Search found 453 matches

by Bman
Tue May 22, 2018 12:52 am
Forum: XWA Upgrade
Topic: Do you have what it takes?
Replies: 97
Views: 22225

Re: Do you have what it takes?

Nice work Warb. Saw your moddb.com models too. Agreed, your added talent here would be awesome.
by Bman
Tue May 22, 2018 12:46 am
Forum: Pilot Lounge
Topic: New: The Z-95 Mk.I
Replies: 12
Views: 233

Re: New: The Z-95 Mk.I

Very good.
by Bman
Mon May 21, 2018 1:36 am
Forum: Editing
Topic: Hooks
Replies: 57
Views: 2395

Re: Hooks

Here's what I think Jeremy means for the line: fg, x, markings, z These override whatever data is feed from any *.tie mission file. "fg" and "markings" are key-reserved words that mean a value will follow it. "X" represents the Starting indexed FG, either 0 or 1 (not sure a/t/m) through a list of 19...
by Bman
Sun May 20, 2018 6:04 pm
Forum: Editing
Topic: Hooks
Replies: 57
Views: 2395

Re: Hooks

I see now mate. More complex than I realized. This patch might come in handy for other models though.
by Bman
Sun May 20, 2018 1:00 am
Forum: Editing
Topic: Hooks
Replies: 57
Views: 2395

Re: Hooks

Hi Jeremy, when you say "FG number 0" I assume that means the first indexed FG in the list at the top of the AlliED screen of the given mission.tie file. XW.png For example, I'm assuming the following could be a possibility with the X-Wing.opt model texture maps on a single wing mesh... etc. TEX000*...
by Bman
Sun May 20, 2018 12:49 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14906

Re: [OPTing] texture limits

Wonderful Jeremy! Just awesome. That allows more flexibility with limited ship slots. :-)
by Bman
Sun May 20, 2018 12:13 am
Forum: Pilot Lounge
Topic: Another Birthday........
Replies: 9
Views: 164

Re: Another Birthday........

Happy birthday Rogue. Nice PC setup.
by Bman
Sat May 19, 2018 1:38 am
Forum: Editing
Topic: New effects
Replies: 50
Views: 4233

Re: New effects

Looks better. IMHO, I'd reduce the total number of sparks/fireworks coming out of the center of explosions and use a little more of a cloud/bubbles effect brush in your paint program. Keep up the great work and initiative! Neat .jif file. Too bad .jifs cant' be used inside this game.
by Bman
Fri May 18, 2018 12:16 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14906

Re: [OPTing] texture limits

Yep, if the Yogme editor can be updated that means the X-wing model could now have all six Red Squadron markings plus the generic Xwing FG, each with it's own colors: R,Y,B,G, so theoretically 28 different FG texture maps ( 7 FG markings x 4 colors). Even more...if someone wanted to add burn marks a...
by Bman
Thu May 17, 2018 3:08 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14906

Re: [OPTing] texture limits

Question... traditionally the fighter craft (for example the X-wing) has had a maximum of four different FG colors - Red, Y, B, & G. Since the texture file count-patch allows more images per .opt model, is it possible to hook more FG colors? i.e. expand to 6 or more possible separate FG textures ? N...
by Bman
Tue May 15, 2018 4:13 am
Forum: Editing
Topic: Art Experiment.
Replies: 15
Views: 215

Re: Art Experiment.

RE: 1) Not an additional room. Just clicking on an image that represents a door to a briefing room, or perhaps clicking on a briefing officer in the back ground for example. I don't think we can have multiple rooms beyond what's available in the main concourse.
by Bman
Tue May 15, 2018 3:51 am
Forum: Pilot Lounge
Topic: The Great Derelict podcast on the X Wing series
Replies: 1
Views: 140

Re: The Great Derelict podcast on the X Wing series

Welcome back Ol. Good job and nice hat tip to this site and DS's work.
by Bman
Tue May 15, 2018 3:49 am
Forum: Pilot Lounge
Topic: **NEW** DSUCPv2.5 Release **NEW**
Replies: 346
Views: 55025

