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SLiB Mod Files

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Hello all,

I uploaded a file "SLiB Files.zip" to the PotC Files FTP. Included are the SLiB files we haven't used in any Build mod yet, but which we can still include. Included are some unused character and ship skins and some possibly interesting texture files. Modders please have a look through it and see if there's anything we can use in there. For inclusion in the Build mod, it would still need some additional work in making sure all code files are properly modified and the files overwrite nothing they shouldn't.
 
Very nice.

I'm downloading now. I can't wait to examine the contents.

I won't work on it intil I finally finish B14 Alpha 8 though.

pirate_kk
 
<!--quoteo(post=213428:date=Sep 1 2007, 07:48 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Sep 1 2007, 07:48 PM) [snapback]213428[/snapback]</div><div class='quotemain'><!--quotec-->I won't work on it intil I finally finish B14 Alpha 8 though.<!--QuoteEnd--></div><!--QuoteEEnd-->Good idea. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks, there are some nice looking things in there!

I've already tried to put one new blade in-game (as a unique item and as "blade29"). I've got everything working, but cannot get it to display a new interface picture for the item (on F2 screen). FYI - I wanted to add a unique interface picture. Here's what I did:

Modified the following files with new pic (in what I think is slot 9, 15 - to the left of the Solingen Rapier):
\RESOURCE\Textures\INTERFACES\items9.tga.tx
\RESOURCE\Textures\INTERFACES\items9-1.tga.tx
\RESOURCE\Textures\INTERFACES\items9-2.tga.tx
\RESOURCE\Textures\INTERFACES\items9+1.tga.tx
\RESOURCE\Textures\INTERFACES\items9+2.tga.tx
\RESOURCE\Textures\INTERFACES\items9+3.tga.tx

<div align="center">
<a href="http://img182.imagevenue.com/img.php?image=73846_items9_122_12lo.jpg" target="_blank"><img src="http://img182.imagevenue.com/loc12/th_73846_items9_122_12lo.jpg" border="0" class="linked-image" /></a>
</div>

Updated the following file. Added the new item in WEAPONS MOD and NON-WEAPONS MOD sections and referenced the interface pic as 9,15 - I think this is "picIndex, picTexture").
\PROGRAM\ITEMS\InitItems.c

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    n = InitStdBlade(n, "blade29", "blade29", 9, 15, 0.00, 15, 20000, 15.0, 30.0, 75, 75,  "", 5); // New Item<!--c2--></div><!--ec2-->

Added following line to above file at approximately LINE 1305:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "blade29": Unique = true; break; // KevAtl: NEW UNIQUE BLADE<!--c2--></div><!--ec2-->

Updated following file with new item description:
\RESOURCE\INI\TEXTS\ENGLISH\ItemsDescribe.txt

Added new GM and texture files in appropriate places.

The new blade shows up properly and is usable in game correctly. The unique interface pic will not display, however, if I use an existing pic (e.g., for the Atwood F100), the pic shows up in F2 interface.

<b>Could this be caused by there being no "real" blade28 (since that blade references the model for blade22) and possibly messing up some index function(s)?</b>

<b>Or did I miss adding/changing something to a file to get those interface pix working?</b>

Any help would be appreciated!

kevin


PS - several of the items are already ingame:
blade27 = Corsairs Pride
pistol8 = musketoon
torpor1-3 = axe1-3
 
What happens if you try to use that new texture? In theory what you say should work just fine. If you put your files up on the FTP, I'll have a look at it tomorrow and see what I can do. One possibility is that RESOURCE\INI\INTERFACES\pictures.ini has something to do with it.
 
Man, those are some seriously wicked corvettes <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And, hey, what is Razor's <i>PEarl</i> resking doing there?
 
<!--quoteo(post=213439:date=Sep 1 2007, 03:42 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 1 2007, 03:42 PM) [snapback]213439[/snapback]</div><div class='quotemain'><!--quotec-->What happens if you try to use that new texture? In theory what you say should work just fine. If you put your files up on the FTP, I'll have a look at it tomorrow and see what I can do. One possibility is that RESOURCE\INI\INTERFACES\pictures.ini has something to do with it.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, I looked in that file and (I think) all it does is map out the coordinates for those respective files.

Strange enough, I addded the new blade (prior named as blade29) in as "blade28" replacing the current one (and changing relevant model files GM/texture) and the new interface pic shows up correctly! (Last bladeID is blade28).

kevin
 
<!--quoteo(post=213441:date=Sep 1 2007, 10:06 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 1 2007, 10:06 PM) [snapback]213441[/snapback]</div><div class='quotemain'><!--quotec-->Man, those are some seriously wicked corvettes <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->They're only reskins, aren't they? But they do look nice. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=213441:date=Sep 1 2007, 10:06 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 1 2007, 10:06 PM) [snapback]213441[/snapback]</div><div class='quotemain'><!--quotec-->And, hey, what is Razor's <i>PEarl</i> resking doing there?<!--QuoteEnd--></div><!--QuoteEEnd-->Razor's Pearl reskin in the SLiB mod files I put up on the FTP? Those files are over a year old. You hadn't even made YOUR Black Pearl at that time, so Razor can't possibly have reskinned it and put it in the SLiB mod. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
OK, I just did a test where I gave blade28 a real GM file (just copied blade22.gm file and renamed it blade28.gm), and changed the modelID in InitItems.c from "blade22" to "blade28", and this SEEMS to have fixed it - the interface pic for blade29 DOES show up now. YeeeeeeHaaaaaa!!!!

Looks like it might be some sort of indexing problem, where we basically skipped a real "blade28", then any new blades added after that somehow get ignored in the interface.

The fix as shown above works, i.e., copy/rename blade22.gm->blade28.gm and update InitItems.c changing modelID from "blade22" to "blade28".

kevin

PS - this is for Build 14 Alpha 6
 
<!--quoteo(post=213443:date=Sep 1 2007, 10:28 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 1 2007, 10:28 PM) [snapback]213443[/snapback]</div><div class='quotemain'><!--quotec-->Razor's Pearl reskin in the SLiB mod files I put up on the FTP?<!--QuoteEnd--></div><!--QuoteEEnd-->

:Smacks his head: D'oh! Forget I said anything. My mistake. I forgot that I've extracted Razors reskin and SLiB mod files to the same directory. Therefore, it seemed that Razors resking is part of the SLiB mod. Duh <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
I just completed porting eight of the "new" ships from this mod. They are available on the FTP in KevinAtlanta folder. More details in this thread:

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=10936" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=10936</a>

Note: 2 of the Battleships in the SLiB zip file appear to have incorrect cannon locators (39 left, 31 right, 3 front, 4 rear), so I didn't port them over. Also, there were some masts/reys for a Xebec without a ship GM, so I didn't do anything with it.


kevin
 
Incorrect cannon locators? That's weird. In theory you should be able to copy the proper cannon locators in there from a ship that does have them right using Inez Dias' Tool. The <i>Read Locators from File</i> and <i>Write Locators to File</i> options should be pretty useful.

The way I compiled that SLiB file download was by installing the SLiB mod, then removing all files that are the same a in Build 13. If there is no hull and only masts/reys, that means that the hull is already in the Build in its unedited from, but they only modified the rigging.
 
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