Search found 543 matches

by Bman
Sun Jan 20, 2019 2:15 am
Forum: Editing
Topic: Weapon slots
Replies: 8
Views: 59

Re: Weapon slots

Sure, those aren't gospel just ideas. Those extra capital slots could be used for new non "laser" weapons since the newest patch allows creating various FG colors (up to 128) for any given slot and it's corresponding .opt file and things can be "stacked" to save slots. It all arbitrary. However, the...
by Bman
Sun Jan 20, 2019 12:18 am
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 263

Re: SLAM Hook

Thanks! :-)
by Bman
Sun Jan 20, 2019 12:13 am
Forum: Editing
Topic: Weapon slots
Replies: 8
Views: 59

Re: Weapon slots

DS is correct on multiple fronts. I remapped a lot of starship and stations WP hard points and got working rotating turrets for TFTC project and it's very time consuming. The nice thing is it is possible to have three different Laser types... at least for starships (non-flyable craft) perhaps based ...
by Bman
Fri Jan 18, 2019 4:22 am
Forum: Editing
Topic: SLAM Hook
Replies: 19
Views: 263

Re: SLAMS

Awesome! We need this for TFTC. :-)
by Bman
Tue Jan 15, 2019 5:40 am
Forum: Editing
Topic: Hooks
Replies: 133
Views: 13808

Re: Hooks

What I did few years ago for TFTC was to change the splash animations using a traditional fire ball color-effect for a more universal solution for all the different colors. But it's a W-I-P/experimental phase, meaning I"m not satisfied with the outcome yet. If anyone wants to test what I have done, ...
by Bman
Tue Jan 15, 2019 5:29 am
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 7949

Re: XWA.Exe Patches

Thanks, sorry to bug you mate. :-) I'm chopping at the bit to implement some HD images for TFTC, but right now 8-bit indexed colors degrades things. :-) No hurry. Edit: This is a decent VB writeup for coding for 32-bit color RGBA with alpha-channel. Not sure if it would be useful for OptechV2.x too ...
by Bman
Sat Jan 12, 2019 9:29 pm
Forum: Soft/Hardware Problems
Topic: Containers L cannot be hit by AI crafts
Replies: 22
Views: 302

Re: Containers L cannot be hit by AI crafts

I noticed a similar issue a few years ago when I had a corvette try to clear a mine field, but it shot right through the mines without damaging them.
by Bman
Sat Jan 12, 2019 9:12 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 36
Views: 7949

Re: XWA.Exe Patches

Also the starfield renders temporary "pixels" of light for a lack of better words. The planets, galaxies, stars etc. are static images encapsulated within .dat files like DTM's starfield. The hyperspace simulation is similar but has a series of static .bmp images, I believe complied by game engine i...
by Bman
Fri Jan 11, 2019 4:39 am
Forum: Pilot Lounge
Topic: Reopening: Vince-T's Modding HQ
Replies: 9
Views: 251

Re: Reopening: Vince-T's Modding HQ

That's brilliant Trevor. I've been wanting to add a shiny black floor (like the death star hangar bay in the movies) for some Imperial hangars. I didn't know Anim8or had that feature. I'm still using it for design purposes and might need your help with some texturing projects. By the way, can a simi...
by Bman
Tue Jan 08, 2019 12:57 am
Forum: Editing
Topic: Hooks
Replies: 133
Views: 13808

Re: Hooks

Great idea to reduces all the .txt files into one .ini on a per craft basis or mission basis. Another idea, can most of the .dll's be compiled under just one master dynamic link library file?
by Bman
Tue Jan 08, 2019 12:51 am
Forum: XWA Upgrade
Topic: New upgraded Assault Gunboat
Replies: 16
Views: 555

Re: New upgraded Assault Gunboat

Nice job DTM. :-)
by Bman
Tue Jan 01, 2019 10:12 am
Forum: Soft/Hardware Problems
Topic: XWA Custom & Widescreen Resolutions
Replies: 81
Views: 68238

Re: XWA Custom & Widescreen Resolutions

Great DS & Justagai, thanks for posting that. For the TFTC project, I was using the Backdrop scaling factor from 256.0f to 64.0f, because I was using larger .dat files like 2048x2048 for sharper background images, but I'm thinking of readjusting back to the newer standard of DTM's 128.0f. I haven't ...
by Bman
Mon Dec 31, 2018 6:00 am
Forum: Soft/Hardware Problems
Topic: Direct3D 11 via DDraw.dll
Replies: 230
Views: 83218

