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Trying my luck in modding...

mangaroca

Landlubber
Hi All,

After a few hours spent on searching for essential modding software I started to look into the game with the use of two programs, both created for the purposes of modding "Pirates Of The Caribbean":

1) TOOL
2) TX Converter

As I was unsuccesful in "putting" a "Flight Simulator 2004" aircraft model (.mdl file format but different from the one from "Neverwinter Nights") into the 3d Studio Max, I had very little hope to succeed here. However, although the TOOL is quite unstable on my hardware I managed to convert a \RESOURCES\MODELS\Ships\Lugger1\Lugger1.gm file to .wrl format, making it possible to open it in 3dsMax. After adding two texture files: \RESOURCES\Textures\deck.tga.tx and \RESOURCES\Textures\Ships\Lugger1\Hull1\bortoutlugger1.tga.tx to the same folder (after converting them to .tga format with the use of the second program mentioned above) the model was even ready for rendering.

Those were the last successful actions I undertook. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> I tried to modify the ship by adding extra 3d objects on the deck but since I replaced the original file (only the Lugger1.gm was modified) the game crashes everytime this particular vessel is about to be loaded...
Here is what I did:

As I imported the converted Lugger1.wrl into the 3ds Max I found it twisted up (bow pitched 90 degrees up). That was odd and although changing it's position wouldn't probably cause anything else except sailing "vertically", I kept it that way and implelented all the changes in that position. The changes were simple. I created a box and put it on the deck. (Later on, I also tried with "cutting away" fragments of the hull or simply puling out one or two vertexes and changing their position [I did not add aditional objects]). After placing the box I saved the file by exporting it, leaving all the .wrl export options unchanged (perchaps, that is where the error is):

* Normals - unticked
* Indentation - ticked
* Primitives - ticked
* Color per Vertex - unticked
* Coordinate Interpolators - unticked
* Export Hidden Objects - unticked
* Flip-Book - unticked

* Polygons type - Triangles
* Initial View - NONE
* Initial Navigation Info - NONE
* Initial Background - NONE
* Initial Fog - NONE
* Digits of Precision - 4
* Show Progress Bar - ticked
* Vertex Color Source - N/A
* Use Prefix - ../maps

After that I re-converted the Lugger1.wrl to Lugger1.gm and put it in the right folder. There are two things I want to mention here. First is the fact that the edited file (no matter what I changed in 3ds Max) was always slightly smaller than the original. Logically, it should be the other way around. The second thing is that after using the TOOL (even the first time: .gm to .wrl), it added "-x" symbols to the name of the file, e.g.: Lugger1.gm became Lugger1_x.wrl - why? I thought of it as needless and trouble making so I changed the name back to what the game gave it.

You know the rest. Everytime the game is to load the Lugger it crashes to desktop. This is what I get in my system.log file:

***

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
WARN: STSS: dup restore param type <alphaarg1[0]> in <\worldmap.sha> file, technique <wdmseadrawflare()>
WARN: STSS: dup restore param type <alphaarg2[0]> in <\worldmap.sha> file, technique <wdmseadrawflare()>
WARN: STSS: dup restore param type <alphaop[0]> in <\worldmap.sha> file, technique <wdmseadrawflare()>
Techniques: 18 shaders compiled.
Techniques: 209 techniques compiled.
Techniques: compiled by 56954067 ticks.
Can't load texture resource\textures\BATTLE_INTERFACE\PROGRESSBAR.TGA.tx
Using FMOD 00040034
Sound inited ok !!!
FMOD: Speaker mode STEREO
Video Error!!!(0x80040216) Can`t load video file = resource\videos\PlaylogicLogo.wmv
Set master volume
Intel CPU: No, SSE: Off, HyperThreading: Off
Can't load texture resource\textures\../MAPS/DECK.TGA.tx
Can't load texture resource\textures\../MAPS/BORTOUTLUGGER1.TGA.tx
Ship Lugger1 doesn't have fire places
resource\models\mainmenu\AOPBoard.gm: can't open geometry file

***

The "Ship Lugger1 doesn't have fire place" part is quite intriguing <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
There is nothing else for me to write here. I play the russian version of AoP, patched to v.1.3 with language switched to english. If any of You has any ideas about anything that might have something to do with those aspects, please write them down here. I will be grateful for any kind of help.

