HOW TO: make new Botf 3d Designs, the Video Tutorial

HOW TO: make new Botf 3d Designs, the Video Tutorial; support/discussion/questions

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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by thunderchero »

brianmcfa wrote: My question for today is how do you change the icon that shows up in UE's screen? I'd like to make the icon match the ship but I don't know how.
first you will need a screenshot of your retextured ship (in combat will work)

you will also need some type of image editor to resize and crop your screenshot that can save tga as 16 bit

extract the 5 tga files for that model
i_m09170.tga
i_m09120.tga
i_m0960.tga
i_m0930.tga
i_m09w.tga

start with the i_m09170.tga file resize and crop your new image so it is 170 pixels wide and less than 142 height then paste it on top of i_m09170.tga make sure everything is pure black except ship (this makes black transparent in game) check your image size it should still be 170 x 142

save as i_m09170.tga 16 bit

resize image to 120 x 100 and save as i_m09120.tga 16 bit

resize image to 60 x 50 and save as i_m0960.tga 16 bit

next one is a little different open i_m0930.tga select only the purple border and copy/paste it to the i_m0930.tga resize the image from before to 30 x 25 and paste between background and new layer you just created then save as i_m0930.tga
16 bit

the i_m09w.tga you could still use since it is a wire of ship

rename the 5 files if needed to match the prefix you are using (m09 -> fl2) for example

add file back into stbof.res

btw you need to edited all 3 gifs m09_a, m09_b and m09_c and even then the model will go green when very far away.

good luck

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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by brianmcfa »

Image

It's a first try anyway.
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by brianmcfa »

Image

A little better, I think I'm getting the hang of it considering I'm editing it all in UE and MS paint.
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by Flocke »

brianmcfa wrote:A little better, I think I'm getting the hang of it considering I'm editing it all in UE and MS paint.
Paint? :shock:
better use Gimp, it's free: http://www.gimp.org/
Gimp has it's flaws but is almost as powerful as photoshop

but screen above looks good though :)
just not sure whether the sheliak would be available to deal with the ferengi - a little inconvenient I think
the pakled would be a good choise!
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by brianmcfa »

Flocke wrote:
brianmcfa wrote:A little better, I think I'm getting the hang of it considering I'm editing it all in UE and MS paint.
Paint? :shock:
better use Gimp, it's free: http://www.gimp.org/
Gimp has it's flaws but is almost as powerful as photoshop
Actually the only thing I'm using paint for is to resize the images that I pull from screen shots. So far, I've edited all the colors using the textures panel in UE. It's actually working better than I thought it would. I'm probably still doing it the hard way but I am pretty bull headed, just ask my wife.
Flocke wrote:but screen above looks good though :)
just not sure whether the sheliak would be available to deal with the ferengi - a little inconvenient I think
the pakled would be a good choise!
I have been thinking about that some. I guess it looks more Cardassian to me than Ferengi anyway. I know the original model was a merchant ship, I think it was from the Search for Spock Movie, and then it has several reuses. (From what I've read the pods were actually U-Boat hulls on the Sheliak ship.) It actually was a Cardassian Freighter at one point too, Bok'Nor class I believe, and a Klingon Transport.
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by brianmcfa »

Not sure if this is a UE issue or something I'm doing wrong with the models but when I put the two ships in the same slot, one loses the texture. For instance, I put the recolored ship in slot FL and the original in FL_, FL_ will lose the texture and just come out a solid green model in the combat screen. If I go back and change the FL to FLA and put the original in another slot, FMA in this case, they both work fine.

Originally, I had just modified the texture colors in UE to modify the ship colors but then realized it didn't affect the original .gif and that's when I started having issues. This was first that when I zoomed in, the ship went from brown to green. Since TC had mentioned this happened on a far zoom out I thought it might happen on extreme zoom in as well. Then looking through the files, I saw that the original files had somehow overwritten the modified ship, but only on one of the three .gifs.

