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Rebuilding the BuildingSet

I totally forgot that adding locators through code on-the-fly is TOTALLY possible. Maximues wrote the WriteLocatorGlobal function for that:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void WriteLocatorGlobal(string locationID, string locatorGroup, string locatorName, string locatorText, int charIndex, float posX, float posY, float posZ, bool bTempLocator)
{
    if (FindLocation(locationID) < 0) return; // KK

    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).tmpLocator = bTempLocator;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).corpseIdx = charIndex;
    if(sti(charIndex)<0) { wholeWorld.(locationID).locators.(locatorGroup).(locatorName).corpseIdx = -1; }
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).text = locatorText;

    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).x = posX;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).y = posY;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).z = posZ;

    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vx.x = 0.0;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vx.y = 0.0;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vx.z = 0.0;

    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vy.x = 0.0;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vy.y = 0.0;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vy.z = 0.0;

    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vz.x = 0.0;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vz.y = 0.0;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).vz.z = 0.0;

    wholeWorld.(locationID).locators_radius.(locatorGroup).(locatorName) = 2.0;
    wholeWorld.(locationID).locators.(locatorGroup).(locatorName).radius = 1.5;

    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).corpseIdx = charIndex;
    if(sti(charIndex)<0) { locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).corpseIdx = -1; }
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).tmpLocator = bTempLocator;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).text = locatorText;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).x = posX;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).y = posY;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).z = posZ;

    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vx.x = 0.0;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vx.y = 0.0;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vx.z = 0.0;

    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vy.x = 0.0;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vy.y = 0.0;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vy.z = 0.0;

    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vz.x = 0.0;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vz.y = 0.0;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).vz.z = 0.0;

    locations[FindLocation(locationID)].locators_radius.(locatorGroup).(locatorName) = 2.0;
    locations[FindLocation(locationID)].locators.(locatorGroup).(locatorName).radius = 1.5;
}<!--c2--></div><!--ec2-->
See here it's use for adding camp fires to QC port and Guadeloupe:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void AddNewLocators()
{
    WriteLocatorGlobal("QC_port", "camp_fire", "campfire", "", -1, 1.6411, 2.2977, -5.4587, false);
    Locations[FindLocation("QC_port")].models.night.lights.camp_fire = "heater";
    Locations[FindLocation("QC_port")].locators_radius.camp_fire = 3.0;

    WriteLocatorGlobal("Guadeloupe_Port", "camp_fire", "campfire1", "", -1, 20.4638252, 4.1738091, -3.6956100, false);
    WriteLocatorGlobal("Guadeloupe_Port", "camp_fire", "campfire2", "", -1, 20.4540234, 4.2214670, 9.8807011, false);
    WriteLocatorGlobal("Guadeloupe_Port", "camp_fire", "campfire3", "", -1, 24.2642326, 6.3004465, 9.8717833, false);
    WriteLocatorGlobal("Guadeloupe_Port", "camp_fire", "campfire4", "", -1, 24.2460709, 6.3005228, 5.9918156, false);
    WriteLocatorGlobal("Guadeloupe_Port", "camp_fire", "campfire5", "", -1, 24.2430992, 6.3004966, 0.2543197, false);
    WriteLocatorGlobal("Guadeloupe_Port", "camp_fire", "campfire6", "", -1, 24.2746677, 6.3004422, -3.5939960, false);
    Locations[FindLocation("Guadeloupe_Port")].models.night.lights.camp_fire = "heater";
    Locations[FindLocation("Guadeloupe_Port")].locators_radius.camp_fire = 4.0;
}<!--c2--></div><!--ec2-->
And, more relevant, it's of course also used for corpse looting!<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->WriteLocatorGlobal(chr.location, "box", newLocName, TranslateString("","body_of_"+chr.sex)+" "+GetMySimpleName(chr), sti(chr.index), stf(chr.deathx), stf(chr.deathy), stf(chr.deathz), true);<!--c2--></div><!--ec2-->
I hand't realized it before, but that provides us with a wealth of new options! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

On a less postive note, Jack Rackham is reporting adding buildings through random item locators doesn't always solve the lighting problem.
Hopefully at some point we will be able to figure out when the lighting does/doesn't work right.
 
Uh..Just out of curiosity, not that I am of any good at seeing through this. What we know now, is that you can trace any character's position and add a locator to that position through code, right? And locators can be added anywhere to a character (i.e. the shotgun on the back, Jack Rackham's experiments etc).

But what new options will this give us? I dont get it, very sorry <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
Could you please explain more on, how the problems with the buildingset and lightning can be solved through this, Pieter?

Edit: regarding the crashdetection, did someone mention that this is controlled through walkfiles on land, or is it just my imagination..?
 
