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    Maelstrom New Horizons


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Putting the "fix" on Danielle...

That's very cool, Alan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Wanted to pop in and mention I am still working on this - haven't had much time lately so it's not finished yet...
 
alan, i remember you said the lighting was wrong when you added a new location. is it because of the 'day' and 'night' sections of that definition? should they be changed to 'lab_p' rather than 'Sh03_p'?

also, you can make your own 'back' image if you'd like to <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
I'll try it, K, but I really don't see why it shouldn't work keeping the original filenames, since the interior entry refers to the right names for files in that directory. It is a mystery...

And realistically there shouldn't be any view outside those windows, so I'll have to make an `all-black` back image, if I can't remove the windows from the model entirely.
 
BTW, I meant to mention - I really LOVE you guys... <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" /> This is great!!! <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#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.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" />
 
The four most feared words in the English language - "I've got an IDEA!" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Heh... Those crystal skulls in the game... There's no use for them... I think they could be used here for Clement, something to do with Khael Roa and him going back there...

Just a thought... Go ahead and run with it, guys! <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" />
 
Yeah, after I found the most rare one, that cartoony blue one, and then had a huge rep drop, I investigated the code... nope, no real function for those bastards at all. I imagined having them all would have SOME effect, at least.

I say when you return to the temple (I haven't had a chance to get as far as the end of the game with the KR expansion installed; what does it look like after the temple collapses toward the end of the game? Do you return and it's still there?) you should find it in ruins, but there're still vast underground portions (from the looks of the tiny outside, most of the temple was underground, or at least built into mountains; we could reuse the interior locations for the mazes and such), from which Clement can unearth ancient tools and plans and materials... and THEN make you some really nifty inventions for yourself and your ship.
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Clement can unearth ancient tools and plans and materials... and THEN make you some really nifty inventions for yourself and your ship.<!--QuoteEnd--></div><!--QuoteEEnd-->Heh... Yes, this could have a lot of potential...

Maybe the skulls need to be collected to open up the area that was buried. One for each area...
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> Oh, another thought bursts out of my feeble cerebral tentacle... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Clement is a clever fellow... Has all sorts of inventions and things that no typical person might have ever dreamt of...

HERE is where something can be created - used - invented - that might be VERY unusual for this time period unless you are a REMBRANDT - someone who dreams up inventions that are WAAAY before their time.

There is beauty in this - because HERE is where you can make those underground caverns and labs and such - using not a stair to go down, but a relocation pad like the transporter in the temple... You step on it, and go to a loading screen, and are taken to a vast complex built into the rock BELOW Clement's humble abode next to the lighthouse...

Clement's little house can look normal to the casual observer, but until you are carrying something - the "key", as it were, to trigger the relocation pad, you cannot get downstairs to find him and talk to him about whatever thing you might need or want - or quest item...

Treat him like "Q" in the 007 James Bond series... Clement, the gadget man who has a tool for every purpose, and tools for purposes you've not ever imagined could come up! <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" />

Hmmmmmmmm??????????????? <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" />

(I most sincerely wish I had the time to actually dig into this and do it myself...)
 
OR it could be a POLE you slide down, and halfway there you suddenly change into BATPIRATE!

heh, sorry.

I can picture it too... you step into the little house only to find a tiny measely place, no one even there, worthless unless you know where to look. If we ever figure out how to add new reload spots, maybe we could make the entrance "behind" a bookcase.

And maybe we'd need enough inventions of his to make creating a huge underground lab worthwhile. But that's a neat idea, an entirely hidden area. I don't know how posessing an item would trigger a new loading screen... Or it wouldn't have to be a portal... could be a simple locked door. I thought for a moment an item box could be a link to a new location, but that didn't work. I also dig the idea of vast new areas of the game being opened by finishing the main quest, giving further game hours of exploration.

Also, I'm going to have to make this a locked door, just like the lighthouse, the opening of which is triggered by... something. Could you make that something happen, Cat, at your end?
For our purposes we'll call the location ID "Clement_Lab", so you'd have something to trigger, however that works.
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->If we ever figure out how to add new reload spots, maybe we could make the entrance "behind" a bookcase.<!--QuoteEnd--></div><!--QuoteEEnd-->I think we can use that formula I got from NathanKell to make a custom locator spot for reloading. I forget where I posted it - perhaps in the KR Devil's Island topic - but that should help...

Sheesh, that should be something in the WIKI, too. I wonder if Nathan would mind if I (or one of us) put it in there - giving him credit, of course. It's a very helpful little formula. <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" />

OH <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> here it is!

