• New Horizons on Maelstrom
    Maelstrom New Horizons


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List of the new ships avalible?

Add <i>refShip.all = "Corvette2";</i> to your ships_init.c entry. This should solve the missing crew and ship icon issue. Then add:
<i>refShip.EmblemedSails.normalTex = "ships\sail_dutchman.tga";
refShip.EmblemedSails.nationFileName = "ships\sail_dutchman.tga";</i>
to the ships_init.c entry for the sails.

Note that the proper Dutchman versions are not in Alpha 6. Therefore the proper sails aren't either. They can be installed with the <a href="http://www.pafiles.com/potc/FilmShips.zip" target="_blank">FilmShips mod</a> though. You can then choose "sail_dutchman1.tga" for the sails of Will's Dutchman and "sail_dutchman2.tga" for the extra-green and extra-torn sails of Davy's Dutchman.
 
<!--quoteo(post=216866:date=Oct 6 2007, 11:58 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 6 2007, 11:58 PM) [snapback]216866[/snapback]</div><div class='quotemain'><!--quotec-->Add <i>refShip.all = "Corvette2";</i> to your ships_init.c entry. This should solve the missing crew and ship icon issue. Then add:
<i>refShip.EmblemedSails.normalTex = "ships\sail_dutchman.tga";
refShip.EmblemedSails.nationFileName = "ships\sail_dutchman.tga";</i>
to the ships_init.c entry for the sails.

Note that the proper Dutchman versions are not in Alpha 6. Therefore the proper sails aren't either. They can be installed with the <a href="http://www.pafiles.com/potc/FilmShips.zip" target="_blank">FilmShips mod</a> though. You can then choose "sail_dutchman1.tga" for the sails of Will's Dutchman and "sail_dutchman2.tga" for the extra-green and extra-torn sails of Davy's Dutchman.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> ..and the missing crew part i figured out myself. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

Okay ..i have a new idea! if someone is going to figure out how to add different types of sailors (LowCharacters) on ships ..then i could add seaweed skin also for those low poly skeletons. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Ah; If only we could do that. It seems that the LowCharacters are hardcoded and we cannot change them for certain ships. It's either a change for ALL ships or for none, it appears. Thomas the Terror also made British navy LowMen, but we simply cannot use them anywhere, because it looks weird to have them on ALL the ships. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Anyways i'll start adding those of your assorted ships <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> in my game this week ..i have been wanting new ships in my game long ago, just incase i want to be sure that your assorted ships are Alpha 6 compatible. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
They are Alpha 6 compatible if you make them Alpha 6 compatible. The files should work just fine in any game version, as long as you make the proper ships_init.c entries. There might be some ships in my folders that are already IN the game. Be sure to check if a ship is already in there before adding it. Also some ships only have a texture, so for those you'd need to copy the original ship's folder, rename and HEX-edit it to use the new texture. It's quite a bit of work, but it'd be most appreciated. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Cool! ..and it would be alot easier to me if you write up the ships what must be added ..but the ship data will be other ships data (i mean ship files with only a texture) because i dont know much about history of sailing ships. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
<!--quoteo(post=216854:date=Oct 6 2007, 04:33 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Oct 6 2007, 04:33 PM) [snapback]216854[/snapback]</div><div class='quotemain'><!--quotec-->Allright! ..i installed it and i tried to add my Corvette SS Cursed to the game.

