Ship compatibility (UDM, Vanilla)

Finishing a new ship pack; support/discussion/questions

Moderator: thunderchero

User avatar
Final Run
Lieutenant-Junior Grade
Lieutenant-Junior Grade
Posts: 89
Joined: Mon Apr 13, 2015 3:34 pm

Ship compatibility (UDM, Vanilla)

Post by Final Run »

Had some trouble bringing UDM ship models to vanilla and vice versa. There is extra steps but I do not remember them.

Perhaps answered before but I've not found the older thread(s)
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7966
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ship compatibility (UDM, Vanilla)

Post by thunderchero »

Are you using UE to extract models to a new ship pack or using an existing ship pack to add with UE?

can you explain more about "trouble"
User avatar
Final Run
Lieutenant-Junior Grade
Lieutenant-Junior Grade
Posts: 89
Joined: Mon Apr 13, 2015 3:34 pm

Re: Ship compatibility (UDM, Vanilla)

Post by Final Run »

Yes, in ultimate editor to extract a few models (udm galaxy, nebula, a few others), If I recall clearly, it was when tried to add one of them as new ship entirely. The game would not even start afterwards, HA. I was playing with the idea of giving the vanilla major races a command cruiser for the early game and putting in the patch that requires them for solo commands so needed at least 4 :cool:

I also was planning to re designate some of them to replace a few vanilla models, but I've not gotten to that yet at the time. Would it be as easy just selecting the new ships on the left in UE's shippack opener and just swapping out a vanilla model for a udm one.

This was before I updated to the latest version of UE, if that is a significant detail at all.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7966
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ship compatibility (UDM, Vanilla)

Post by thunderchero »

Final Run wrote: Sat Mar 16, 2024 8:18 am I also was planning to re designate some of them to replace a few vanilla models, but I've not gotten to that yet at the time. Would it be as easy just selecting the new ships on the left in UE's shippack opener and just swapping out a vanilla model for a udm one.

This was before I updated to the latest version of UE, if that is a significant detail at all.
yes it is much easier to do model swap, adding new model require new ship info

but for reference here is tutorial
https://www.armadafleetcommand.com/botf ... s-using-ue
User avatar
Final Run
Lieutenant-Junior Grade
Lieutenant-Junior Grade
Posts: 89
Joined: Mon Apr 13, 2015 3:34 pm

Re: Ship compatibility (UDM, Vanilla)

Post by Final Run »

thunderchero wrote: Sat Mar 16, 2024 10:42 am
Final Run wrote: Sat Mar 16, 2024 8:18 am I also was planning to re designate some of them to replace a few vanilla models, but I've not gotten to that yet at the time. Would it be as easy just selecting the new ships on the left in UE's shippack opener and just swapping out a vanilla model for a udm one.

This was before I updated to the latest version of UE, if that is a significant detail at all.
yes it is much easier to do model swap, adding new model require new ship info

but for reference here is tutorial
https://www.armadafleetcommand.com/botf ... s-using-ue
That tutorial will come in handy :up:

Though when trying to follow on the first tutorial I've already failed:
Screenshot_10.png
Screenshot_10.png (24.18 KiB) Viewed 287 times
That was when trying to replace a vanilla scout with the UDM oberth class. There's no ship picture and after importing it it now (CL2) reads as 'broken'
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7966
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ship compatibility (UDM, Vanilla)

Post by thunderchero »

don't forget you need to create/resize an existing image for when any resolutions is installed.

viewtopic.php?p=47791#p47791
User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 3258
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: Ship compatibility (UDM, Vanilla)

Post by Flocke »

Final Run wrote: Sat Mar 16, 2024 8:18 am This was before I updated to the latest version of UE, if that is a significant detail at all.
Last release as far I recall had major issues for ship import & export.
Which is why I got convinced to overwork all the ship model related code.

Rather don't mess with the old version, but follow build instructions.
But make sure you download the active development branch, not the master one.

Next release is coming close, but building it yourself is the better option. :wink:
User avatar
Final Run
Lieutenant-Junior Grade
Lieutenant-Junior Grade
Posts: 89
Joined: Mon Apr 13, 2015 3:34 pm

Re: Ship compatibility (UDM, Vanilla)

Post by Final Run »

thunderchero wrote: Sat Mar 16, 2024 6:14 pm don't forget you need to create/resize an existing image for when any resolutions is installed.

viewtopic.php?p=47791#p47791
Do I add the necessary files directly to the ship-pack or would you add it to mod first and create a fresh shippack? The former did not seem to work for me-- I added a 270x225 tga images it still appears blank when the pack is opened in UE
Screenshot_6.png
Screenshot_6.png (27.34 KiB) Viewed 260 times
^ This was my recent attempt with UDM Galor and Sovereign class files only in a shippack.
Last edited by Final Run on Sat Mar 16, 2024 9:25 pm, edited 3 times in total.
User avatar
Final Run
Lieutenant-Junior Grade
Lieutenant-Junior Grade
Posts: 89
Joined: Mon Apr 13, 2015 3:34 pm

Re: Ship compatibility (UDM, Vanilla)

Post by Final Run »

Flocke wrote: Sat Mar 16, 2024 7:49 pm
Final Run wrote: Sat Mar 16, 2024 8:18 am This was before I updated to the latest version of UE, if that is a significant detail at all.
Last release as far I recall had major issues for ship import & export.
Which is why I got convinced to overwork all the ship model related code.

