Search found 636 matches

by JeremyaFr
Tue May 22, 2018 6:41 pm
Forum: XWA Upgrade
Topic: Do you have what it takes?
Replies: 95
Views: 22035

Re: Do you have what it takes?

Hello, You can set transparency and illumination with XwaOptEditor or OPTech. With XwaOptEditor, - to set transparency, import an image that have an alpha channel (.png for instance), - to set illumination, in the "Illumination" tab, select a color or a range of colors then click on "Make illuminate...
by JeremyaFr
Tue May 22, 2018 12:08 pm
Forum: Editing
Topic: Hooks
Replies: 57
Views: 2373

Re: Hooks

Note that the ships stats will not be different (only the geometry and textures are selectable). You can't set different stats for different ships in the same craft slot.
by JeremyaFr
Tue May 22, 2018 12:03 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 77
Views: 14780

Re: [OPTing] texture limits

With a geometry selector (flight group color), the ship stats (in the exe), descriptor, hardpoints and engine glows (in the opt) are shared between the different elements in the switch node. Only the rendered geometry is affected.
by JeremyaFr
Mon May 21, 2018 4:46 pm
Forum: Editing
Topic: Hooks
Replies: 57
Views: 2373

Re: Hooks

I like the idea, but I don't see how that would work, as far as I know you can't control what mesh is visible depending on FG If it was possible you would be able to have the Xwing, Awing, Bwing and Ywing if one package and just select which was visible by which Flghtgroup you selected The game eng...
by JeremyaFr
Mon May 21, 2018 3:50 pm
Forum: Editing
Topic: Hooks
Replies: 57
Views: 2373

Re: Hooks

Hello, The "fg" and "markings" values start with 0. "fg, 0" refers to the first flight group in .tie file. For backdrops, the marking value is ignored. With the standard 4 Red, Yellow, Blue and Green, the marking value will be 0, 1, 2 or 3. In AlliED, the Red color refers to marking 0, the Gold colo...
by JeremyaFr
Sun May 20, 2018 7:59 am
Forum: Pilot Lounge
Topic: New: The Z-95 Mk.I
Replies: 11
Views: 166

Re: New: The Z-95 Mk.I

Nice ship
by JeremyaFr
Sat May 19, 2018 7:19 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 77
Views: 14780

Re: [OPTing] texture limits

Hello,
As a workaround, you can now set the markings outside the mission tie file by creating a txt file.
See viewtopic.php?p=154246#p154246
by JeremyaFr
Sat May 19, 2018 7:17 pm
Forum: Editing
Topic: Hooks
Replies: 57
Views: 2373

Re: Hooks

Hello, Here is a new hook: xwa_hook_mission_tie. This hook permits to override the data of mission files. Suppose that the mission is "[MissionDir]\[Mission].tie". To override the mission data, create a file named "[MissionDir]\[Mission].txt". The format is a line per replacement. To replace the fli...
by JeremyaFr
Fri May 18, 2018 1:59 pm
Forum: Pilot Lounge
Topic: Another Birthday........
Replies: 8
Views: 147

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

Happy Birthday :birthday2:
by JeremyaFr
Thu May 17, 2018 8:17 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 77
Views: 14780

Re: [OPTing] texture limits

Hello, We can already have more than 4 different markings (FG colors). The game engine has no limit for them. So I think the maximum would be 127. See the the colored rectangles in this image. I've edited the A-Wing to add 6 more markings. markings_10.png But for some reasons, AlliED doesn't work wi...
by JeremyaFr
Wed May 16, 2018 5:11 pm
Forum: XWA Upgrade
Topic: Do you have what it takes?
Replies: 95
Views: 22035

Re: Do you have what it takes?

Nicely done Warb_Null. :thumbs:
by JeremyaFr
Tue May 15, 2018 6:09 pm
Forum: Editing
Topic: "Imperial XWA" New Uniform and Ranks!
Replies: 32
Views: 1663

Re: "Imperial XWA" New Uniform and Ranks!