Ok now it's in my game BUT i'v got three problems - sailors are not seen on it (gotta add shipwalk data or something),
how to add Flying Dutchman's sails to it? and ship icon is missing (that corvette icon).<!--QuoteEnd--></div><!--QuoteEEnd-->

Assuming you copied the exsiting Corvette SS info in ships_init.c, sailors and ship icon should be taken care of with the <i>refShip.all = "Corvette2";</i> line.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//-------------------------------------------------------------------------
//            Corvette SS (Corvette4 from SLiB) by KevAtl
//-------------------------------------------------------------------------

    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name    = "Corvette4";
    refShip.id        = refShip.Name;
    refShip.all        = "Corvette2";
    refShip.sname    = "Corvette4";
    refShip.Class    =    2;
    refShip.Nation    = PIRATE;

    refShip.Weight        = Tonnes2CWT(600);
    refShip.Capacity    = 1800;
    refShip.Cannon        = CANNON_TYPE_LONG_LBS24;
    refShip.MaxCaliber    = 24;

    refShip.CannonsQuantity = 32;
    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 4;

    refShip.MaxCrew        = 295;    
    refShip.MinCrew        = 65;     
    refShip.SpeedRate    = 16;
    refShip.TurnRate    = 42;

    refShip.Price    = 125000;
    refShip.HP    = 3250;
    refShip.SP    = 100;
    refShip.AbordageLocation = "BOARDING_CORVETTE";

    refShip.CannonsDeck = 1;
    refShip.CargoHold     = 1;

    refShip.WaterLine            = 0.1;
    refShip.SpeedDependWeight    = 0.3;
    refShip.SubSeaDependWeight    = 0.55;
    //refShip.TurnDependWeight    = 0.8;

    refShip.Type.Trade    = false;
    refShip.Type.War     = true;
    refShip.CanEncounter    = true;
    refShip.CanBuy         = true;    

    refShip.InertiaAccelerationX    = 0.2;    refShip.InertiaBrakingX        = 2.0;
    refShip.InertiaAccelerationY    = 12;    refShip.InertiaBrakingY        = 8;
    refShip.InertiaAccelerationZ    = 6.0;    refShip.InertiaBrakingZ        = 4.0;

    refShip.GeraldSails.rey_b2    = 1;
    refShip.GeraldSails.rey_b3    = 1;<!--c2--></div><!--ec2-->

and then you renamed your ship to something like Corvette6 or Corvette7,

you need to do the following steps:

\PROGRAM\Ships\Ships_init.c
Copy another version of exisitng similar ship and edit for your ship
and/or add your new ship details

\RESOURCE\INI\TEXTS\ENGLISH\common.ini
Add your new ship name (different from existing names)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string = Corvette6,"Cursed Corvette SS"  // Cursed Corvette<!--c2--></div><!--ec2-->

\RESOURCE\TEXTURES\SHIPS\addyourmodelhere.tga.tx
Add your new texture file (convert TGA to TX with ConverterTX)

\RESOURCE\MODELS\SHIPS\addyourmodelhere\
Copy existing model files from existing ship to a new directory (addyourmodelhere, e.g. Corvette6)
Rename all files in new directory to directory name (e.g., Corvette4 -> Corvette6)
HEX edit for main GM texture (e.g., Corvette6.gm -> HEX edit to point to new texture file)

----

For Dutchman sails, add this to Ships_init.c (see Dutchman entry in same file for more info)

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->refShip.EmblemedSails.normalTex = "sail_dutchman1.tga";
refShip.EmblemedSails.nationFileName = "sail_dutchman1.tga";<!--c2--></div><!--ec2-->

-----

You can also manually add a WALK file like this (in ships_init.c see other examples)

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Walk = "Corvette2";<!--c2--></div><!--ec2-->

-----

That should work.

kevin
 
<!--quoteo(post=216680:date=Oct 5 2007, 11:40 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 5 2007, 11:40 AM) [snapback]216680[/snapback]</div><div class='quotemain'><!--quotec-->There's a lot of new ships and we try to put all of the in the Build. Not all of them are in there yet, but most are. The ones that aren't in there yet can be found in the <a href="http://www.pafiles.com/potc/Pieter%20Assorted%20Files/+%20Ships/" target="_blank">ships</a> folder in my FTP folder. We could use some help in putting them in the Build, making sure we don't get doubles of the same ship, nor overwrites of existing ships. Thomas the Terror would be doing that, but he already has a lot of other things to do, so it'd be great if somebody could give him a hand with that.<!--QuoteEnd--></div><!--QuoteEEnd-->

