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
Search found 78 matches
- Sat Jan 21, 2012 12:19 pm
- Forum: General Modding Information/Questions
- Topic: Battle length
- Replies: 6
- Views: 4149
- Fri Jan 20, 2012 11:01 am
- Forum: General Modding Information/Questions
- Topic: Battle length
- Replies: 6
- Views: 4149
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...
- Thu Jan 13, 2011 5:03 pm
- Forum: General Chat
- Topic: TOS MOD -- suggestons and ideas needed please
- Replies: 160
- Views: 77178
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...
- Thu Jan 13, 2011 4:27 pm
- Forum: Multiplayer Games
- Topic: list of MP players - sign up!
- Replies: 64
- Views: 40602
- Wed Jan 12, 2011 2:56 pm
- Forum: General Chat
- Topic: TOS MOD -- suggestons and ideas needed please
- Replies: 160
- Views: 77178
- Tue Jan 11, 2011 3:13 pm
- Forum: General Chat
- Topic: TOS MOD -- suggestons and ideas needed please
- Replies: 160
- Views: 77178
- Sun Jan 09, 2011 10:14 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
- Wed Jan 05, 2011 9:15 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
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...
- Tue Jan 04, 2011 6:51 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
- Mon Jan 03, 2011 1:57 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
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...
- Mon Jan 03, 2011 1:08 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
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...
- Mon Jan 03, 2011 10:27 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
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...
- Mon Jan 03, 2011 6:04 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
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...
- 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: 56064
- Thu Dec 30, 2010 7:50 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33430
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...