I backed up and took your advice and modified the .gif file using GIMP instead. Then I reloaded the recolored ship files and then reloaded the original ship. That's when I had the texture come up missing on the original. It seems to work as long as they aren't both in the same slot. It's not a big issue, but it does take up space that I might use later for more ships.
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by borgpow »

hi i need help idk if this is where to ask but im asking anyway lol

i have all the tools needed to do all the above i even got creator 3.0 but for some reason my creator program has problems with more then one texture file as soon as i add a second tga or gif it adds the new texture but changes all previous textures to the new one it says its the right file but displays only the new files texture everything ive seen show creator with multi textures

thanks for any help cuz ive been really busy for like 3-4 years with work and family i started a mob bac b4 UE lol i now have plenty of time to mod im unemployed again but for about a week now ive been stuck with the most needed program to mod botf but cant use it

please help!!!
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by Final Run »

Hi there,
Is it possible to have a re-colored ship and the original version in the same game as seperate buildable ships by just using UE? I want to have two different versions of the same ship class (In this case the Galor class), one that is vanilla and one with my own custom coloring, but I've have never found a way to have them both textures in the game side by side so to speak. I'm very new to this and I feel like i'm missing something that might be very obvious to someone else.
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by thunderchero »

Final Run wrote:Is it possible to have a re-colored ship and the original version in the same game as seperate buildable ships by just using UE?
yes,

first create a ship pack for the model you want to edit.

open stbof.res with UE and navigate to edit/graphic/add/remove ship model
click on create ship pack
in new window give ship pack a name
click ok
create.jpg
create.jpg (141.23 KiB) Viewed 10062 times
next export ship
click to highlight ship you want to export
then click export button
export.jpg
export.jpg (124.23 KiB) Viewed 10062 times
go to the zip file you created and extract the gif file from it
edit gif files (vanilla models have 3 gif all the same but different sizes)
add the edited gif back into ship pack
important!!!! do not change names or dimensions of files

next you need to make room for new model by renaming the original
select model to rename
select rename button
default new name will work for your purposes
click ok
rename.jpg
rename.jpg (128.5 KiB) Viewed 10062 times
next import edited ship
select open ship pack
browse for the ship pack and open
select ship on right plane
and select the empty slot on left plane
select the import button
import.jpg
import.jpg (120.59 KiB) Viewed 10062 times
next you will need to adjust the texture palette
navigate to edit/graphic/texture
search though dropdown box to find the new textures from model.
they should look strange with wrong colors
on each texture once selected click on use own palette button
palette.jpg
palette.jpg (154.39 KiB) Viewed 10062 times
save stbof.res
test in game

note extra step would be to also edit the 5 tga files for build screens these are special 16 bit tga's and will crash game if they are not correct format

have fun
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by EnPhreg »

if i want to put two models on the same phaser slot, the ships must have the same phaser amounts and same size, ok.
but have the size of the two models also in tactical combat identical??
what i mean, can i have two models with 100% size in UE but different sizes in tactical combat on the same phaserslot?
(because many models have different sizes at 100%)
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by thunderchero »

EnPhreg wrote:but have the size of the two models also in tactical combat identical??
no, the slot scale is a multiplier of hob data.

The size that is displayed combat depends on size of model when built in 3ds and scale multiplier used when converted. not every model used a standard.
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by EnPhreg »

i think we misunderstood, sorry.
is ask because i want to put two models on one phaser slot.
i want to know if the models have to be the same size also in tactical battle, to fit on one phaser slot??
or it's enough if the percentage rate in UE fits?
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by thunderchero »

EnPhreg wrote:i think we misunderstood, sorry.
I understood completely
EnPhreg wrote:is ask because i want to put two models on one phaser slot.
i want to know if the models have to be the same size also in tactical battle, to fit on one phaser slot??
or it's enough if the percentage rate in UE fits?
how would you make them same size? Only way I know to do this is re-convert from flt to hob.

if 2 or 3 ships shares a phaser slot you have a single value for scale that effects all models the same on that slot.

example; if all phasers match

ship a; oberth final conversion of 150 meters at 1.0 scale
ship b; sovereign final conversion of 685 meters at 1.0 scale
ship c; galaxy final conversion of 643 meters at 1.0 scale

all 3 ships would share same slot but size in combat would be 150, 685 and 643 meters (longest dimension x,y,z)
if you change scale to 2.0 they would be 300, 1370 and 1286 meters (longest dimension x,y,z)
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by EnPhreg »

does the scale settings in UE for the ship models have influence to their flight characteristics?
i seems to me, that the models flight characteristics in UDM are somewhat more ponderous as in other mods.
and the models in UDM are bigger. so if i raise up the scale via UE the models a more ponderous?? right??
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Re: HOW TO: make new Botf 3d Designs, the Video Tutorial

Post by thunderchero »

EnPhreg wrote:so if i raise up the scale via UE the models a more ponderous?? right??
it might to some effect, but never tested it myself.

I would expect agility in ship stats to have more effect
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