(Download) ST:BotF Galaxies MOD v0.4.0

Galaxies MOD; showcase and support/discussion/questions/suggestions/reviews

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Tethys
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

Yeah, but i dont know how?? Unless I make brand new ones from scratch........ on a transparent background... and then the torpedo might come out white.. or grey.. or whatever color the hob is.

That was the best I could do without damaging the 'glow' effect from the inner torpedo area :(
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by thunderchero »

it just takes time and give and take

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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Flocke »

in photoshop/gimp, copy image, use black as transparency key, choose transparency channel, copy back to original image as transparency channel (e.g. set to only view transparency, then copy image, and in the original one add a transparency channel, select & view, paste back), then adjust gradiation of transparency channel till you've a good result, that's how I do it when transparency was lost ;)

for mpr++ best would be to keep transparency, also for old hobs you can set semi transparency in palette.lst
that way they keep smooth. applying sharp edges doesn't look that nice.

But nice work with the torpedos as far I can see. :)
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

In the words of a Ferengi captain "We'll give it a tryyyy" ;)
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

Any good tutorials you might suggest? I found this https://www.mochimedia.com/community/fo ... -photoshop but doesnt really give too many good details... just mumbojumbo that I cant do anything with..

Edit: I think Ive done it, a test should confirm...

Edit2: I have a feeling Im either really close, or really far away... my test suggests the second...
2lkwb28.png
2lkwb28.png (204.07 KiB) Viewed 4573 times
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Flocke »

botf vanilla doesn't support semi transparency, instead you have to do what tc suggested, simply replace all white black.
To see semi transparency in effect, test with mpr++. :)
Last edited by Flocke on Sun Feb 12, 2012 3:47 pm, edited 1 time in total.
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

mpr++ does not work for me remember? Unless have you updated it?
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Flocke »

ah, no, forgot :lol:
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

Ya big silly goose! http://youtu.be/uMT46uAq62Q
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

This project is temporarily on hold folks, sorry for the delay! :(

Hope to be back sooner than later. ;)
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by botf99 »

Hey Tethys,

me and a friend allway got sync errors after some turns in lan game.

is it your mod or our connection?
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

Probably connection, but 0.3.0a has not been tested as much in MP as 0.2.9b

This is direct connect via LAN? I usually use Wz or GR
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by botf99 »

yes direct connect via lan.

we will test warzone too.

when will be the next release? we cant wait for it
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by botf99 »

same sync errors via warzone on version 0.3.0a any idea?
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Re: ST:BotF Galaxies MOD v0.3.0a

Post by Tethys »

Upload the save to my 4shared and I will take a look at it. Did you mod it in any way? You could try stopping all movement and any system building for 1 turn and then resume the next turn but Im not sure how well that works for fixing sync errors. Try using the experimental MPR++ releases and see if that helps, Ive been testing the latest version on my Nvidia laptop with only an occasional trek.exe crash. It does not like my ATI setup.

Also in the stbof.ini file make sure SOUNDON=OFF as sounds have been known to cause problems in MP.
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