NathanKell is the writer:

<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->And maybe we'd need enough inventions of his to make creating a huge underground lab worthwhile.<!--QuoteEnd--></div><!--QuoteEEnd-->I think it could be treated episodically rather like "Q" in the Bond films - you visit him and he gives you something to help you along in your next quest... There could be tantalyzing things lying around that might catch your eye but if you ask him about them he'll only say, "Not finished yet, no. Unless you want to be accidentally blown up, that is!" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->I don't know how posessing an item would trigger a new loading screen...<!--QuoteEnd--></div><!--QuoteEEnd-->The possession of something could be a "key" to unlock - created through quests_reaction.c - in an "if/else" command. If main character is carrying (or in the company of) something (or someone), this particular thing (open door) happens. ELSE, nothing happens. <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" />

<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->I also dig the idea of vast new areas of the game being opened by finishing the main quest, giving further game hours of exploration.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, it's about time some of us put some attention to that - I mean, this whole opening up of KR is really great, as it gives you somewhere else to go when making a quest...

<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Also, I'm going to have to make this a locked door, just like the lighthouse, the opening of which is triggered by... something. Could you make that something happen, Cat, at your end?<!--QuoteEnd--></div><!--QuoteEEnd-->I think so - remember, I'm floundering my way thorough this code just like you are - but I think it can be done, yes... I am not home at the moment, but I can take a look at it when I am (in another day or so). It'll basically work like I suggested above, with an "if/else" routine.

If you look at quests_reaction.c you will find routines like that so you can get an idea of how it works. It's the same way in any dialog where you want someone to say one thing if you are carrying an item, another if you are not... Looking at the code will show you how it's done.
 
Ugh, his instructions are clearly a very neat accomplishment (how does he know all this?) but are very complicated... I'll have to be in the right mood to try it. And he refers to a `non-playable` character... I suppose you could enter your character's ID, but that would have to be changed when you change your name or model, which is frequently... unless there's a bit of code you could put there to retrieve those IDs. I bet Nathan would know.
 
If you want it to be the main character, it is addressed in the code a "Pchar". <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" />

Look at quests_reaction.c - it's all in there, the commands and all - you should be able to figure it out... It's almost in plain English, LOL!!!

I was completely clueless as to what to do with this stuff when I first began to mod PotC back in FEBRUARY of this year. With very little assistance from experienced modders (except for a bit of nudging in the correct direction) I managed to puzzle it all out, and if *I* can do it, *ANYONE* can do it!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Might take a bit of time, but you can do it... Don't be afraid of it - it's really just like a big kinetic puzzle; you need to put all the elements in to make it work.

I'll be back home soon to help you on this more - I'm away from the game and the code and my files at the moment. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Yeah, working with locations and such in the past week alone I've doubled my knowledge. But we're talking the very narrow end of a tunnel here, still.

I think we can keep his home unlocked after all, the first part of it. It'll be a normal, tiny room, and will only lead to his underground lab later.

I think I'd like to try and take the large tavern and turn that into his big lab. All the picnick tables (are those period, anyway? I could see those at my local park any day) could be covered in inventions.

(Oh by the way - my gmviewer has randomly decided to start showing the textures of location interiors and a few other models. Not for characters or weapons, tho. It just all of the sudden started doing it last night.)
 
For the GM Viewer to show the textures of characters &tc you have to have that middle part where the textures are called for set to the correct directory. So if you were to have a character model up there, you'd need to be in the correct texture directory corresponding to your model.

The reason you don't see them all the time is because that directory won't change unless you change it, and it tends to stay where you set it - so if you have it set to the "Textures" folder it will show SOME locations but not characters, and certainly not all locations...

Alan, check the Animists cave for a good room with tables... I rather like that one that looks like a "cafeteria" sort of place...
 
The Animist Lair may work, as well... I liked the tavern because it's such a big place, and you can start on its second floor and walk down.

I'll see about replacing the big red scarab on the floor with... I dunno... Clement's grisled face.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> I'da never thought of that about starting on the second floor and walking DOWN! (such a smartie!) I keep thinking about rock caverns under that cliff...

I did a skin where I replaced that scarab with a skull, which looked pretty cool...

BUT... I was really only thinking about that one room with the tables.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> I'd still like to dig into that Animists Lair and change it into a pirate hideout WITH MAYA one day... <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" />
 
For a little while, Inez was helping me get some model conversion business going ... Since "SD2GeoExport" Maya plugins fail to work, I thought gm>obj>vrml>gm conversion might work, but it loses texture data that way. I haven't heard if she's gotten her tool to fix that. When I can get this to work, I'm gonna hack apart an awful lot of interior models.

Or, if someone could use her tool to make other games' interior models work here. Like Morrowind's or something.

Problem with the animist lair is, it's like set up for a whole bunch of people - all these beds and tables and prison cells. I may go with the tavern after all, but since it has another door, that could lead... somewhere else.

Oh yeah, and this new thing with GMViewer displaying textures has nothing to do with which folder is selected. It just started doing it with interiors randomly, no matter what directory the middle is pointed at.
 
Oh hey, in terms of `post-endgame` quests that could involve Clement... do we want to bring in real historical personages? Isaac Newton, for instance, was active at just this time...
 
Alan, the possibilites are infinite... I love an active imagination... <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" />
 
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