Rather don't mess with the old version, but follow build instructions.
But make sure you download the active development branch, not the master one.

Next release is coming close, but building it yourself is the better option. :wink:
Active development one is v0.9.3dev3? That's the one I have now.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7966
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ship compatibility (UDM, Vanilla)

Post by thunderchero »

Final Run wrote: Sat Mar 16, 2024 9:19 pm Do I add the necessary files directly to the ship-pack or would you add it to mod first and create a fresh shippack? The former did not seem to work for me-- I added a 270x225 tga images it still appears blank when the pack is opened in UE

Screenshot_6.png

^ This was my recent attempt with UDM Galor and Sovereign class files only in a shippack.
image not displaying sounds like wrong tga format
run all tga files though UE tools/convert images to 16-bit tga

I have no idea what you are doing to shippacks

example
if you have 1366 x 768 installed (mod you want to add ships to)
install mod with same resolution that you want ship model for shippack
create shippack with UE of ship model (never edit shippack)
extract needed/missing ship image tga file to a folder from stbof.res
open mod you want to add ships to
import model with UE
manually add needed/missing ship image tga file with UE to complete import (re-name as needed)
if you want to update ship build tga images do that after ship is in game and working
User avatar
Final Run
Lieutenant-Junior Grade
Lieutenant-Junior Grade
Posts: 89
Joined: Mon Apr 13, 2015 3:34 pm

Re: Ship compatibility (UDM, Vanilla)

Post by Final Run »

I guess I'll follow up on this at some point. I used UE to convert to 16 bit tga and I also made sure that both UDM and vanilla are installed at the exact same resolution, so it probably that the fact that I uploaded tga to the ship pack zip files that caused me trouble. Thanks for the pointing that out~
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7966
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ship compatibility (UDM, Vanilla)

Post by thunderchero »

Final Run wrote: Sat Mar 16, 2024 9:52 pm so it probably that the fact that I uploaded tga to the ship pack zip files that caused me trouble.
you can edit the shippack but hob and tga prefix must match exactly.
so without seeing the rest of the shippack files I don't know if they match
note; IIRC i_**270.tga would not import from shippack on that UE version and would need to be added with UE manually.
also all other files should not be editing even hobs, they have matching code in other files that will compromise import if edited.
User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 3258
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: Ship compatibility (UDM, Vanilla)

Post by Flocke »

Final Run wrote: Sat Mar 16, 2024 9:21 pm Active development one is v0.9.3dev3? That's the one I have now.
That's the last official release and already heavily outdated.
You need to build from source. Here is where you find active development branch:
https://gitlab.com/stbotf/ultimate-editor/-/branches

Alternatively try use some ancient UE version that actually worked or copy files manually like TC instructed.
Next release is close, but there still are some show stoppers. More testing is welcome.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7966
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ship compatibility (UDM, Vanilla)

Post by thunderchero »

Final Run wrote: Sat Mar 16, 2024 9:21 pm Active development one is v0.9.3dev3? That's the one I have now.
Note; I just tested and that release has major bug importing models :shock:
User avatar
Final Run
Lieutenant-Junior Grade
Lieutenant-Junior Grade
Posts: 89
Joined: Mon Apr 13, 2015 3:34 pm

Re: Ship compatibility (UDM, Vanilla)

Post by Final Run »

thunderchero wrote: Sun Mar 17, 2024 5:04 pmNote; I just tested and that release has major bug importing models :shock:
Something did not feel not quite right with it after the sixth try or so, I knew at last that time I paid much attention to making sure both mods were in hte same res. Though flocke did try to warn me about the last officially released UE, eh.
Flocke wrote: Sun Mar 17, 2024 4:08 am
Final Run wrote: Sat Mar 16, 2024 9:21 pm Active development one is v0.9.3dev3? That's the one I have now.
That's the last official release and already heavily outdated.
You need to build from source. Here is where you find active development branch:
https://gitlab.com/stbotf/ultimate-editor/-/branches

Alternatively try use some ancient UE version that actually worked or copy files manually like TC instructed.
Next release is close, but there still are some show stoppers. More testing is welcome.
Sure I'll give active development a look. Though, I may end up just adding files manually if that's easier. Using an older UE might actually be the the most convenient but I've not kept a back-up version unfortunately.
Post Reply

Return to “Finishing a new ship pack”