quick test of latest 16bitTGA branch (downloaded today)
when opening "in-game text" I get this error on vanilla res
still need to load some mods later,
Looks good though now.
Search found 7106 matches
- Mon Mar 27, 2023 12:39 pm
- Forum: Ultimate Editor
- Topic: UE Map Editor
- Replies: 120
- Views: 20673
- Sun Mar 26, 2023 1:03 pm
- Forum: Submit a support ticket for Windows (all versions)
- Topic: Missing Graphics
- Replies: 8
- Views: 81
Re: Missing Graphics
Is there anyway to fix this in 1920x1080 Res? yes but would take time and would increase install size by almost 3 times current. and what mod would you suggest for a beginner. impossible to answer without knowing what type of game you want to play. from top 10 original style with ECM being most dif...
- Sun Mar 26, 2023 10:03 am
- Forum: Submit a support ticket for Windows (all versions)
- Topic: Missing Graphics
- Replies: 8
- Views: 81
Re: Missing Graphics
that is normal for 1920 x 1080, 1080 is a generic GUI due to image sizes.
- Sun Mar 26, 2023 7:46 am
- Forum: Submit a support ticket for Windows (all versions)
- Topic: Missing Graphics
- Replies: 8
- Views: 81
Re: Missing Graphics
The thing is it worked (at 1920 x 1080 resolution) If 1920 x 1080 worked did you check #3 3. check "How to check if resolution is supported by BOTF" this mainly applies if 1366 x 768 was installed. https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=53092#p53092 your image is restricte...
- Sat Mar 25, 2023 6:34 pm
- Forum: Submit a support ticket for Windows (all versions)
- Topic: Missing Graphics
- Replies: 8
- Views: 81
Re: Missing Graphics
I will guess without image, to post image in reply page and below submit button you can use "attachments" tab to add a "jpg" from your system. 1. use this download link for latest versions. https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=58537#p58537 2. check "How to check "Windows ...
- Mon Mar 20, 2023 9:40 am
- Forum: General Chat
- Topic: Beta testing of new BOTF installers
- Replies: 103
- Views: 7466
Re: Beta testing of new BOTF installers
Yes, I think ECM is good to go. :wink: I am confident to get the remaining savegame editing issues fixed next weekend. I will add final patch to ECM and MUM and mods should be good to go. :wink: I still need to create updated installer info for download pages and see if I need to update MUM readme ...
- Thu Mar 16, 2023 9:06 am
- Forum: General Chat
- Topic: Beta testing of new BOTF installers
- Replies: 103
- Views: 7466
Re: Beta testing of new BOTF installers
I think it is time to wrap up this update. (end of march) With the planned dev release I'm getting close,.... Flocke sounds like he is getting close on UE update, if you need more time let me know Final run is still looking at end of this month before any files would be ready for "Rai's multiplayer ...
- Wed Mar 15, 2023 7:26 am
- Forum: General Modding Information/Questions
- Topic: Adding structures and ships to 1024 or 1366 or 1920
- Replies: 14
- Views: 20717
Re: Adding structures and ships to 1024 or 1366 or 1920
all tga images in BOTF must be 16bit tga's
most image editors do not save in this format, so you must use UE to save file as 16 bit tga
most image editors do not save in this format, so you must use UE to save file as 16 bit tga
- Sun Mar 12, 2023 9:43 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: How to place scar1.hob on hull
- Replies: 0
- Views: 22
How to place scar1.hob on hull
Hi Everyone, placement is done all in creator 3.0, since many do not have this software I am only going cover the basic placement. 1. placement area must be flat or you will get display issues as view point goes past scar1.hob 2. all matrix adjustments are calculated from center of scar1.hob, not ce...
- Thu Mar 09, 2023 9:55 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 73
- Views: 24184
Re: damage textures again
Just wondering if anyone uses this project would it be possible to use an array of different textures? example use scar0-9.hob randomly.
- Wed Mar 08, 2023 11:36 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 73
- Views: 24184
Re: damage textures again
new model posted, and will start new how to topic later. but from what I found placement will be limited to flat face areas, due to scar1.hob will not bend for angles. Off topic.. I found this looking at using switches. just think if developers would have had more time... They might have added "dead...
- Wed Mar 08, 2023 10:33 am
- Forum: Ultimate Mod
- Topic: Shaka When the Walls Fell ....
- Replies: 8
- Views: 189
Re: Shaka When the Walls Fell ....
If Dafedz still checks in here - could you post about the general state of the Tamarians ? Were they supposed to be active in terms of ships in 5 2.1 and are they working in the latest version ? Dafedz drops by from time to time, but he just updated his mod to Ultimate Mod 5 v5.5 link to Ultimate M...
- Wed Mar 08, 2023 10:26 am
- Forum: Showcase Ships/Stations/3D-FX
- Topic: Cardassian Ragnar w/damage textures
- Replies: 1
- Views: 45
Cardassian Ragnar w/damage textures
Hi Everyone,
Here is first ship model with original type damage textures. (model by Dafedz)
I added 8 damage spot (7 display)
Here is first ship model with original type damage textures. (model by Dafedz)
I added 8 damage spot (7 display)
- Mon Mar 06, 2023 10:42 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 73
- Views: 24184
Re: damage textures again
Thanks, while I see this as a victory, everything still is far from known. My example model all damage spots added were parallel to X and Y vectors this make rotation very simple. from all my test the scar1.hob with no matrix changes will always display with face forward (X - 0.0, Y - 0.0 and Z - 0....
- Sun Mar 05, 2023 10:17 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 73
- Views: 24184
Re: damage textures again
#3 explains why the slots are not at top of file like I expected.