Search found 78 matches

by Callahan
Sat Jan 21, 2012 12:19 pm
Forum: General Modding Information/Questions
Topic: Battle length
Replies: 6
Views: 1821

Re: Battle length

Thanks, Spocks-cuddly-tribble !

That seems to work just excellent for combat length adjustment !

Also many thanks for the system attack implementation.
I´m quite eager to test this ASAP.

Greetings
Callahan
by Callahan
Fri Jan 20, 2012 11:01 am
Forum: General Modding Information/Questions
Topic: Battle length
Replies: 6
Views: 1821

Battle length

Greetings ! I intended to play around a bit with the length of tactical battles, but found it difficult to locate this value in the exe. Does anyone know where the value of battle length in turns can be modified ? Preferably in ASCII position, I´m not so well with Assembler offsets. Thanks in advanc...
by Callahan
Thu Jan 13, 2011 5:03 pm
Forum: General Chat
Topic: TOS MOD -- suggestons and ideas needed please
Replies: 160
Views: 34438

I can upload the ones I changed so far, if you wish. They are the major race models from UDM III. But the colors can be optimized more than I did. Basically it was a test only. Kept it that way as I did not see much difference ingame. Brightened up some romulans, too. The process is quite easy: 1. G...
by Callahan
Thu Jan 13, 2011 4:27 pm
Forum: Multiplayer Games
Topic: list of MP players - sign up!
Replies: 64
Views: 22806

I am ready to test my settings with the eWZ.

Feel free to contact me via PM.

I commonly prefer a small Galaxy.
by Callahan
Wed Jan 12, 2011 2:56 pm
Forum: General Chat
Topic: TOS MOD -- suggestons and ideas needed please
Replies: 160
Views: 34438

I have 105 models in use, currently 187 ships.
Using 82 pallets.

Basically, one can add as many models as fit into the exe this way.
With 5 different sets of color, most ships fit into either one of them.
by Callahan
Tue Jan 11, 2011 3:13 pm
Forum: General Chat
Topic: TOS MOD -- suggestons and ideas needed please
Replies: 160
Views: 34438

I have added all UDM III ships to my vanilla using only 5 palettes.
Converted all the GIFs using Rad tools.
Loss of color is minor ( to me )

I´m down to 87 palettes or so after adding all the ships.
by Callahan
Sun Jan 09, 2011 10:14 am
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

Just had time to do some more tests.



Seems like the original crew had problems with overlapping, too.
by Callahan
Wed Jan 05, 2011 9:15 am
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

I think you are correct about 4,5,6 Just have no clue yet best way to set this value. 8 - stretch X correct size port-starbord 9 - roll around Y axis my test showed roll on X higher port lower starboard 10 - stretch Y correct size bow-stern 12 - roll X axis my test showed roll on Y higher stern low...
by Callahan
Tue Jan 04, 2011 6:51 am
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

:?: about 4,5,6 could this be the BSP plane used by polygon? :?: about 7 could this be distance from start point on Y axis :?: about 8 could this be distance from start point on X axis I would think they would keep sets together so maybe reverse 9 & 10? Right now statement above is my logical thoug...
by Callahan
Mon Jan 03, 2011 1:57 pm
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

I think I got em all. I refer the values as SETs of 4 bytes each. Y axis is bow-stern X axis is port-starbord Z axis is up/down Data sets are for: 1 - X pos 2 - Z pos 3 - Y pos 4 - Y axis camera border for display/skip scar 5 - X axis camera border 6 - Z axis camera border 7 - stretch Y while slim d...
by Callahan
Mon Jan 03, 2011 1:08 pm
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

Excellent job, Thunderchero ! Your H3 A3.hob seems to be perfect for my future tests. Pasted vanilla HU scars on it and they displayed just fine - top, below, side view. As I can see them now, I can continue my efforts at positioning. I already altered Vanilla scars to be seen from 2 sides. ( by acc...
by Callahan
Mon Jan 03, 2011 10:27 am
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

Thanks for the materials ! Confused ?!?? Yep. I think I am confused, but I´m not quite sure - maybe. Just added 31 slots and 12 switches to see the converter stores them in 2 arrays - not 1 as with the vanillas. So I think scars are actually using slots, but with data of other format. Just looked a...
by Callahan
Mon Jan 03, 2011 6:04 am
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

Just looked after this. The first 24 bytes of scar data seem to position them, the second 24 bytes are for shape and size. (intermixed them from 2 vanilla models into your test model) Did you add the slots in the Creator before calculating the BSP nodes ? I think this is needed to get them displayed...
by Callahan
Thu Dec 30, 2010 2:00 pm
Forum: General Chat
Topic: What modification to BotF would you most like to see & w
Replies: 140
Views: 22828

2 more things I´d like to see. Make the "buy" option produce the item instantly. So one can upgrade young colonies within 1 turn or buy several structures at once. Just had an earthquake in a big system and had to rebuild it by 1 structure a turn. That is very time intense micro management. Secondl...
by Callahan
Thu Dec 30, 2010 7:50 am
Forum: using damage textures with new ship models -> trek.exe basics
Topic: damage textures again
Replies: 51
Views: 10861

All I know yet on the slots and poligons is that the phaser/object slots are using a value of 13 followed by the ID of the slot. Poligons seem to use a value of 4 followed by a marker to a file position. In the old HOB files all slot entries are divided up on several lists. Think this defines when t...

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