX Editor.
Mirror 1

TX Converter
Converts between PotC's .tga.tx files and readable and editable .tga files
Mirror 1

GM Viewer
Can display PotC's .gm 3D models.
Mirror 1

@Inez Dias' Tool
Very useful program for editing PotC 3D models and converting them to other file formats. Info here.
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HEX Editor
Can change the texture's filename a model is using, so you can make a
copy of a model using a different texture. This is useful for changing
models/textures, but without overwriting the old files.
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FileZilla - FTP Client
A program that allows you to access the PiratesAhoy! Public FTP, where
you can download other people's mods and upload your own.
Please contact a member of staff for the FTP login details.
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WinMerge
Program capable of comparing folders with each other. VERY useful when
you want to compare two different PROGRAM folders. This program will
show you all the differences, enabling you to merge two different PotC
versions into one version without overwriting anything.
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DialogMerge
With this program you can join the dialog.c and dialog.h files into one for easier editing.
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Mod Patch Utilities
This program can be used to install mods in a compatible way. This was
once used before the Build mod began, but it might still be useful.
Mirror 1

Plug-in for Maya 5.0
Plug-in to export to GM from Maya 5.0 (contained in the Maya folder of the download).
Mirror 1

SailorTool
Program that can create Sailorspoints files for the ships (contained in the SailorTool folder of the download).
Use the Walk Files Converter (below) to translate these files into walk files for POTC.
Mirror 1

Walk files Converter
A program which can convert between COAS sailorspoints files and POTC walk files.
Mirror 1

Tutorials

How to install Maya
By ZarethPL

This tutorial explains how to install Maya.
Please note this image-based tutorial no longer shows up correctly. A temporary bullet-point guide is now in place.

How to add details with TOOL
By Yo Ho Ho
This tutorial explains how to add details to ship models using Ines Dias' TOOL.

How to get your ship ingame using Maya
By Inzane and Yo Ho Ho
This tutorial explains how to get your own ship model in-game using Maya and it's plug-ins.

Guide to using the SailorTool
By Armada

This tutorial should help you to make Sailorpoints.ini files, which are needed for sailors showing up on your new ship model!

AoP and PotC Ship Walk Files
By: back84
This tutorial contains an explanation on the layout of PotC and AoP ship walk files and how to "translate" them.

Resizing Animals
By: damski62
This tutorial tells you how you can use Inez Dias' TOOL to rescale animals, such as sharks.

Adding Music to Locations
By: Petros
This tutorial explains how to add music to the fort locations.

How to edit models
By: Chris Roupé
This tutorial explains how to do character model editing using Inez Dias' TOOL in combination with 3D Studio MAX.

Quest Writing
By: Short Jack Gold and Captain Maggee
This (as of yet unfinished) tutorial explains the basics of making a quest of your own; modified by Captain Maggee for Build 14 Alpha 9.

How to get the talking heads look better
By: a simple virtual sailor
This tutorial explains how you can get facial expressions on characters during dialogs.

Fixing bad rope data
By: KevinAtlanta
There's a lot of ships in the game with bad rope data. This doesn't necessarily crash the game, but it does cause error messages and graphical glitches. This tells you how to fix them.

Location Remodeling with Inez' TOOL
By: CouchcaptainCharles
By means of Inez Dias' fabulous tool for converting GM models, you -yes, YOU- can easily change models by removing and/or adding model components. That way you -yes, YOU- can create land locations and islands that look completely different from the stock ones. See this picture.

PA course on C
By: Diomed
This thread explains some things on the programming code used by the PotC game.

Converting COAS sailorspoints to POTC walk files
By: Hylie Pistoff
A short tutorial on how to convert and integrate walk files for ships ported from COAS to POTC.

General Guide to Locators
By: Armada
This thread contains a PDF file explaining all the locator types, their functions and naming conventions. Very useful for modellers who want to get new ships into the game.

Information

Texturing Modder's Code List
To prevent modders from overwriting each others' files, everybody should be assigned a unique number that they can use for their
filenames. If you do texture or model editing, please post here to request a number and we will update the master list.
Please note this system is now out of use.