Hello, I don't know if this has been published somewhere. Here is where the points are stored if you want to modify them. The points for the Kalidor Crescent are stored at offset 1B1CA8 as an array of 6 int: 35000, Kalidor Crescent 70000, Kalidor Crescent: Bronze Cluster 105000, Kalidor Crescent: Si...
by JeremyaFr
Sun May 06, 2018 12:34 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 19
Views: 3790

Re: XWA.Exe Patches

UPDATE:
I've updated XwaExePatcher.
Here is the changelog:
  • Remove disable S-Foil model filter. It is included in hook_sfoils.
  • Add remove warhead count limit.
  • Add sound format. You can choose between 22050 Hz, 44100 Hz, 48000 Hz, 88200 Hz and 96000 Hz.
by JeremyaFr
Sun May 06, 2018 12:29 pm
Forum: Editing
Topic: XWA.Exe Patches
Replies: 19
Views: 3790

Re: XWA.Exe Patches

Hello, The game engine sets the primary wave format to 22050 Hz. Wav data are loaded into secondary buffers. The format of a secondary buffer matches the format of the wav data. When the sound is played, its format is converted to the format of the primary buffer. DirectSound Playback Objects Primar...
by JeremyaFr
Sat May 05, 2018 6:45 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 605

Re: Ferryboat Liner and Skipray Blastboat stats

The Double Missiles status is used in the following missions: - 1B0M1FW.TIE The Persuer has 4 warheads per launcher. It's below the count limit. - 1B0M5FW.TIE The Large Gun/Warhead Emplacement has 4 warheads per launcher. It's below the count limit. - 1B0M6FW.TIE The Assault Transport has 10 warhead...
by JeremyaFr
Sat May 05, 2018 8:19 am
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 605

Re: Ferryboat Liner and Skipray Blastboat stats

Hello,
You can already set how many warheads a craft has with MXvTED on the Weaponry tab.
by JeremyaFr
Fri May 04, 2018 7:49 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 605

Re: Ferryboat Liner and Skipray Blastboat stats

The code is applied after the adjustment.

To disable the warhead count limit, you can apply this patch:

Code: Select all

# warhead count limit
At offset 05C038, replace 76 with EB.
At offset 01B28E, replace 74 with EB.
by JeremyaFr
Fri May 04, 2018 4:14 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 605

Re: Ferryboat Liner and Skipray Blastboat stats

The warhead count is defined as follow: count = capacity * percent if(count == 0) { count = 1 } if(status == DoubleMissiles) { count *= 2 } else if(status == HalfMissiles) { count /= 2 } if(count == 0) { count = 1 } if(count > 9 && modelIndex != MissileBoat) { count = 9 } The count is evaluated on a...
by JeremyaFr
Fri May 04, 2018 1:05 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 561

Re: Craft stat rounding effects

The code starts at address 0041C513.
by JeremyaFr
Fri May 04, 2018 12:22 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 605

Re: Ferryboat Liner and Skipray Blastboat stats

keiranhalcyon7 wrote:
Fri May 04, 2018 6:26 am
Huh... imagine if they'd have allowed hybrid loads of one type of warhead in one launcher and another type in the other...
If, for example, you fly the missile boat and select torpedos, the craft will have laser, missiles, and torpedos. So you can have a ship with different types of warheads.
by JeremyaFr
Fri May 04, 2018 12:01 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 561

Re: Craft stat rounding effects

What happens if you combine one of the 50% settings with the 200% setting? Since the 50% setting is evaluated before the 200% setting, the craft will have 50% shield. The shield status is evaluated is this order: skirmish combat goal for starfighter: shield *= 2 No Shields: the shield generator is ...
by JeremyaFr
Thu May 03, 2018 4:46 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 605

Re: Ferryboat Liner and Skipray Blastboat stats

Hello, When the warheads are loaded, the warhead count is multiplied as follow: None 0% SpaceBombs 25% HeavyRockets 50% Missiles 100% ProtonTorpedos 75% AdvancedMissiles 100% AdvancedTorpedos 75% MagPulse 100% IonPulse 100% AdvancedMagPulse 100% ClusterBombs 100% This table is stored at address 0x05...
by JeremyaFr
Wed May 02, 2018 6:09 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 561

Re: Craft stat rounding effects

Hello,
The different % are calculated as follow (L00494D40):

Code: Select all

% = (value * 65536 / max) / 655
For the hull, if the % is 0, then the game shows 1 %.

The game uses integer math to compute the different %.
by JeremyaFr
Tue May 01, 2018 3:55 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 561

Re: Craft stat rounding effects

Hello, At full charge, the laser becomes Turbo. LaserRebel becomes LaserRebelTurbo. LaserImp becomes LaserImpTurbo. LaserIon becomes LaserIonTurbo. To test that, I've changed the power setting of LaserRebelTurbo from 500 to 1000. The power setting of LaserRebel is 250. Taking down an unshielded Pres...
by JeremyaFr
Sun Apr 29, 2018 6:58 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 605

Re: Ferryboat Liner and Skipray Blastboat stats

Does it work if you launch the game directly via XWingAlliance.exe instead of using the launcher?