Interesting, it looks like we are going to improve CCC Building set mod. Looking forward to that. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
However, some of thoses buildings are supposed to be able to be destroyed - how are you going to deal with this?

Slightly off-topic, but as you talked about looting corpses Pieter, there is something I don't like : when you take a weapon from a corpse, it doesn't disappear from it. I know it's a detail, but wouldn't it be possible to solve that?
 
<!--quoteo(post=327034:date=Jun 10 2009, 12:06 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Jun 10 2009, 12:06 AM) <a href="index.php?act=findpost&pid=327034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh..Just out of curiosity, not that I am of any good at seeing through this. What we know now, is that you can trace any character's position and add a locator to that position through code, right?<!--QuoteEnd--></div><!--QuoteEEnd-->That is correct. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=327034:date=Jun 10 2009, 12:06 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Jun 10 2009, 12:06 AM) <a href="index.php?act=findpost&pid=327034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And locators can be added anywhere to a character (i.e. the shotgun on the back, Jack Rackham's experiments etc).<!--QuoteEnd--></div><!--QuoteEEnd-->I don't think so. As far as I understand it, the locators can be added through code to a location, but not a ship/character.
Also, I haven't got a clue how we could use additional locators on characters or ships.
For example, Damski62 originally added a seperate musket locator on the back of the soldiers, but I don't know how we could get that locator used. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=327034:date=Jun 10 2009, 12:06 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Jun 10 2009, 12:06 AM) <a href="index.php?act=findpost&pid=327034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But what new options will this give us? I dont get it, very sorry <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->One idea that I just got, inspired by your post in <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=13052&view=findpost&p=327050" target="_blank">The Ideal Game Story</a> thread, is to add a permanent box locator at the player position.
You can then use that new itemsbox that you created yourself for buried treasure. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Another option is to add models to a certain spot in a location. We've had some difficulties in adding Damski's Dead General model into the game so we can use it.
The model LOOKS like a (killed) character, but it isn't actually a character. We found that it is possible to place this model on top of a locator.
Since we can generate locators instantly through code, we can thus write some code that places a model anywhere in any location.

<!--quoteo(post=327034:date=Jun 10 2009, 12:06 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Jun 10 2009, 12:06 AM) <a href="index.php?act=findpost&pid=327034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you please explain more on, how the problems with the buildingset and lightning can be solved through this, Pieter?<!--QuoteEnd--></div><!--QuoteEEnd-->What I just described is, of course, pretty similar to what the BuildingSet does, except it doesn't require the models to be weapons attached to a stationary character.
So this method would certainly solve the unmoving characters issue and might also get rid of some of the lighting issues.
However, to what extent that last part will work is questionable at the moment. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=327034:date=Jun 10 2009, 12:06 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Jun 10 2009, 12:06 AM) <a href="index.php?act=findpost&pid=327034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Edit: regarding the crashdetection, did someone mention that this is controlled through walkfiles on land, or is it just my imagination..?<!--QuoteEnd--></div><!--QuoteEEnd-->Crash detection is contained in the "walk patch" data in the location GM files.
It's generated during the saving of the GM file with Maya and I don't think it can be changed ingame.
 
<!--quoteo(post=327043:date=Jun 10 2009, 12:37 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 10 2009, 12:37 AM) <a href="index.php?act=findpost&pid=327043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However, some of thoses buildings are supposed to be able to be destroyed - how are you going to deal with this?<!--QuoteEnd--></div><!--QuoteEEnd-->At the moment, I don't think any of the buildings can be destroyed.
I think the general idea was that if you'd raid a town, the .always buildings would be replaced with their destroyed versions.
But those are not BuildingSet models anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=327043:date=Jun 10 2009, 12:37 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 10 2009, 12:37 AM) <a href="index.php?act=findpost&pid=327043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Slightly off-topic, but as you talked about looting corpses Pieter, there is something I don't like : when you take a weapon from a corpse, it doesn't disappear from it. I know it's a detail, but wouldn't it be possible to solve that?<!--QuoteEnd--></div><!--QuoteEEnd-->I'm not sure if we can still access that character after he's died.
If we can still access him, then we should be able to remove the weapons you look from him. But I'm not sure. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Another problem I see with corpse looting is that it completely killed the "infinite" amounts of enemies in dungeons and such.
Also the immediate regeneration of soldiers after you killed them. This has made the game a bit easier, I imagine.
The reason for this is that the killed characters are never logged out and therefore never regenerated.
Do we want to restore that? If so, how should we go about that? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=327137:date=Jun 10 2009, 04:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 04:12 AM) <a href="index.php?act=findpost&pid=327137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=327043:date=Jun 10 2009, 12:37 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 10 2009, 12:37 AM) <a href="index.php?act=findpost&pid=327043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However, some of thoses buildings are supposed to be able to be destroyed - how are you going to deal with this?<!--QuoteEnd--></div><!--QuoteEEnd-->At the moment, I don't think any of the buildings can be destroyed.
I think the general idea was that if you'd raid a town, the .always buildings would be replaced with their destroyed versions.
But those are not BuildingSet models anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd--> I mean when you build your own buildings, CCC made so that very oftenly a bunch of rioted slaves - bandits - pirates - revolted apprentices - akellani natives - and such would run and try to kill all the statics characters. When they die, the building is destroyed.

