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All Forums>> Seadogs >> Mods >> List of files
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Gray Beard
Joined: 5/27/2002
553 Posts


LIB
Landlubber


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  Posted on 2/2/2008
Does anyone remember or know where a list of the file that needed to be modified in Sea Dogs to add ships? Not re-skinning but just the list of files. I was cleaning out a file cabnet and found my notes from my mod that was destroyed when my compiuter caught fire. I'd like to see if I could recreate it but I can't remember all the files I need to change.
  Edited on 2/2/2008
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Gray Beard
Smuggler, Pirate, Man-o-Fortune
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H. Barbarossa
Joined: 10/30/2002
2630 Posts


LIB
Landlubber


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  Posted on 2/3/2008

Does this work?

  Edited on 2/3/2008
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 Hayreddin Barbarossa, aka Mouzafphaerre/Urwendil/Urwendur/Kibilturg...
by Ben Gunn
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Gray Beard
Joined: 5/27/2002
553 Posts


LIB
Landlubber


Offline
  Posted on 2/4/2008
The address opens to a blank page for me
  Edited on 2/4/2008
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Gray Beard
Smuggler, Pirate, Man-o-Fortune
Top  
H. Barbarossa
Joined: 10/30/2002
2630 Posts


LIB
Landlubber


Offline
  Posted on 2/4/2008

It loads OK for me. ???

  Edited on 2/4/2008
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 Hayreddin Barbarossa, aka Mouzafphaerre/Urwendil/Urwendur/Kibilturg...
by Ben Gunn
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H. Barbarossa
Joined: 10/30/2002
2630 Posts


LIB
Landlubber


Offline
  Posted on 2/4/2008
New Ship Types
by
Duke Surak'nar

Snipped for compactness.

  1. Choose an existing Model upon which you want to make your new ship. Copy that model and change the name of the file. The ick here is that your new Model Filename must have the same character length as the original, it will become clear later on.
     
  2. Create the Text Files, .nme and .txt (File names do not have to be same length for this one, can be unique)
     
  3. Use Item maker and add a new Class by cloning the class upon which your ship was based upon. Then changing names and Stats as required (Actually not all the stats have to be changed here as Item maker does not make changes in to the Model. However, point it to the new .mne and txt files.
     
  4. Now, what makes it all work, is the .def file under /Resources/Desc, copy the appropriate file and rename it (you can put a unique name here, but keep it same as the .nme and .txt files) It is only speculation but I feal that the Item Maker points to the .nme and txt files, however the Ship Editor points to the .def file, so keep the file names the same.
     
  5. At this point I used a Hex Editor to open the .def file and change the model it was pointing to to the new model. This is also why its Important to keep same length of filenale. Theoretically, you can leave this untouched and you will still have a new Class and Ship but it will be same apearence as the template Model. So since I wanted to make some texture changes I had to do this step.
     
  6. Now you open Ship Editor and make necesary changes to your Ship, since Ship editor also modifies the .def file (That now exists) The changes will take place in the gameplay aswell. Note: I had to do this twice until Ship Editor created a Backup copy of the new .def, at that point I knew that the modifications were made. (Edt. by HB: Make new icon files and copy them to "RESOURCE\TEXTURES\ICONS" folder. Refer to the original files for image size. Courtesy of Captain Hammered)

Texturing

This is optional as it can be a lengthy process, if you do the above steps you have a new ship in the game. For the textures I used the .tf converter, the hex editor and a graphics proggy (such as psp).

  1. You open the new model that you created as above with Hex Editor, you can read the textures used by the model, at same time you open .tf editor and you find and convert the textures from .tf to .tga
     
  2. Use your Imagination and the graphics proggy to make something distinct in the textures.
     
  3. Save the textures under a modifyed filename (same length).
     
  4. Use the .tf converter and convert the new textures to the .tf format. (All textures must be in 16 bit uncompressed .TGA format!)
     
  5. Use the Hex Editor and change the filename of the textures for the new textures in your new model (same length filenames)

And then your new Class of Ship is ready to go in any quest you can imagine.

Notes:

From what I have observed, you can create .shp files using the SD editor (tools_launcher). This is not important for your new ship to exist in the game. However, if you do create such a file, it appears that the game will make use of it and choose this class in a random encounter while you are sailing. If you do not want that to hapen then do not make a .shp file (it is still to be confirmed thought as I have not thouroughly tested that).

Edition by Hayreddin Barbarossa: The in-game ship editor is used to make quest ships. They are not used in random encounters. You should keep your ship type in classes 1 - 6 if you want it to appear in random encounters or class 7 to appear at the islands only. Classes higher than 8 will prevent random/island encounters. Courtesy of Clutch Marauder and Captain Hammered.

Do not forget to modify the appropriate island files (.sht files -HB) so that your new ship is sold at a shipyard.

Credits:

    * Of Cource Akella and Bethesda Soft, for bringing us this wonderfull game, and the released tools that made this possible.
    * Orzel for providing FAQ for some of the Tools.
    * Hosehead for explaining how to add new Classes of ships, and the Add on's Patch.
    * Framnks's Ship Editor
    * Kronos for bringing up the Hex Editor Idea in this Forum for Texturing.

Enjoy the sea all!
  Edited on 2/4/2008
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 Hayreddin Barbarossa, aka Mouzafphaerre/Urwendil/Urwendur/Kibilturg...
by Ben Gunn
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All Forums>> Seadogs >> Mods >> List of files
 
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