Search found 78 matches
- Wed Dec 29, 2010 12:52 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
- Wed Dec 29, 2010 7:25 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
- Tue Dec 28, 2010 1:34 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
I´m already after this. Your file is exactly 12 bytes shorter than vanilla ones from the beginning to the end of the phaser array. These 12 bytes must contain the Z value for those scars. Using RM1 data on RM2 worked well, so once found, I think we may use some default Z values and it will be fine....
- Tue Dec 28, 2010 11:17 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
- Sat Dec 25, 2010 6:32 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
The markers will be difficult to set. I have identified dozens of them in groups throughout the HOB format. They seem to assign texture coords to poligons. The more complicated the model, the more of them. Copy-pasting an array of other length is not working, already tried this. I fear we will have ...
- Fri Dec 24, 2010 2:53 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
The scars are not related to the model itself. My hybrid rm1~rm2 showed scars in space, a good distance away from the model. But they appear to be stored in the same array that contains the phaser spots. I see 2 possible approaches in getting damage textures to work w/o the original script, as we do...
- Fri Dec 24, 2010 10:54 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
IIRR - in C++ you may blit any image on a rectangle with the corner positions defined. Scaling/ stretching is done by DirectDraw. So, if the HOB defined the squares corners - or a rectangle-like structure in general, the blitter can adapt the scar1.gif to fit the defined position. As I postulated ab...
- Fri Dec 24, 2010 9:48 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
Update. I think I am a bit smarter now. Byte #36 stores the number of special polygons. The exe adds up data to know how to use them. Vanilla models have more specials than phaser + damage - probably some info on where to hit em with beam weapons. That was not changed on my hybrid experiment. I hit ...
- Fri Dec 24, 2010 4:49 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
- Thu Dec 23, 2010 2:04 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
Yep, I only used vanilla for update, but I looked at some new ones too. Here is where I am by now. All models using scars have the same basic structure up to byte 2300 or so. Pos 1640 is the start for the scar data patch. 2216 is the end. Some pointers identifed, too. Byte 1 file length. Pos 117 poi...
- Thu Dec 23, 2010 12:23 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: damage textures again
- Replies: 75
- Views: 33281
Progress ! By making a HOB A hybrid of RM1 over RM2 I used R´tan scars on R´derex model. Looking weird and misplaced, but now I know where the scar info is located in the HOB file. And some HOBs are missing them, like Klingon DD, causing a crash when to be loaded. Seems only type A files contain t...
- Wed Dec 22, 2010 2:30 pm
- Forum: Modding Information Archive
- Topic: UE change has not effect
- Replies: 1
- Views: 1965
UE change has not effect
Greetings ! I have several minor issues on using UE with the vanilla multi installer version. Tried to make certain buildings available to other races with UE, but the building is still only available to the original races. The popualtion race needed entries are working. I can deny the building to t...
- Wed Dec 15, 2010 7:11 am
- Forum: General Chat
- Topic: What modification to BotF would you most like to see & w
- Replies: 140
- Views: 56013
What I would like to see is having food production used on the empire level. I think it is quite stupid to have millions starve while there is a system with overproduction just the next sector. Think it will be difficult to be added though. Next, make ships regain some shield power even when they ar...
- Thu Apr 08, 2010 4:17 am
- Forum: General Chat Archive
- Topic: Quest for Source Code
- Replies: 14
- Views: 5056
- Wed Mar 31, 2010 5:33 pm
- Forum: General Chat Archive
- Topic: source code OFFERED
- Replies: 11
- Views: 4974