Re: **NEW** DSUCPv2.5 Release **NEW**

Thanks mate. I'll reinstall. I missed that part during installation. :-) @ Mark, good news is that option is been around for a long time, and Jeremy made it better by stopping the random rotations. It's been available in BHE at least, and it depends if a given mesh is designated as a Rotating Turret...
by Bman
Mon May 14, 2018 6:15 am
Forum: Pilot Lounge
Topic: **NEW** DSUCPv2.5 Release **NEW**
Replies: 346
Views: 55025

Re: **NEW** DSUCPv2.5 Release **NEW**

Oh, Jeremy recently released a patch that stops the random rotation of the gun turret meshes, until they lock onto a target and then follows it. I briefly tested this and it seems to work fine and is probably an easier solution. Hi DS, could you double check to see if your DSCUPv2.5 pack installs th...
by Bman
Mon May 14, 2018 5:53 am
Forum: Editing
Topic: Art Experiment.
Replies: 15
Views: 215

Re: Art Experement.

Very nice. Had same thoughts on the bucket list for TF, specifically redesigning the Crewman's Quarters room to something that also leads to additional officer briefings since training/historical missions 0 to 9 take place there (like Azzameen Family missions in XWA). An idea was perhaps removing th...
by Bman
Sun May 06, 2018 5:19 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 19
Views: 3793

Re: XWA.Exe Patches

Awesome. Thank you!
by Bman
Sun May 06, 2018 5:18 pm
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 54
Views: 2585

Re: Community project: AlliED "unknowns" repository

Yes, I got the spreadsheet. Thank you.
by Bman
Sun May 06, 2018 12:10 am
Forum: Editing
Topic: XWA.Exe Patches
Replies: 19
Views: 3793

XWA.Exe Patches

Hi Jeremy, I was wondering if the below could be added to your patcher.xml file for enhancing quality of sounds by using superior .wav samples. I know the game engine is limited to 2 channels (stereo) 8 bit or 16 bit, (maybe 24 bit PCM ?) The secondary buffers feed the primary buffers. But maybe rep...
by Bman
Sat May 05, 2018 11:16 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 612

Re: Ferryboat Liner and Skipray Blastboat stats

True but reason why I asked is because of flexibility, scalability and ease of use. Newer people who come along may not know how to use BHE or MXvTED nor have the time or willingness to learn and keep track of all the .shp files. When more future custom .opts come along and campaigns like DTM's REBC...
by Bman
Sat May 05, 2018 3:56 am
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 612

Re: Ferryboat Liner and Skipray Blastboat stats

Very nice fine Jeremy. Leads to obvious question. Could you incorporate this "to disable warhead count limit" with a runtime .dll and make configure-able text files to allow for specific warheads loads for any opt model ? i.e. TieFighterWarheadCount.txt ----> WarheadsCount = 4 else default = xx. I a...
by Bman
Sat May 05, 2018 3:28 am
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 54
Views: 2585

Re: Community project: AlliED "unknowns" repository

Nice. Ual002, could you update your spreadsheet to reflect Jeremy's final edits? Your spreadsheet with keiranhalcyon7's image above makes a great template to keep for mission editing. Thanks.
by Bman
Thu Apr 19, 2018 3:26 am
Forum: Pilot Lounge
Topic: KOTOR opt
Replies: 28
Views: 1005

Re: KOTOR opt

Very nice. Is one of those a variant of the StarViper ?
by Bman
Thu Apr 19, 2018 3:22 am
Forum: Editing
Topic: Custom Hangars
Replies: 101
Views: 15966

Re: Custom Hangars

Ual002, I don't think it's possible to dynamically map to a secondary hangar. For example, if your mothership was a CRS cruiser and it was destroyed or hypers away, and your only alternative choice was to depart via a nearby platform station, the hangar shown when you land would still show as a CRS ...
by Bman
Tue Apr 17, 2018 3:18 am
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 54
Views: 2585

Re: Community project: AlliED "unknowns" repository

I will eventually. AlliED is my strongest skillset a/t/m.
by Bman
Sun Apr 15, 2018 6:39 pm
Forum: Editing
Topic: DDRAW and Shader Model
Replies: 12
Views: 251

Re: DDRAW and Shader Model

Nice. b/t/w, does it work with using the Reshade Project files ? :D