HOW DO I-

Q's about SoaSE&Entrenchment Modding

Well, I have a WHOLE BUNCH of questions about modding Sins/Entrenchment. There are some REALLY COOL things I've seen, and I'd like to know how people did them.

1. How do I- make a ship with different sized exhaust effects (like 1 engine has one size and the 2nd has a larger/smaller effect)

2. How do I- add a nice looking particle effect point(s) to a mesh that is in a mod?

3. How do I- create an ability&buff that will nullify the SB destabilization ability/buff?

4. How do I- make a cosmetic invisibility cloak?

5. What is- the current sound file maximum? Last I knew it was 1100, but couldn't reach 1100 (basically meaning you can have 1099 sounds)

6. Also, tips on modeling/texturing would be appreciated.

7. Tips on making a semi-freeform-style fighter-oriented mod for Sins. Mostly this would be how to make frigates that are for combat have credit/metal(crystal) cargo holds, and other interesting ideas.

And there's also these- can anybody tell me what these debugger errors mean? I've spaced them for clarity.

A

Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

B

Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(260)

srcLevelCount == dstLevelCount

C-

Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(268)

DirectXAssert: [!FAILED(dxVerifyHR)]
Context: d3dTexture->GetSurfaceLevel(i, &dstSurface)
HR: (D3DERR_INVALIDCALL)-Invalid call

D-

Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(280)

dstSurface != 0

E-


Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/List.h(431)

i != End()

 

Any information AT ALL on what these errors mean, and also answers to my questions, would be GREATLY appreciated.

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Reply #1 Top

some quick notes on my Q's-

#2- what I am trying to do is add good looking emitter points to meshes in other peoples' mods that I have permission to use.

#7- sounds crazy at 1st, but it needs explaining. However, before I get to that, how might I also make an ability to make something capturable, like neutral extractors (I know that I can use Domination for this by altering the target filter)?