BCMM

Star Trek : Bridge Commander - NiMultiTextureProperty

NiMultiTextureProperty

Cordanilus – NifBible 2026

Currently, only the basics are known about this property in nifskope. The newer versions will describe the slots as follows:

  • Base
  • Dark
  • Detail
  • Gloss
  • Glow

This is not so, in BC’s nif version 3.x

It is time to redefine some of the properties that is used in the NetImmerse Format that is used in Star Trek : Bridge Commander.

Anyone who has tried to configure the slots will always find out that the 5th slot always crashes the game. Not much other information is known.

I am here to change all of that and try …

BCMM June 2026 Progress Report

System Registration Improvements

Foundation system registration now normalizes system names using BCMM's generated system index. When a SystemDef is created, the provided name is checked against the index and corrected to the canonical directory casing when a match is found. This ensures that registered Foundation system names match the actual system folder names.

BCMM also extends the base set lookup logic with a normalized system cache. Later, if a direct set lookup fails, BCMM retries the lookup using the cached fallback name. This makes system access effectively case-insensitive on the BCMM side and prevents capitalization mismatches from breaking startup or …

BCMM May 2026 Progress Report

What's New?

We've completed our playthrough of the SP campaign as described in BCMM From Playtests to Engine Rewrites.

We've also made additional fixes, improvements to how the game handles BIK files, and, as always, more performance improvements and general bug fixes.

Remaining playthrough videos

Since April's blog post, we stopped at the E6M3 playthrough video. Here are the links to the remainder of the campaign playthrough.

TGL Compiler

Added transparent JSON localization support to the BCMM runtime. When the game requests a .tgl file, BCMM now first checks for a matching .json source file, automatically compiles it into a …

BCMM From Playtests to Engine Rewrites

The final stages of the singleplayer campaign playtest ended up becoming far more than a simple balancing or stability pass. Over the course of more than 100 git commits, BCMM evolved through new runtime systems, crash safeguards, rendering optimizations and engine-level rewrites aimed at modernizing Bridge Commander without breaking its original structure.

Campaign Playtesting as a Stress Test

The playtest we conducted was not a showcase or a simple let's play, but an actual stress test designed to evaluate:

  1. How the campaign behaves
  2. Discovery of issues
  3. Engine quirks
  4. Bugs
  5. The new save/load system
  6. Edge cases

...and much more.

The …

BCMM April 2026 Progress Report

What did we do this month?

A lot. Let's summarize what's been done:

  1. We started playtesting the stock SP Maelstrom campaign
  2. Numerous runtime fixes
  3. New smaller QoL features
  4. New NIF models exploring the limits of what the old BC engine can handle

Large Battle Simulation

This prototype feature has now been balanced, and the results for the post-release phase will be highly dynamic and unpredictable. The latest tests conducted at the start of April produced different outcomes:

  • 2K Cardassians vs 1K Federation ships
    Cardassians were without the Hybrid ship type. The battle ended in a slaughter of the Cardassians.
    End …

BCMM March 2026 Progress Report

We've been busy since our last report - and while that usually means less frequent updates, it definitely doesn't mean there's nothing to share.

Fixes

We've been focusing on low-level fixes. Interestingly, one of these changes resulted in improved performance and memory stability as a side effect.

This wasn't entirely accidental, but it was discovered while working on the large battle simulator, which made the outcome particularly noticeable.

Large Battle Simulator

As mentioned in our previous report, we've been developing a prototype system designed to emulate truly massive fleet battles within BCMM.

We're happy to report that the prototype is now …

BCMM February 2026 Progress Report

This month has been relatively quiet as we've been busy with real-life commitments. That said, progress has definitely continued behind the scenes.

Here's what we've been working on.

Fixing Bugs

We've resolved several long-standing stock game issues that we've been tracking for years and had placed on the backburner. These include problems such as Mission Group Remove/Add call freezes and various CTDs. Cleaning these up improves overall engine stability and provides a stronger foundation for everything built on top of BCMM.

NanoFX in Single Player

NanoFX has now been fully enabled for Single Player.

Unlike previous Bridge Commander mod …

BCMM January 2026 Progress Report

Intro

A number of updates have landed in BCMM recently. This post provides a concise overview of what's new, with links to deeper articles where appropriate.

Widescreen support and new resolutions

This topic was covered in detail in a separate article, so if you haven't read it yet, I recommend starting there. What's worth reiterating here is that BCMM does not treat resolution as a literal rendering size anymore.

Instead, the selected resolution acts as a layout profile.

The profile defines UI proportions, font sizes, and layout logic, which are then used as the basis for upscaling. This allows proper …

BCMM New Fonts

New Fonts and a Cleaner UI – First Time Since 2001

If the UI feels cleaner and more readable than ever, that is not an accident.
For the first time since 2001, the game has received new fonts -- but more importantly, it now has a UI that is actually designed for modern displays.

This is not just a cosmetic change.
It is something the community has been asking for for years.

What's New?

To clarify upfront: Crillee remains the default font and will continue to be the only default font on UI layouts other than the widescreen layouts provided by BCMM …

BCMM Widescreen Support

Bridge Commander has seen many widescreen attempts over the years, but most of them ultimately amounted to superficial patches.
With BCMM, we decided to address the problem properly and without compromises.

What Has Been Done

Aspect Ratio (AR) Fixes

First, credit where it is due.
AlphaYellow's widescreen fixes served as an important reference point and helped initiate more in-depth widescreen work in BCMM.

https://github.com/alphayellow1/AlphaYellowWidescreenFixes

BCMM applies the core subset of these fixes and extends them further to correctly support exterior ship views and eliminate reticle drift. While the original patch targets 16 memory locations, BCMM integrates …

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