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Add a new interior to a town? (how?)

RobC

Landlubber
Hi,

For the blacksmith mod I've been searching for a way to add a new interior to a town. I've been searching in programlocations but couldn't find anything. I thought that searching for "tailor" should get me an example from how the tailor mod does this, but I'm unable to find "tailor" anywhere!

Can anyone tell me which steps I should take to do this? I'd prefer to add an interior to a building that is currently locked, but a regular building is ok too.

Thanks,
Rob
 
On the POTC Wiki there is a new location tutorial, it is unfortunately unfinished but it should give you a start.
Here's a direct link to the tutorial:
<a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=CreatingNewLocation&v=ad0" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...wLocation&v=ad0</a>

IIRC alan_smithee is adding/has added a new location and he might be able to help you fill in the blanks (also he might be using a location that you might want to use for his Curiosity Shop)
 
Thanks for pointing that out! Stupid of me, I keep forgetting to read the sticky posts, sorry <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />:.

Anyways, that article seems to deal with changing an existing location as well, not really adding a new one. If it's possible I'd like to use one of the locked doors instead of a building which already contains a house interior...

I'll fiddle around a little, if I can't find it I'll pm alan tomorrow. Now it's time for bed, ugh, get up early in the morning for work :x
 
RobC, Kieron told me how to unlock a door/add a new room behind it. It works, so long as you don't get this awful "fizzy lifting drink" effect once you enter the room, as I do and still can't fix.

His instructions start toward the bottom of this page: <a href="http://forum.piratesahoy.net/`ftopic2224-0`-`asc-0`.php" target="_blank">http://forum.piratesahoy.net/`ftopic22...;asc-0`.php</a>
 
yeh robc, the complete instructions are in the thread alan just linked to. if you don't understand anything in there just ask me, i know i'm pretty scatty and unintelligible when i write <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

alan, did you get my pm about that? did the fixes work?
 
I got your PM Kieron, thanks; I made all those text changes, but the locators/reloads still aren't right. On my first try, I got into the room and could walk around, but there was no actual room, per se... just the windows and surrounding "back" image. I was able to exit the room, though, and emerged at the right place.

I'll try toying with a few things. If you still wanted to know, the location this is in Redmond is the little house near the church with the goat skull hung out front, across from the cemetary.
I hope this goes smoother for RobC.

*edit... few minutes later*

Oh good, we're in. The thing not to do was comment out the line that refers to the actual interior model. BUT now it's too bright in the room. None of the usual interior darkening effects. Like when you first start out somewhere through the ModHelper. That usually goes away when you go outside then come back in, but not now.
 
Thanks for pointing it out, sadly the search function of this forum didn't allow me to find it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />.

I'll get started on it either tonight or tomorrow (it's evening here already...) and I'll let you know how it comes along.

Alan, if you want another coder to check out the code I'll be happy to see if I can come up with any ideas!

Cheers,
Rob
 
alan, sorry, yes i was wrong about commenting that line out. should probably change 'shipyard' to 'store', though i'm not sure it would make a real difference...

about the lighting, those are also stored in files somewhere; have you made sure all the models referred to in the files have the correct names in the directory? such as <b>Locations[n].models.day.fd = "Sh01_fd";</b>. you could open the model in gmview and in one of the list boxes it tells you what lighting files it's looking for.
 
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