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    Maelstrom New Horizons


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Want to learn to mod

Bully Hayes

Landlubber
You guys make me wish I could mod. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Bully, you can learn!!! I did... And if I can, anyone can. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

What are you interesed in doing?

Splitting this off into a new topic - so people who want to learn can ask questions... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Yes, both.
I think POTC, (modded) is a great game (better than SMP), but there's not enough towns. I'd like to help rectify that, but I don't have the `skill-set`.
 
Ah... We're all now just learning to do that, ourselves... Suggest you talk to SirChristopherMings (if he's around, he's been pretty busy lately) - perhaps he can give you some tips on what to look at - or how the process works...

Here is a good link: The PotC Modding Wiki <a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=Tutorials&v=14yy" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...utorials&v=14yy</a>

Some good tutorials there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

It's something to get you started, anyhow. Take a read through them and see if they make sense... Then read through the threads about the Khael Roa/Devil's Island mod... <a href="http://forum.piratesahoy.net/`ftopic2381-0`.php" target="_blank">http://forum.piratesahoy.net/`ftopic2381-0`.php</a> Screwface has not been around much now, but SirChristopherMings finished the mod and it's in Build 12.

Jack Rackham has also been doing location cloning. See if you can find him (via PM, perhaps?), maybe you can get some tips from him. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Hope this helps! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Related: I used Inez' latest tool to edit an island's locators file (the image of an island when you're floating around it, before you sail to a port or beach; in this locator is stored info for where ships appear around the island and the beahces and ports you can land at). I could sort of half get it to work... I'd be out at sea around the island and I could sail to my new beach, and there's the anchor icon, and when I click it starts to load my new beach... and then wham, CTD. If it even lets me get that far. Now I can't even go to sea out of this island's port (QC) without a CTD, even after resetting all my changed files to their originals. The modhelper tells me something about the INI for the island's foam and a box image (?) error.

So, adding new beaches is JUST beyond my grasp... argh.
 
Have a look at your ressource folder. Their should be a foam folder. In this folder, there are different folders for sealocations and at the end of tree there are min 2 files for each(?) sealocation. First an `ini-file` in which is defined the name of depthfile and some vBox values. Second a corresponding .tga.`zap-file`. And sometimes a third .`tga-file` which may be some sort of hightmap.
Further, in programm/locations/init, i'll take oxbay.c:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[n].filespath.models = "locationsOutsideShore_2";     //look at `foam-folder`...



    Locations[n].id = "Oxbay_shore_02";            //...after an `ini-file` with this name

    locations[n].id.label = "Oxbay shore";

    locations[n].worldmap = "OShore 2";

    Locations[n].image = "loadingOxbay_Shore_02.tga";

    Locations[n].name = "Gray Rock Bay";

    //Sound

    locations[n].type = "seashore";<!--c2--></div><!--ec2-->
When i spin this up, you could try to make the corresponding entry for the shore you used to the originaly used foam of this location model. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

I hope that this helps a little bit, because this is only theory. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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