I downloaded and had a look in each archive. Here's a quick list of what's there.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Index of /potc/Pieter Assorted Files/+ Ships

Name                    Size  Description

English Fleet.zip       15.6M  8 ship models + skins
Frigateuss.zip           561k  IN GAME ALREADY monochrome (b/w/g) skin + model
Galeoth1.zip             179k  uses 16_gun_brig1_18.tga - fixed ropes
New skinning stuf an..>  8.7M  5 new skins - may be dupes of others in this list, not sure
RN corvette.zip          761k  black/orange (yellow?) skin replacement
SOL64New.zip             970k  CapHawk "Fearless" as Ship of Line 64g - model/skin/walk
SOL_upgrade.zip          747k  CapHawk upgrade SOL + gubMOW - model only
Seb's skinning stuff..>  7.1M  8 upgrade skins
Ship of Line74.zip       1.4M  CapHawk SOL74gun model/skin - already in game?
Ship_O_Line50_Gub.zip    1.6M  CapHawk GubMOW model/no skin + Fleut of War 34g - already in game?
Ship_of_Line.zip         428k  CapHawk SOL model only manowar3_44 - already in game?
Silehard manowar SOL..>  371k  CapHawk Silehard "manovar1" upgrade to ship of line locators - model only
ThirdRate2_64gun.zip     938k  CapHawk 3rd rate v2 based on Fearless - already in game w/wrong # guns?
ThirdRate_64_gun.zip    1018k  CapHawk 3rd rate v1 based on Fearless - already in game w/wrong # guns?
Xebec1.zip               218k  CapHawk SchoonerXebec model only - already in game?
battleship skin impr..>  946k  skin wood grain replacement for battleship3_44
blacknredfearless.zip    521k  skin dark red (instead of green) replacement for Fearless
french battleship sk..>  1.6M  skin another replacement for battleship3_44
french fleet.zip         4.8M  6 skins in red tones
french frigate.zip       1.1M  light tan colored skin
red_lion2.rar            4.2M  HI-RES skin + Maya .mb export file (not useable in game as is)
yellow and black lin..>  878k  YB skin only - are all Yellow/Black in game as "RN" ships?
yellow_n_black_friga..>  598k  YB skin only replaces black/white skin - "
yellownblack fearles..>  545k  YB skin only - "<!--c2--></div><!--ec2-->

kevin
 
Thanks a lto for that, Kevin! I am personally not really sure at all what is aready in there and what is not. I am pretty sure all Seb's French fleet skins are not added (black and red, but sometimes different colour scheme). Then I think Seb's English (black and yellow) ships <i>are</i> added. Frigate USS and SchoonerXebec are already in there. I have no idea which versions of the ship of the lines and Fearless are in there and not.

Personally I think if there are any ships that are model-only (eg no new texture), you don't need to add them. Unless we consider the new rigging to be better than the previous rigging, in which case we can replace the old ship. I would like to have all ships that have a new unused texture to be added into the game as seperate ships.

I think Thomas the Terror already added a bunch of them French ships, so you might want to contact him to ask what he has already done. He also made some new/improved English ship skins recently. All of it is unreleased at the moment.

<!--quoteo(post=216876:date=Oct 7 2007, 01:10 AM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Oct 7 2007, 01:10 AM) [snapback]216876[/snapback]</div><div class='quotemain'><!--quotec-->Cool! ..and it would be alot easier to me if you write up the ships what must be added ..but the ship data will be other ships data (i mean ship files with only a texture) because i dont know much about history of sailing ships. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Just re-using existing ships' data is fine.

