Using the UE to add ships to Ultimate Mod 5

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Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

Im quite new to this and I thought I had followed the guide but im still having problems. Im attempting to add the Vesta, Centaur, Peregrine and Intrepid models to Ultimate Mod 5 following the guide posted. My scale and phaser slots are correct, my new ship classes are all unique and use the correct models. yet when I go ingame whenever my cursor goes near one of the new ships in the build que my entire game crashes. Did I miss something?
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Re: Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

So im 99% sure my problem revolves around the importing of the models. I went to go make a new Ship "Class" using a .tga already inside the mod and had no issues.
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Re: Using the UE to add ships to Ultimate Mod 5

Post by thunderchero »

Starbucking wrote: Thu Jan 06, 2022 10:31 am Did I miss something?
yes you did read this topic

viewtopic.php?p=47791#p47791

UE/shippack do not support new resolutions.
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Re: Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

thunderchero wrote: Thu Jan 06, 2022 1:17 pm
Starbucking wrote: Thu Jan 06, 2022 10:31 am Did I miss something?
yes you did read this topic

viewtopic.php?p=47791#p47791

UE/shippack do not support new resolutions.
So I took a look at that form and am a bit confused.

https://gyazo.com/413f6bb58cab03cb633accdf22f33eb4

Do I need to resize all of those .tgas or only 1 of them.
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Re: Using the UE to add ships to Ultimate Mod 5

Post by thunderchero »

depends on the resolution you have installed.

Each resolution has different needs, example

1366 x 768 new images that are required for ships
(all mods except UM5)
i_***270.tga new image size 270 x 225 (*** must match prefix of new ship)
(UM5 only)
i_***_b.tga new image size 270 x 225 (*** must match prefix of new ship)
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Re: Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

thunderchero wrote: Fri Jan 07, 2022 12:17 pm depends on the resolution you have installed.

Each resolution has different needs, example

1366 x 768 new images that are required for ships
(all mods except UM5)
i_***270.tga new image size 270 x 225 (*** must match prefix of new ship)
(UM5 only)
i_***_b.tga new image size 270 x 225 (*** must match prefix of new ship)
Apologies but Im new at this,

i_***_c.tga new image size 509 x 425 (*** must match prefix of new ship)

would be for the largest resolution right?
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Re: Using the UE to add ships to Ultimate Mod 5

Post by thunderchero »

if you have 1920 x 1080 installed, yes

just extract largest image (i_***170.tga) and increase size to 509 x 425 rename and save as jpg

Use UE to convert to proper 16-bit tga and add to stbof.res
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Re: Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

thunderchero wrote: Fri Jan 07, 2022 3:45 pm if you have 1920 x 1080 installed, yes

just extract largest image (i_***170.tga) and increase size to 509 x 425 rename and save as jpg

Use UE to convert to proper 16-bit tga and add to stbof.res
https://gyazo.com/2bc7905a7c5267a18e9cbda1fe641aec

https://gyazo.com/13ccae7c42dce77482a5905326d45889

Should look like this right? is the double underscore correct?
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Re: Using the UE to add ships to Ultimate Mod 5

Post by thunderchero »

for centaur yes it would use i_zz__c.tga
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Re: Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

Sooo I followed the steps above and tossed the .tgas in the right place. Now the game wont even launch without crashing. I tried launching UDML which isnt modified and same issues
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Re: Using the UE to add ships to Ultimate Mod 5

Post by thunderchero »

is there a crash.log?
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Re: Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

Yes but its completely blank.
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Re: Using the UE to add ships to Ultimate Mod 5

Post by thunderchero »

Starbucking wrote: Fri Jan 07, 2022 6:33 pm Sooo I followed the steps above and tossed the .tgas in the right place. Now the game wont even launch without crashing. I tried launching UDML which isnt modified and same issues
did you try running game before you started editing ships?

Note after making ship changes you must start a new game.
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Re: Using the UE to add ships to Ultimate Mod 5

Post by Starbucking »

thunderchero wrote: Fri Jan 07, 2022 8:19 pm
Starbucking wrote: Fri Jan 07, 2022 6:33 pm Sooo I followed the steps above and tossed the .tgas in the right place. Now the game wont even launch without crashing. I tried launching UDML which isnt modified and same issues
did you try running game before you started editing ships?

Note after making ship changes you must start a new game.
Yes. I just created a random new game to test. Made the changes and then tried to test
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Re: Using the UE to add ships to Ultimate Mod 5

Post by thunderchero »

all I can say is if you made backup files start over and try again.

I suggest starting with a simple replacement. example replace vanilla galaxy with better looking version.
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