Search found 461 matches

by Bman
Sun Jun 17, 2018 6:05 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 43
Views: 1703

Re: Engine sounds and weapon sounds

From the default installation all of these FlyBy***.wav files are mono tracks. The difference between the .../Fe_High_Res and .../Fe_Low_Res directory is that one group is recorded at 11.025Khz and other is 22.050Khz, both 16-bit PCM. Now they can be replaced with enhanced sampling. There is nothing...
by Bman
Wed Jun 13, 2018 10:43 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 43
Views: 1703

Re: Engine sounds and weapon sounds

In summary, the game engine only has 8 "flyby..." slots. It calls to the SFXBLASTNEW.LST file which tells the .exe which wav files to play in the /Fe_High_Res and Fe_Low_Res subdirectories (folders). The default slots again are: 0 = none (Jermey's patch) 1 = FlyByTI.wav & FlyByTI3D.wav 115 4000 2 = ...
by Bman
Fri Jun 08, 2018 4:09 am
Forum: Pilot Lounge
Topic: The last one: Z-95 Mk.II - Released
Replies: 9
Views: 232

Re: The last one: Z-95 Mk.II - Released

Nice
by Bman
Fri Jun 01, 2018 10:28 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 190
Views: 29092

Re: [OPTing] a new opting tool is under construction

Thank you Jeremy for this, and the updated engine-sound, 3d vertice count, and wingmen sound updates. :-)
by Bman
Mon May 28, 2018 5:58 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 43
Views: 1703

Re: Engine sounds and weapon sounds

Yes, I'm sure it would work. But the RebelLaserTurbo.wav and EmpireLaserTurbo.wav are needed and used for other legitimate craft like AssaultTransport and other larger craft. I was just wondering if your hook had more flexibility where we could force a mapping of the flyable starfighters like Awing,...
by Bman
Mon May 28, 2018 4:59 am
Forum: Pilot Lounge
Topic: YB-300 Light Transport
Replies: 5
Views: 256

Re: YB-300 Light Transport

Nice textures. Looks like it's a slight spinoff of the Corvette line with the head.
by Bman
Mon May 28, 2018 4:55 am
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 43
Views: 1703

Re: Engine sounds and weapon sounds

Hi Jeremy, sorry I misstyped that in my above post. I did use WeaponSoundBehavior = Empire but it still didn't work. It did work when using the value TieFighter though for the Awing to test it. Anyway, is using the value "Rebel" suppose to force the given fighter craft to only use RebelLaser.wav fil...
by Bman
Sat May 26, 2018 9:47 pm
Forum: Editing
Topic: Engine sounds and weapon sounds
Replies: 43
Views: 1703

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by Bman
Tue May 22, 2018 12:52 am
Forum: XWA Upgrade
Topic: Do you have what it takes?
Replies: 97
Views: 22462

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: 319

Re: New: The Z-95 Mk.I

Very good.
by Bman
Mon May 21, 2018 1:36 am
Forum: Editing
Topic: Hooks
Replies: 59
Views: 2553

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: 59
Views: 2553

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: 59
Views: 2553

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: 88
Views: 15061

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: 190

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: 4297

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: 88
Views: 15061

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: 88
Views: 15061

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: 17
Views: 295

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: 169

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: 55266

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: 55266

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: 17
Views: 295

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: 3831

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: 56
Views: 2740

Re: Community project: AlliED "unknowns" repository

Yes, I got the spreadsheet. Thank you.