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Revision as of 00:47, 23 September 2009 by Thunderchero (Talk | contribs) (Modding Information: Tutorial How to add ship models with UE to BOTF)

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<title>Adding ships with UE tutorial</title> </head>

<body>

</body>Hi Everyone,

This is a tutorial for

                               importing and exporting ship models using DCER's 
                               Ultimate Editor (UE). 

The new function can be found here;

<img src="85924259go6.jpg" width="596" height="479" />
 

This is the screen we will be working

                               with the most. 

<img src="50610349ks5.jpg" width="600" height="478" />
 

first

                               tutorial; How to do simple 
                               replacement. 

Select "Open Ship Pack" and locate the ship packs you have created or downloaded.

<img src="80511902lg2.jpg" width="595" height="479" />
 

Now just select the model on right you

                               are wanting to import. And on left select the 
                               model you want to replace. And click on import. 
                               And save. 

NOTE; You may get a warning message that palette is over 127 if you get this message you will need to reduce palettes manully. if this is not done model will not display properly.

<img src="90329946vu8.jpg" width="600" height="476" />
 

Now, new model has been added and is

                               using all the same info as the model you 
                               replaced. (ship stats, upgrades, cost, 
                               mantinace, ect) And should have no problem using 
                               and building this model in game. 
                               

____________________________________________________________________________

Second tutorial; Adding model using 2 models on same phaser slot.
(Note: this all works the same if tring to put 3 models on same phaser slot).

Open UE and open Ship Pack you want to use. (see images above)

Before we begin just some rules;

No model can share a phaser slot with any Vanilla models. There phaser slot numbers are random so errors would be common.

Before a ship can be imported both models (imported model and model selected to share phaser slot) must use same scale and amount of phasers.

You must plan out what models you plan on using before making any changes.

Example 1;
Using Oberth we just added this will be the slot that will be used for next model imported and will share phaser slot.

click on "rename" in new window input new prefix for model (if 2 models on same slot use 2 characters like "H1" here) (if 3 models on same slot use 1 characters like "H")

<img src="64181539ik4.jpg" width="598" height="478" />
 

Now you will see under renamed model

                               "H1" and "Not used" spot named "H1_" 
                               

Next, I need the scale model to match scale for both models. With the first model of shared phaser slot selected click on "edit Scale" In new window change scale to the same as model you plan on importing from Ship Pack.

<img src="71018141zv5.jpg" width="600" height="476" />
 

Now that phasers amount and scale match

                               you can select not used spot "H1_" and model you 
                               want to import from ship pack "HU". And click on 
                               import. 

<img src="60191711yf2.jpg" width="600" height="476" />
 

and save.
<img src="55815419ac9.jpg" width="600" height="476" />
 

Now H1 model is in game working but H1_

                               model files are in game but model is not in 
                               uses. 

Note; you have also changed scale of H1 model from 75% to 95% so you could change scale as before to even out both models and split differance to scale of 85%for both models.

____________________________________________________________________________

third tutorial; adding new not used model to shiplist.

There are many ways to add new models to shiplist I will show 2 ways of added to shiplist

Example 1 "basic" using an upgrade slot.

Open UE and open ship stats.

<img src="52326105qk2.jpg" width="600" height="476" />
 

Now select the slot you want to use and

                               in dropdown list find the not used model you 
                               want to add. and edit name, class, and any stats 
                               and if it is an upgrade ect. 

<img src="10lc7.jpg" width="743" height="477" />
 

And save.

Now you have 2 models

                               sharing the same phaser slot and working in 
                               game. 
                               

_____________________________________________________________________________

Example 2 "Advanced" Adding model by extending shiplist

Open ship stats as before (see above)

Select a used model that is close to the model you are adding then click on "Create Copy"

<img src="11ea7.jpg" width="745" height="477" />
 

Next you will see an exact copy of that

                               model. now it is time to edit everything. First 
                               open drop down menu and locate the new ship file 
                               you just added and select the tga file that use 
                               that model. And then edit all stats, so that 
                               model will be unique. 

<img src="12za8.jpg" width="745" height="476" />
 
<img src="13oj6.jpg" width="745" height="476" />
 
<img src="14wr1.jpg" width="745" height="476" />
 

And save

Now you have increased

                               shiplist and added a new model. 
                               

_____________________________________________________________________________________

Fourth tutorial; How to edit ship scale.

This is now a lot easier to do just go to Edit->Graphics->Add/Remove Ship Models then select the ship you want to edit scale on and select Edit Scale. In the new window change scale value to scale you want.

<img src="15kg6.jpg" width="745" height="476" />
 

And save

now you have edited

                               scale for that model. 
                               

________________________________________________________________________________________

Fifth tutorial; How to change what ships are seen in screensaver.

This also been made much easier to do go to Edit->Ship stats You will find a check box Appers in Screensaver Just check this box. only catch is there is a limit to how many ships that can be used by screensaver so you might have to uncheck a model you do not want to see in screensaver.

<img src="16ol6.jpg" width="745" height="476" />
 

and save

Sixth

                               tutorial; How to uses of behave as if built 
                               by. 

This option will be rarely used by most people and has limited testing. UDMIII will use this to add assault command to all major races colony and troop transports by selecting built by Klingons.

<img src="17ha5.jpg" width="745" height="476" />
 

and save

Sixth

                               tutorial; How to select What special ships are 
                               used. 

With the use of this option you can select what ships are considered special ships. this was only for federation but with a little hex editing this also can be changed. for more info on how to edit read this post.
<A class=postlink href="http://www.armadafleetcommand.com/botf/modules.php?name=Forums&file=viewtopic&t=224" target=_blank>Special ship post</A>

<img src="18zt4.jpg" width="745" height="476" />
 

Seventh

                               tutorial; How to lower palettes 
                               used. 

this will reduce used palette from 119 to 102. By all races and minors using the same explosions textures.

Fisrt you will need to download these files;

<A class=postlink href="http://www.armadafleetcommand.com/botf/files/patches/palette.rar" target=_blank>palette.rar</A>

Download and unrar to location of your choice.

Next open UE and add files to res file from edit\Other\Files.

<img src="44116989te5.jpg" width="598" height="472" />
 

Next use add button and browse for the

                               file you just downloaded. Then add all file from 
                               "gifs and hobs" folder. 

If you have made no changes to res file you can also add palette.lst from "vanilla palette.lst" folder.

If you added palette.lst you are done. and save.

If you did not add palette.lst you will need to set palette for gifs.

With UE from edit\Graphics\Textures.

<img src="91815284zo7.jpg" width="600" height="491" />
 

Next select cbboom.gif from drop down

                               menu and select "use own palette" 

<img src="88685179ch5.jpg" width="600" height="492" />
 

next repeat last step with cgndexp.gif,

                               csboom.gif, cshock.gif from drop down menu. 
                               

Next select fbboom.gif and click on remove.

<img src="47663158vq4.jpg" width="600" height="494" />
 

next repeat last step for fgndexp.gif,

                               fsboom.gif, fshock.gif, hbboom.gif, hgndexp.gif, 
                               hsboom.gif, hshock.gif, kbboom.gif, kgndexp.gif, 
                               ksboom.gif, mbboom.gif, mgndexp.gif, msboom.gif, 
                               rbboom.gif, rgndexp.gif, rsboom.gif, rshock.gif. 
                               

Next click on trim palette list and save.

That is all I have for now, I hope this tutorial helps

thunderchero</TD></TR> <TR> <TD class=genmed height=40 vAlign=bottom>