All links above are up-to-date as of 24th July 2017.
 
Last edited:
Where the f*ck is my eye?! suggests that we could also use the free Dev C++ for coding the game.
<a href="http://www.bloodshed.net/dev/devcpp.html" target="_blank">http://www.bloodshed.net/dev/devcpp.html</a>
 
Did you know that Notepad++ contains a HEX-Editor? If you download a recent version of the program (version 4.2.2), you can even set up the program so that it will automatically open GM files in the Notepad++ HEX-Editor. Very useful for HEX editing large numbers of files. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Notepad++
1) Settings>Preferences>File Associations>Add <i>.gm</i> [Note: names translated from Dutch; might be different in the REAL English version]
2) Plugins>HEX-Editor>Options>Extensions>type in <i>gm</i>
 
Ahoy mates!
I found something that's turned out to be <i><b><u>EXTREMELY</i></b></u> helpful to me in my ship modeling endeavors! It is a program called <a href="http://www.delftship.net/" target="_blank">DelftShip</a> that basically allows you to draw a starboard profile, bow/stern profile, and bird's eye profile and then automatically produces a 3D model. I've found that if I create the lines excluding the forecastle, quarterdeck and poopdeck and then use SketchUp (or the 3D program you're using) to add those decks and the keel... I can turn out a pretty darn good ship with little effort and skill in 3D modeling. You can even take existing drafts (Chapman's for example) and import them as a JPEG, and trace the basic outline and instantly have a ship's hull.
The program is free, but you have to register and create a user profile on their site first. Make sure you're not getting the Pro version in their downloads unless you want to pay up, you're not missing much, simply a few extras that allow you to design interior compartments and structures.
 
wow. that's awesome. i've only started using sketchup. i'm now making my pistol in 3D. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> maybe a rifle-version of it though. barrels are done, one of the flintlocks, the lockplates, and part of the handpiece.
 
Just to give you all an idea as to how this thing works, I whipped up a sloop-of-war hull and took a screenshot for you to drool over. I imported the draft of the <i>Osprey</i> (found <a href="http://members.aol.com/batrnq/aubrey2.htm#Niobe" target="_blank">here</a>, and <a href="http://members.aol.com/batrnq/WOsprey.jpg" target="_blank">here</a>), traced the outline, matched the vertical and longitudal lines, and voila! A sloop-of-war's hull in five minutes!

<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/delftship_screenshot.jpg" border="0" class="linked-image" />
 
WOW! That looks impressive, Commodore! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=245128:date=Mar 14 2008, 09:57 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Mar 14 2008, 09:57 PM) <a href="index.php?act=findpost&pid=245128"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->CJPJ in what formats can you save your stuff?<!--QuoteEnd--></div><!--QuoteEEnd-->

*several months later someone replied*
You can export to wavefront (.obj) autocad (.dxf -mesh, 2d and 3d polylines) .stl and some more applications.
To tell you the truth, using Delftship is easy as scrathing your ear. But it is still the process of adding decks, sternplate etc that eventually will kill me - as always. SketchUp is not advanced enough for that and I can´t get Maya 5.0 to work. I´ll give Blender a try once I gave solving the convoying merchant-bug one more try...
 
I dont know where else to place these links, but they refer to sites regarding shipconstruction, information and drawings.
More will come (by the edit-button)


<a href="http://www.orlogsbasen.dk" target="_blank">www.orlogsbasen.dk</a> (click -> database -> avanceret)

<a href="http://www.sailingwarships.com/" target="_blank">http://www.sailingwarships.com/</a>

<a href="http://www.museumshipmodels.com" target="_blank">http://www.museumshipmodels.com</a>
 
This is how Lighting files for locations are made.