<!--quoteo(post=216894:date=Oct 7 2007, 03:41 AM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Oct 7 2007, 03:41 AM) [snapback]216894[/snapback]</div><div class='quotemain'><!--quotec-->For Dutchman sails, add this to Ships_init.c (see Dutchman entry in same file for more info)

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->refShip.EmblemedSails.normalTex = "sail_dutchman1.tga";
refShip.EmblemedSails.nationFileName = "sail_dutchman1.tga";<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->Note: This applies to Alpha 7 and further. In Alpha 6 it should read "ships\sail_dutchman1.tga" instead.
 
You can leave the british and french ships alone. I have already added them in my game, and I have cleaned up the skins some more. I shall post some pictures of them if I have time. Maybe Pieter can upload them too, because I have sent him some of the pics.
 
<a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=11011&view=findpost&p=216912" target="_blank">DONE!</a>
 
OK COOL! im checking those non-english and non-french fleet ships with only a texture file. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Thanks a lot! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Battleship skin improved and blacknredfearless i put in my game. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> "FRENCH!?! Their ships are toys!" ..LOL! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
in our game everything are like toys we just play with them virtually. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I took a look at SOL64New.zip (970k, CapHawk "Fearless" as Ship of Line 64 gun - model/skin/walk) and it is missing cannon locators (has 40 guns, should be 64), cannons, and lighting effects.

Does anyone know if there is a link to a tutorial on Inez Diaz TOOL as it relates to adding new cannons, cannon locators and lighting effects on a ship hull?

Thanks

kevin
 
Cannon locators can be added in the View>Locators screen. Cannons can be added by adding a cannon geometry locator in the same way. You need to put the cannon model in the ship's folder as well. An example are the triple guns on the Flying Dutchman and also the "stuff_on_deck" on "theBlackPearl". Razor knows more about this.

It seems that ships exported with the Tool, modified in another program, then imported in the Tool get their lighting reversed. Nobody has found a way to fix this issue yet and you will this lighting effect on several ships, including "Surprise", "theBlackPearl" and "Amsterdam". Merciless Mark, Kazeite and me all tried to find a way to fix it, but no luck. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
To Pieter: Hey who says that <a href="http://files.filefront.com/pb+modificationszip/;6869356;/fileinfo.html" target="_blank">PB Modifications</a> is gone? ..anyways you should have a look at it. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
I meant: It is not on my webspace anymore, nor on my HD. Glad you found it again anyway. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

Now I have been able to find the fix for the insane amount of "no island within reach" messages. After installing PB_Modifications.zip, open PROGRAM\BATTLE_INTERFACE\BattleInterface.c and remove the following code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        //MAXIMUS: player can find himself sooooooo far from starting place during some sea-battles or storms -->
        characters[GetMainCharacterIndex()].mapEnter = true;
        DirectsailCheck();
        //MAXIMUS: <--<!--c2--></div><!--ec2-->
 
<!--quoteo(post=217101:date=Oct 8 2007, 08:39 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2007, 08:39 PM) [snapback]217101[/snapback]</div><div class='quotemain'><!--quotec-->I meant: It is not on my webspace anymore, nor on my HD. Glad you found it again anyway. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

Now I have been able to find the fix for the insane amount of "no island within reach" messages. After installing PB_Modifications.zip, open PROGRAM\BATTLE_INTERFACE\BattleInterface.c and remove the following code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        //MAXIMUS: player can find himself sooooooo far from starting place during some sea-battles or storms -->
        characters[GetMainCharacterIndex()].mapEnter = true;
        DirectsailCheck();
        //MAXIMUS: <--<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->

Coooooool! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
And thank Nosie for keeping PB Modifications. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Im going to install these modifications on my Alpha 6 <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ..btw should i also use Kevatl_mods? is that the file named potc14a6_kevatl_v01.zip in PA FTP? if it's not then where to get it?

EDIT: Wheres Bassman with his understanding of maya? only using maya can help prevent new-model ships from getting cursed by lighting issue.
 
I have no idea on the KevinAtlanta files. Ask him.

True about the lighting issue. I hope somebody will find out how to use Maya some day.
 
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