<!--quoteo(post=327137:date=Jun 10 2009, 04:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 04:12 AM) <a href="index.php?act=findpost&pid=327137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=327043:date=Jun 10 2009, 12:37 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 10 2009, 12:37 AM) <a href="index.php?act=findpost&pid=327043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Slightly off-topic, but as you talked about looting corpses Pieter, there is something I don't like : when you take a weapon from a corpse, it doesn't disappear from it. I know it's a detail, but wouldn't it be possible to solve that?<!--QuoteEnd--></div><!--QuoteEEnd-->I'm not sure if we can still access that character after he's died.
If we can still access him, then we should be able to remove the weapons you look from him. But I'm not sure. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd--> I think that with other looting systems it used to work, so why wouldn't it be possible?

<!--quoteo(post=327137:date=Jun 10 2009, 04:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 04:12 AM) <a href="index.php?act=findpost&pid=327137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another problem I see with corpse looting is that it completely killed the "infinite" amounts of enemies in dungeons and such.
Also the immediate regeneration of soldiers after you killed them. This has made the game a bit easier, I imagine.
The reason for this is that the killed characters are never logged out and therefore never regenerated.
Do we want to restore that? If so, how should we go about that? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->...That's a bit more complicate indeed...
 
<!--quoteo(post=327182:date=Jun 10 2009, 11:07 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 10 2009, 11:07 AM) <a href="index.php?act=findpost&pid=327182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I mean when you build your own buildings, CCC made so that very oftenly a bunch of rioted slaves - bandits - pirates - revolted apprentices - akellani natives - and such would run and try to kill all the statics characters. When they die, the building is destroyed.<!--QuoteEnd--></div><!--QuoteEEnd-->Good point. If we do rework the BuildingSet mod as suggested above,
we'd need to seperately add the characters (moving this time) and also add some code to remove the building when the character is killed.
This could all become very complicated very quick. That is why, for now, I just intend to experiment with this system for permanent buildings.
And even in that case, we'd still need to modify the WriteLocatorGlobal code because right now you can't specify the angle of the locator either.

<!--quoteo(post=327137:date=Jun 10 2009, 04:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 04:12 AM) <a href="index.php?act=findpost&pid=327137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that with other looting systems it used to work, so why wouldn't it be possible?<!--QuoteEnd--></div><!--QuoteEEnd-->Come to think of it, it indeed SHOULD be possible. There IS still a reference to the character by the time you open the loot screen since you can get his items,
so we'd just need to add some de-equipping code to the character in the "close loot screen" code.

<!--quoteo(post=327137:date=Jun 10 2009, 04:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 04:12 AM) <a href="index.php?act=findpost&pid=327137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...That's a bit more complicate indeed...<!--QuoteEnd--></div><!--QuoteEEnd-->The first question we need to answer is... do we even WANT that. If not, there's no need going complicated. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=327766:date=Jun 11 2009, 09:51 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 11 2009, 09:51 PM) <a href="index.php?act=findpost&pid=327766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No luck at all with locators with code so far. What I'm after is to move/remove items, buildingparts or any other .gm models WITHOUT reloading the current location. So if anyone has any tips I'll be most grateful...<!--QuoteEnd--></div><!--QuoteEEnd-->I'm not having much luck just yet.
I tried to set <i>Locations[FindLocation("Jungle_Church")].items.randitem2 = "College";</i> through the console and that didn't even work AFTER a reload.
Strangely enough, setting <i>Locations[FindLocation("Jungle_Church_Grot")].items.randitem1 = "church";</i> did work. But... WHY??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
It appears that it's not necessary to add the additions to the location as items.
I just found that it IS possible to place models on locators without requiring them to be items or characters or anything else:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    Locations[FindLocation("Jungle_Church")].models.always.academy = "..\..\upgrades\huts1";
    Locations[FindLocation("Jungle_Church")].models.always.academy.locator.group = "randitem";
    Locations[FindLocation("Jungle_Church")].models.always.academy.locator.name = "randitem2";<!--c2--></div><!--ec2-->
However, this does turn the building 180 degrees around, so the door is no longer facing the right way. Still, it could be interesting.