Back up the original files before trying this.The files are in RESOURCE\MODELS\locations\(selected location)

In order to create lighting\Col. files for locations you need to activate the lighting console....to do this:-
Open> RESOURCE\INI\loclighter.ini
-------------------------------------------------------------------------------------
Code:
loading Location lighter
loading = 0                                    //change to = 1
;Enable automatic trace auto preparing data
autotrace = 0
;Enable automatic smooth auto preparing data
autosmooth = 0
;Draw small slider
smallslider = 0
;Use diffuse vertex color (you need delete .col files befor start lighter)
usecolor = 0
--------------------------------------------------------------------------------------
Then ingame press num0.....this opens the console.
Adjust the light and shadows by using the sliders.
When satisfied press "save light".
Repeat the operation for each of time (morning, day, evening and night)
Indoor locations are much the same.
The new files will be in RESOURCE\MODELS\locations\(selected location)ready for use.

When you've finished,it's probably a good idea to deactivate the console by changing the loading setting back to =0.
Just to avoid accidents while playing your game.

Thanks kopcap for the information.

Cheers,
damski.
 
What to do with the sailorstool:

1. You go to it's directory and put your ship properly in, just as you did it with CoaS (it is a storm engine sort of program).

2. Open SailorsEditor.ini and change the ship=Ships/Arabella1/Arabella1 to your own model and map name. Also change the save and load files, to the name of your own vessel. Save this and start the tool.

3. Now, in the upper left corner you can see a menu, navigate with the arrow keys to the second option and press enter.

4. With the INSERT button on your keyboard, you can add a point:

TYPE_NORMAL = a point which is used for normal walking.
TYPE_CANNON_L = point for reloading the guns (left side)
TYPE_CANNON_R = " " (right side)
TYPE_CANNON_F = " " (front)
TYPE_CANNON_B= " " (back)
TYPE_MAST1 = use for the left of right side (don't know exactly which side) as begin point in which the sailors should climb up the rigging.
TYPE_MAST 2 = end point of MAST1
TYPE_MAST 3 = Ditto 1
TYPE_MAST 4 = Ditto 2
TYPE_MAST 5 = no idea.

You can move these with the arrow keys.
Forward key = forward
Backward = backward
Left = Left
Right= Right
Up = Shift+Forward
Down = Shift+Backward

You can delete them with the button delete.
After you added all these points, you have to connect them. This, you can do with the option select path, with F2 and F3 you need to define the points which you want to connect. First you need to create a new one, so you push insert. If finished, repeat this project, so that all point are connected. You can cycle through all points by pressing spacebar, to select the things you want to edit.

Then save your project. After saved, it will directly appear in the Sailorspoints folder of the Sailortool.
 
Thanks a lot, Thomas! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I've just been nosing around to see exactly what kinds of tutorials are hidden away on the forum, and the list in this thread looks more useful that it has been given credit for! :woot
Is there any chance of fixing the broken links? Outdated or not, this stuff is still a valuable resource.
Besides, I'm considering eventually re-writing some of the tutorials which are useful, yet hard to comprehend.
I believe that good, clear tutorials are the only way we can encourage new modders to take on some of the more difficult tasks, particularly modelling. :dance
 
... Not to sound impatient, but are there any developments here? :wp
 
See the opening post. Is this any better?
I also removed a bunch of posts from this thread that were irrelevant for anyone looking for information in here.

Note: I think there's some new tuturials that would need adding. Do you happen to know of any?
 
Yes, they all work now! Much better. :doff
Just two things though:
  • I don't think the 'How to add details with TOOL' needs two links
  • Inzane's ship importing tutorial appears both here AND by following the separate link to another thread; we don't need both
Other than that, I might go through and fix a few out-of-date formatting objects in some tutorials, such as the code snippets. The new ones are much easier to read. ;)

As for new tutorials, I'll have a look around. One good example I can remember is Helldiver's hull modelling tutorial.
 
Good point; both fixed. Removed the post with the tutorial from this thread and kept the seperate thread. :doff
 
I've just gone through and improved the clarity and grammatical accuracy of Inzane's tutorial on importing ships, so hopefully it's a little easier to read and understand.
Ideally though, we need a current modeller to go through and check the tutorial, to make sure it will actually work properly.
 
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