Hexes - Crashes
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- astrotrooper
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Hexes - Crashes
Ok got myself a hex editor.. I opened up the trek exe - it does not list za_a like it list the borgbase for Dr_Breen.
I opened up the shiplist.sst which I extracted from the .res file - with the same hex editor - it does list ZA after the R'daran romulan cruiser I uploaded the za to in the UEditor Ship Stats.
Now I don't know if the za is on the shiplist or just it's tga picture - or what to edit in the trek.exe.
I opened up the shiplist.sst which I extracted from the .res file - with the same hex editor - it does list ZA after the R'daran romulan cruiser I uploaded the za to in the UEditor Ship Stats.
Now I don't know if the za is on the shiplist or just it's tga picture - or what to edit in the trek.exe.
Last edited by astrotrooper on Tue Jun 07, 2011 7:56 am, edited 1 time in total.
- thunderchero
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how many phaser slots did you add when separating? 8?
The trek.exe will not have "ZA" you will need to edit the phaser slot you used to replace the other ship the romulan strike cruiser "RM1"
this is one reason I use the original prefixes when creating models.
thunderchero
Note; please post your problems in 1 thread if needed you can edit the first post to edit the title of the post.
The trek.exe will not have "ZA" you will need to edit the phaser slot you used to replace the other ship the romulan strike cruiser "RM1"
this is one reason I use the original prefixes when creating models.
thunderchero
Note; please post your problems in 1 thread if needed you can edit the first post to edit the title of the post.
- astrotrooper
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16 phaser slots (the cabbage is a powerful ship)how many phaser slots did you add when separating? 8?
Ok so I edit RM1 in the trek exe?
What do I edit in RM1? There is a 0c below/after it's numerical designation - I suppose that is hex for "12" - but it is followed only by 7 double zeroes..
Ok. Many different problems.Note; please post your problems in 1 thread if needed you can edit the first post to edit the title of the post.
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the amount of phaser slot has nothing to do with how powerful the ship is only how many point the phasers fire from. 8 is used as a standard to allow multi ships on same slot.astrotrooper wrote:16 phaser slots (the cabbage is a powerful ship)
if that is the model you replaced.astrotrooper wrote:Ok so I edit RM1 in the trek exe?
astrotrooper wrote:What do I edit in RM1? There is a 0c below/after it's numerical designation - I suppose that is hex for "12" - but it is followed only by 7 double zeroes..
note I am not sure if 16 phasers will work 12 is the highest ever used.
thunderchero
Last edited by thunderchero on Sun Jun 05, 2011 9:57 pm, edited 1 time in total.
- astrotrooper
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Well what I did is renamed my pieces to replace the federation defiant class it also has 16 phasers - I re-registered the replaced texture (if it gets exported to a ship pack and reimported it gets renamed anyway..) I am attempting the hex editing now.
I think I got it:
the 13th bite or double digit spot counted from the very beginning marks the number of phasers a ship has (08 for Dr-Breen's station 10 which means 16 for the defiant), and the last 16 spots counted back from the beginning of the next ship name and registry is the phaser slots - usually begins fith a "3f"..
Do I have it right?
Well I'll try it see if it works...
Than I have about 10 more ships to do............
But If it works I'll post a link to the ship pack for you guys to try it..
I think I got it:
the 13th bite or double digit spot counted from the very beginning marks the number of phasers a ship has (08 for Dr-Breen's station 10 which means 16 for the defiant), and the last 16 spots counted back from the beginning of the next ship name and registry is the phaser slots - usually begins fith a "3f"..
Do I have it right?
Well I'll try it see if it works...
Than I have about 10 more ships to do............
But If it works I'll post a link to the ship pack for you guys to try it..
- astrotrooper
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- astrotrooper
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- thunderchero
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I don't think there is much difference between 01 on all and 01 - 08 (increasing numbers) both works. but bytes must equal total of phasers used when model is created.astrotrooper wrote:Yup the last 16 will be the phasers than.
Do you have to increase the value for each phaser or can you just put 01 for each?
thunderchero
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I keep getting crashes.........
At first I thought it was the 16 phasers reduced it to 8 - crash.
Than I thought it was the model in max it was around 3000 vertices Creator kicked it up to 6600 - so I remade it even in Creator it is around 4700 vertices - still crashes.
Finally I made a simple capsule object with 6 phasers - replaced the romulan scout and did the hex editing correctly - it still crashes - I don't know what's wrong...
About the only thing I do differently is I separate first than add the pahsers, and shading..(because the model sometimes does not separate after the work is done on it) does that make a difference?
Or is it a problem during the adding process... I don't know.
I'll post my 3ds file, flt, and hob.. see if you guys can figure out what's wrong with it...
At first I thought it was the 16 phasers reduced it to 8 - crash.
Than I thought it was the model in max it was around 3000 vertices Creator kicked it up to 6600 - so I remade it even in Creator it is around 4700 vertices - still crashes.
Finally I made a simple capsule object with 6 phasers - replaced the romulan scout and did the hex editing correctly - it still crashes - I don't know what's wrong...
About the only thing I do differently is I separate first than add the pahsers, and shading..(because the model sometimes does not separate after the work is done on it) does that make a difference?
Or is it a problem during the adding process... I don't know.
I'll post my 3ds file, flt, and hob.. see if you guys can figure out what's wrong with it...
- thunderchero
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- astrotrooper
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- astrotrooper
- Lieutenant-Junior Grade
- Posts: 50
- Joined: Mon May 30, 2011 2:00 am