The change still doesn't take effect upon a location reload though. I think you have to use the old BuildingSet for that.
 
Yes I have thought about changing items into characters but didn't manage to do it. Bones etc etc. That would be an easy way? Make them StayTypes and Just "ChangeCharacterAdressGroup( etc etc..."

if I use only:
Locations[FindLocation("Jungle_Church")].models.always.academy = "huts1";
(and add that .gm model to the corresponding Resource location model folder) it still needs a location reload.
Right now I'm working with this method. I don't have to make tons of different locator sets (but a lot of .COL files instead) Skipping the loading images temporary makes it look a little better even if you still have the small delay while reloading.

The Building set is one possibility with the disadvantage (according to CCC) that lighting (COL files)NOT can fixed to items.
 
<!--quoteo(post=328594:date=Jun 14 2009, 09:40 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 14 2009, 09:40 AM) <a href="index.php?act=findpost&pid=328594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes I have thought about changing items into characters but didn't manage to do it. Bones etc etc. That would be an easy way? Make them StayTypes and Just "ChangeCharacterAdressGroup( etc etc..."<!--QuoteEnd--></div><!--QuoteEEnd-->I tried that in the past as per this original thread, but didn't have any luck. Game would crash. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=328594:date=Jun 14 2009, 09:40 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 14 2009, 09:40 AM) <a href="index.php?act=findpost&pid=328594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if I use only:
Locations[FindLocation("Jungle_Church")].models.always.academy = "huts1";
(and add that .gm model to the corresponding Resource location model folder) it still needs a location reload.<!--QuoteEnd--></div><!--QuoteEEnd-->Unfortunately, yes. It does prevent you from needing the model be an actual item, but doesn't solve the reload issue. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo(post=328594:date=Jun 14 2009, 09:40 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jun 14 2009, 09:40 AM) <a href="index.php?act=findpost&pid=328594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Building set is one possibility with the disadvantage (according to CCC) that lighting (COL files)NOT can fixed to items.<!--QuoteEnd--></div><!--QuoteEEnd-->There are certain BuildingSet models that look fine lighting-wise and they don't even HAVE COL-files.
Try building a church with the BuildingSet; that does look good. I think the difference lies in whether the models were saved with Maya or with the TOOL.
The church came from AoP and was originally saved with maya, of course. But the models added by CCC himself usually don't respond to lighting properly.
I wonder if we can fix that by importing them in Maya, then saving them again. That worked for the ships with reversed lighting effect.
We do have Maya + export plugins available, so we have the means to do it. But personally I don't know how. I think it's possible though.
 
As I said before the randitem method doesn't always fixes the lighting problems of added items. Maybe I don't have anything to loose to switch to a (very extended) building set method. Besides work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
As I remember it removing buildings with the 'set' meant explosions etc. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> Well that could be modded to fit my functions I guess!
I'll do some simple tests when I get the time. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
I expect that the random items that get the lighting problem would get the same problem with the BuildingSet.
There's probably no lighting difference between the two methods. But versions don't support COL files either, do they?
I'm thinking that GM Export>Maya Import>GM Save might fix the lighting for both methods though.

Indeed if you remove a BuildingSet model, you usually get an explosion, but that can be sorted.
Have you done any moving to Alpha 9 code yet, by the way?
 
I have only looked around in alpha 9 a little, like how the different questline are divided etc. My quest was (in a time when there was no choice between storylines) meant to be an ordinary sidequest. Now I'm not so sure... It sure is big enough (I thing) to stand alone. What would that mean - concerning the original main story with Silehard etc? How do the other storylines handle the 'main' story: Do they keep the Silehard story etc?
 
No, they don't. Each storyline is it's own seperate thing. Just think of it as another game file altogether.
You can add a 100% new story and 100% new side-quests with new locations and characters and nation relations and whatever you want.
On the other hand, you can also put in stuff from the other storylines, such as side-quests. That's what we've been doing for Jack Sparrow lately.
But basically with your own storyline you have the freedom to make it whatever you want. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
See this thread for more information: <a href="http://forum.piratesahoy.net//index.php?showtopic=11653" target="_blank">http://forum.piratesahoy.net//index.php?showtopic=11653</a>
 
This maybe is good for me. The idea was to start quest only after Pchar has been to Redmond jail, to avoid interference in Redmond tavern which I use a lot. Now I can start at once.<img src="style_emoticons/<#EMO_DIR#>/shoot.gif" style="vertical-align:middle" emoid=":shoot:" border="0" alt="shoot.gif" />
 
From what I understand of your quest, it would work well as a stand-alone storyline. Let us know how that goes and we'll help you if you get stuck.
Should be fairly simple though; just copy and edit the Master and Commander storyline; that's basically an empty storyline. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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