Search found 102 matches

by Chernabog
Sun May 16, 2010 10:59 am
Forum: Modding Information Archive
Topic: Adding new structure images...
Replies: 5
Views: 3129

Cool, thanks TC, seems that it was the image size that was an issue (the power toys program wasn't setting it to what I expected it to).

Using GIMP now to set the sizes, and that seems to be working :)

Thanks,

C.
by Chernabog
Sun May 16, 2010 10:17 am
Forum: Modding Information Archive
Topic: Adding new structure images...
Replies: 5
Views: 3129

Why the pink bits...

Hi Again, So got some new images, been setting the sizes etc (using xp powertoys image resizer), converted them using UE and loaded them in for use... Most are fine, but a couple (seems to be just the Romulan ones actually) are leaving little pink edges at the bottom of the picture, when viewed in t...
by Chernabog
Sun May 16, 2010 5:46 am
Forum: Modding Information Archive
Topic: Having trouble with a building structure.
Replies: 16
Views: 7491

Ok, here's something you'll find interesting. Apparently some of the buildings are hard coded so you can't edit them to be whatever you want them to be. Yep, I would defo leave orbitals, scanners and shipyards alone as they seem to be hardcoded (slot wise) for the computer to expect them to be what...
by Chernabog
Sat May 15, 2010 10:35 am
Forum: Modding Information Archive
Topic: Adding new structure images...
Replies: 5
Views: 3129

Excelent, thanks DCER :)

Regards,

C.
by Chernabog
Sat May 15, 2010 7:07 am
Forum: Modding Information Archive
Topic: Adding new structure images...
Replies: 5
Views: 3129

Adding new structure images...

Hi all, After fixing my an annoying issue with the way structures work with my mod, I have decided to add a few more in (replacing slots that were upgrades for intel). So I have the spare slots and an idea of what I want to put in them, I just need some new graphics to give it the gloss thats requir...
by Chernabog
Fri May 14, 2010 1:53 pm
Forum: Modding Information Archive
Topic: Having trouble with a building structure.
Replies: 16
Views: 7491

Hi, From what you say, I'm guessing that you have more than one subatomic simulator in the building stats list, one that you can only build one per system (for all races) and another thats for the feds only that has no restriction. I'm guessing you have been modifying the structure list? If not then...
by Chernabog
Fri May 14, 2010 10:20 am
Forum: Balance of Power Mod
Topic: \\\-- Balance of Power (v1.2c released)--///
Replies: 538
Views: 250365

Hi Gowron, A question for you regarding the way your mod handles the no upgrades for food and energy... From the basis of your idea I have developed a mod myself, also not using upgrades, but for all populated buildings (so research, intel etc). I haven't set tech specific bonuses in the way you hav...
by Chernabog
Tue May 11, 2010 5:29 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 27213

A sneaky request...

@SCT After reading the results of your research into all things regarding random events, I think (hope) there is a very simple way to complete the objective for monsters that I am looking for in my mod. Basically, every time a monster is generated, I need it to always be the same one (specifically t...
by Chernabog
Tue May 11, 2010 4:55 pm
Forum: Random Events
Topic: Random Events
Replies: 39
Views: 28996

This all looks like realy good stuff, nice work SCT. I downloadded IDA Pro (freeware version) fired it up and ... OMG ... im used to a bit of code, scripting and the like but ... well lets just say that I think it would take me a very long time to get my head around assembler (I couldn't even get to...
by Chernabog
Sun May 09, 2010 7:28 pm
Forum: General Chat Archive
Topic: Which music do you listen to while playing BotF?
Replies: 14
Views: 6546

KrazeeXXL wrote: @Chernabog: a bit violent. reminds me of Fight Club (man I love this movie). thx for sharing
Ahh its not all like that, this is the preview of their new album (mmm ... disco biscuit music :) )

http://www.youtube.com/watch?v=P0pOkJVb ... re=channel

Regards,

C.
by Chernabog
Sat May 08, 2010 1:35 pm
Forum: Modding Information Archive
Topic: Palette problem using UE
Replies: 11
Views: 5348

I'll see if I can fix it ... EDIT: ok, it should be fixed now, try 0.7.0d or 0.7.1dev4a. The trim palette list button should remove more palettes now and the "x"-es shouldn't be showing. Excelent, thanks DCER seems to be working (no x textures and pallets trimed to 110). I will report bac...
by Chernabog
Sat May 08, 2010 8:57 am
Forum: General Chat Archive
Topic: disable borg?
Replies: 1
Views: 1591

Hi,

Find and edit the file called stbof.ini (it should be in your botf directory) and change ...

EDIT: if you are using a mod (which it seems you are) then edit the ini file that is within the mod folder (should be within the main botf directory).

BORG=ON

to

BORG=OFF

Regards,

C.
by Chernabog
Sat May 08, 2010 8:37 am
Forum: Modding Information Archive
Topic: Palette problem using UE
Replies: 11
Views: 5348

I'm using the stable 0.7.0c although I do have the latest dev version so I will fire that up now and try the same...

C.

Update ... using 0.7.1dev4 I have the same results ... interstingly the x textures (that I thought had been deleted) are still there ...

Regards,

C.
by Chernabog
Sat May 08, 2010 8:19 am
Forum: Modding Information Archive
Topic: Palette problem using UE
Replies: 11
Views: 5348

Hi DCER,

Yep, tried that, no joy :(

What I did find though was various textures that appear not to exist ...


I removed them, saved and tried to trim again, but its still stuck at 128 :x

Regards,

C.
by Chernabog
Sat May 08, 2010 7:48 am
Forum: Modding Information Archive
Topic: Palette problem using UE
Replies: 11
Views: 5348

Hi, A strange issue seems to have crept into my mod regarding the number of palettes ... At the start I used TC's files to lower the count (got to around 80 I think) and all was fine, added lots of new models etc and it ended up at 125. After doing some play testing I thought that some of the Romula...

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