Best wishes - darek gurtowski
mangaroca@wp.pl
 
Oops! <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
Silly is who doesn't read the Help.htm in the TOOL's folder <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Greetings,

OK. I got most of the things running as I want them to! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> However, there are still some questions I can't find answers to in TOOL's manual. If anybody knows, please tell me:
1) Does changing the shape of e.g. Lugger1_path.gm has any influence on where the FPP player camera could go on board? (I change it [both: cut holes in it to prevent walking and extend it over the actual deck] but no results appear :/)
2) Does this space affect the "sailors" too?
3) In POTC there was something called walk.c file. I assume this role in AoP is played by a file called e.g. Lugger1.ini, found inside SAILORSPOINTS folder, am I right? If yes, how do I edit it (TOOL doesn't read .ini files so no 2D view and no transparency is available... <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />)

To make things short: "I have placed a crate on my Lugger's deck. How do I make me and my sailors to pass round it, not through it???"

PS. Is there anyone out there? ;>
 
I have no knowledge of AoP modding at all. Nor have I ever been able to use Inez's Tool properly. I never could figure out how things worked.

As far as the walk files are concerned: With PotC we have found that making/changing them is really difficult. I would still like some people to make some of these files for some ships, but it appears that hardly anyone can do it. I don't know how it works in AoP at all.

Judging by the content of one of the SAILORSPOINTS .ini files, you should manually enter all points and links. This is probably a lot of complicated but dull work because I don't think there is a tool available to make it easier.

I'm sorry I can't be of more use... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Hmmm, it is most likely I was loosing time "playing" with the .ini files in the SAILORSPOINTS folder, but well... it's vacation and I'm bored <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I opened the Lugger1.ini and took a closer look at the [POINT_DATA]. They are obviously divided into 4 cathegories: axis X, Y, Z and a number form 0 to 10. I thought those were the numbers for corresponding links but the number of those links added below in the file was three times bigger than the maximum number displayed next to any point, e.g.:

[POINT_DATA]
(...)
no. X Y Z ?
point 13 = 3.428406,1.969920,-0.248444,10

? = 10, but there is 30 different links :/

Anyway, with a use of 32 small boxex <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />, I aquired the picture of placement of all 32 points by entering the right coordinates in 3d Studio Max. These are the results:

#1 - [http://img224.imageshack.us/my.php?image=01wv8.jpg]
#2 - [http://img148.imageshack.us/my.php?image=02dl9.jpg]
#3 - [http://img148.imageshack.us/my.php?image=03ho1.jpg]

You can see the places where sailors "turn around", start climbing lines or fire guns. Still, I don't think these have anything to do with the player's walking path. Changing the path file (Lugger1_path.gm) in 3ds Max doesn't result in any change! If I shrink the path file or add a few more "holes" in it the "player's FPP" view on deck won't change! Why??? <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

PS. Is this a modding forum or has everyone simply gone on holiday? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Wake up People!
 
Hi mangaroca,

I too know nothing as of yet about Age of Pirates Modding. Waiting myself for the game here in the USA first before I will be trying my hand at the modding.

It's all just a matter of time now really, once Sptember rolls along you can be sure to be hearing from me agin about this, and I'm sure many others as well.)
 
Fireplaces dont matter I can run ships without them. There is a box you can tick to get rid of the x in TOOL and you can check the box for swap y-z (or some other letters) to stop it pointing upwards. You need to uncheck the box saying URL prefix in max and change digits of precision to 6 (which i'm pretty sure is ur main problem).

I haven't tried modding walk files but I know using the scale tool in max doesn't change the outputted model.

Also I can't see exactly what the problem is in your system log can you post your error log coz that may have something in.

Contact me for any more help coz i've done this with exactly the same tools (and also added totally new ships).
 
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