iamthejarha
Landlubber
As much as I've been screwing around with textures and ships, and customizing everything I've got the skill to customize, I decided I wanted some sails specifically for my character. To that effect, I started working on an emblem, but very quickly realized that my creativity doesn't extend to pirate logos. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
My girl wanted to see what `blood-red` sails look like in the game, and it gave me this idea. I think they turned out well, and even though they're lighter in the game than I created them, I still think they pose an ominous picture on the horizon:
<img src="http://goheels.sytes.net/redsails.jpg" border="0" class="linked-image" />
<img src="http://goheels.sytes.net/redroger.jpg" border="0" class="linked-image" />
These sails were my original intention. Black sails, with the basic Jolly Roger emblem, but in crimson instead of the usual white. The effect is striking, in my opinion.
<img src="http://goheels.sytes.net/blackroger.jpg" border="0" class="linked-image" />
Took me forever to get the transparency done on the torn version..
<img src="http://goheels.sytes.net/tornroger.jpg" border="0" class="linked-image" />
Most of my time was actually spent digging through the files used in Kieron's "Sails Select" mod, so I could add my sails into the selection process. In the process of testing, I discovered a slight error in calculations with the mod; when you set "refShip.EmblemedSails.nationFileName" for a ship in Ships_init.c, the mod doesn't read it properly and instead uses the default sails for your nation. This only happens on ships of class 3 and above, but the fix is simple. It's in the file "BattleInterface.c" (or "procGetSailTextureData.c" if you've installed Kieron's PA! Sails), in the "procGetSailTextureData()" function. I just added this little snippet beneath Kieron's code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if(CheckAttribute(shref,"EmblemedSails.normalTex"))
{
BI_objRetValue.normalTex = shref.EmblemedSails.normalTex; // so if the ship has a normal sails type defined in ships_init.c (e.g. xebec br), that takes precedence
}
// added by iamthejarha -->
if(CheckAttribute(shref,"EmblemedSails.nationFileName"))
{
nationFileName = shref.EmblemedSails.nationFileName;
}
// added by iamthejarha <--<!--c2--></div><!--ec2-->
That little addition fixes it all right up. Note that this problem <i>only</i> occurs when you explicitly set a ship's sail data in Ships_init.c, <i>a la</i> Duke's Xebec Barbarossa, but it's still a handy fix to have. Anyway, these are my first attempts at custom sails, so feedback is welcome! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid="
:" border="0" alt="pirate2.gif" />
(Side note: the ship in the picture is a version of the Mefisto, recolored by me to remove the crimson from the hull and make it suitable for "regular" pirate use.)
My girl wanted to see what `blood-red` sails look like in the game, and it gave me this idea. I think they turned out well, and even though they're lighter in the game than I created them, I still think they pose an ominous picture on the horizon:
<img src="http://goheels.sytes.net/redsails.jpg" border="0" class="linked-image" />
<img src="http://goheels.sytes.net/redroger.jpg" border="0" class="linked-image" />
These sails were my original intention. Black sails, with the basic Jolly Roger emblem, but in crimson instead of the usual white. The effect is striking, in my opinion.
<img src="http://goheels.sytes.net/blackroger.jpg" border="0" class="linked-image" />
Took me forever to get the transparency done on the torn version..
<img src="http://goheels.sytes.net/tornroger.jpg" border="0" class="linked-image" />
Most of my time was actually spent digging through the files used in Kieron's "Sails Select" mod, so I could add my sails into the selection process. In the process of testing, I discovered a slight error in calculations with the mod; when you set "refShip.EmblemedSails.nationFileName" for a ship in Ships_init.c, the mod doesn't read it properly and instead uses the default sails for your nation. This only happens on ships of class 3 and above, but the fix is simple. It's in the file "BattleInterface.c" (or "procGetSailTextureData.c" if you've installed Kieron's PA! Sails), in the "procGetSailTextureData()" function. I just added this little snippet beneath Kieron's code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if(CheckAttribute(shref,"EmblemedSails.normalTex"))
{
BI_objRetValue.normalTex = shref.EmblemedSails.normalTex; // so if the ship has a normal sails type defined in ships_init.c (e.g. xebec br), that takes precedence
}
// added by iamthejarha -->
if(CheckAttribute(shref,"EmblemedSails.nationFileName"))
{
nationFileName = shref.EmblemedSails.nationFileName;
}
// added by iamthejarha <--<!--c2--></div><!--ec2-->
That little addition fixes it all right up. Note that this problem <i>only</i> occurs when you explicitly set a ship's sail data in Ships_init.c, <i>a la</i> Duke's Xebec Barbarossa, but it's still a handy fix to have. Anyway, these are my first attempts at custom sails, so feedback is welcome! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid="

(Side note: the ship in the picture is a version of the Mefisto, recolored by me to remove the crimson from the hull and make it suitable for "regular" pirate use.)