Great.
by Bman
Mon Dec 31, 2018 12:57 am
Forum: Pilot Lounge
Topic: Imperial Outpost Release
Replies: 7
Views: 344

Re: Imperial Outpost Release

Neat.
by Bman
Sat Dec 22, 2018 10:24 pm
Forum: Editing
Topic: 60FPS Inflight hook
Replies: 36
Views: 1377

Re: 60FPS Inflight hook

Hi Jeremy, does this latest version also include the 60FPS fix for all interior hangars (pre-fllight)? If not, I can manually add to my patcher.xml file. Thanks.
by Bman
Sat Dec 22, 2018 10:10 pm
Forum: Pilot Lounge
Topic: Color of the laser
Replies: 7
Views: 342

Re: Color of the laser

Hi DTM, CIS at least in the movies generally used red lasers like the Rebellion. The Geonosians (s/p?) seemed to use purple lasers (remember when Dukoo was being escorted by the two pod fighters being chased by Anakin and Kenobi in the LATT Gunship over the desert before they the dueled. See AOTC). ...
by Bman
Sat Dec 22, 2018 9:54 pm
Forum: XWA Upgrade
Topic: Do you have what it takes?
Replies: 139
Views: 39069

Re: Do you have what it takes?

Nice job.
by Bman
Sat Dec 22, 2018 9:52 pm
Forum: XWA Upgrade
Topic: Nebulon-B Frigate redone
Replies: 18
Views: 7514

Re: Nebulon-B Frigate redone

You have to edit the file Spacecraft0.lst in your /Flightmodels folder with notepad or another text editor. Find the specific model .opt name you want and change it, then save. Make sure file extension stays as .lst not .txt. The default name use to be ...\Frigate2.opt but now it's replaced with ano...
by Bman
Mon Dec 17, 2018 3:01 am
Forum: Editing
Topic: Hooks
Replies: 133
Views: 13808

Re: Hooks

I see, in other words WeaponColor = FG markings (index 0, 1, 2,...) It's the same technique used for referencing the 6 Red Squardon X-wing textures in one model. :-) Also, the IFF side determines which laser.opt file(s) is loaded by game engine. So having additional FG's colors for those .opt models...
by Bman
Sat Dec 15, 2018 5:08 am
Forum: Editing
Topic: [OPTing] XWA OPT Editor (a new opting tool is under construction)
Replies: 223
Views: 44087

Re: [OPTing] XWA OPT Editor (a new opting tool is under construction)

Driftwood, I had already modified my engine on XP Pro (or older O/S) which supports BHE, Windows10 x64 does not. MXvTED4.1 does not seem to allow anything to be edited above slot/Craft No. 218 (Hyper Buoy) at least for now. In the below image I am "assuming" the mappings for the Accelerator Rings an...
by Bman
Fri Dec 14, 2018 1:07 am
Forum: Editing
Topic: Custom Hangars
Replies: 135
Views: 29513

Re: Custom Hangars

Already in the works. :-)
by Bman
Fri Dec 14, 2018 1:05 am
Forum: Editing
Topic: [OPTing] XWA OPT Editor (a new opting tool is under construction)
Replies: 223
Views: 44087

Re: [OPTing] XWA OPT Editor (a new opting tool is under construction)

You can also easily make the asteroids targetable and destroyable by changing two values in BHE or with MXvTED4.1 editor. Don't recall at the moment. :-)
by Bman
Fri Dec 14, 2018 12:55 am
Forum: Pilot Lounge
Topic: XJ3 X-Wing - NEW
Replies: 13
Views: 741

Re: XJ3 X-Wing - NEW

Interesting idea. There are extra laser slots that are available that are not necessarily even being used by engine. Adding different "FG" colors to lasers can be done now, but accessing them is the key question. It would provide more options for different shades of colors and so forth. I've been to...
by Bman
Wed Dec 12, 2018 12:57 am
Forum: Pilot Lounge
Topic: X Wing and Tie Fighter Total Conversions with XWA
Replies: 33
Views: 7444

Re: X Wing and Tie Fighter Total Conversions with XWA

Not ready. 75% done into Battle 5, new Models being done, and new DATs.
by Bman
Sat Dec 08, 2018 4:08 am
Forum: Editing
Topic: 60FPS Inflight hook
Replies: 36
Views: 1377

Hi Jeremy, your newest 60FPS time hook works beautifully. Very smooth game play. :applaus: