Sinperium Sinperium

Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

OTHER SINS HELPFUL MODDING LINKS*

*Links are updated when requested.





The Soase Idiot's Guide

Confused?  No idea where to even start?

Determined to work at it?

This is the place!

 


 

 
   

Sins Modding Wiki

ZombieRus's Eclipse Wizardry

 

     


Tutorials

MyFist0's full modding site.

Emphasis on modeling  and

texturing.                            

 

 

 




                    

REBELLION MODDING TOPICS

Rebellion Modding Q & A

Mesh Editing

Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

MyFist0's Modding Megasite!

MOD DOWNLOADS

ZombieRus5's Mod Yard

Directory of Planet Mods

STEAM

STEAM Sins Forums

DEVELOPERS

Sins Developer Journals Forum 2007 to Present

REFERENCE FILES

Research Modifier List

MyFist0's Exported Models & Files

Modifier List

Harpo's Converted Sins Reference Files 2011

THIRD PARTY TOOLS

3dS Texturing Toool & Tips

Ship Fleet Calculator

SoaSE Eclipse Plugin Project

Mesh Resizing Tool--courtesy of the Reqiuem team.

Harpo's Sins Utility Package -- Dropbox

The Sins Optimization Project (TSOP)

Artificial Unintelligence (Mod and AI info)

Sins Data Converter by BCXtreme

EXPLANATIONS & DISCUSSIONS

Rebellion Updates by Blair Frazier

How to Add a Fourth Race

User-updatable Ship Reference Chart

Sins Modding Dictionary

Adding phase Effects to other weapon types

Culture, Explanation/Discussion

Weapons, Explanation/Discusion

Shield Mitigation & Armor, Explanation/Discussion-1

Shield Mitigation & Armor, Explanation/Discussion -2

Graphic Chart of Sin's Counters

Annotated Guide to the Developer.exe

In-Game Map Creator

Weapons Banks & DPS

Combat Mechanics

Rebellion Shield Mitigation & Focus Fire testing

PARTICLE FORGE

Particle Forge Help Thread

GALAXY FORGE

Adding Artifacts

Working Template Examples

SemazRalan's Template Guide

Pirates Base Start Template

SOUND RESOURCES

[SFX] Black Sun SFX/Music Resource for Modders

MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX

XSI Texturing, Tutorial

3dS Model Exporter

3DS Max Rigging, Texturing & Exporting, Guide

Modding/Modelling/Texturing/Converting, Tutorials

WIKI'S

Sins of a Solar Empire Official Wiki

 

7,616,596 views 2,761 replies
Reply #326 Top

Quoting myfist0, reply 325
If you open a SoaSE ships -cl and look at the alfa channel you will notice different shades of white on black. Solid white would be solid team colour where if you use a slight eraser it would look more greyish, this lets some of the ships actual colour come through the team colour. Or zoom in close and use a 1 px solid eraser on the white and make a few scraggly lines to make it look like the team colour paint is cracking. Solid black is ignored and shows the ships RGB colours.

Hmm seems the problem was on my end, in paint.net it looked like the alpha channel was somewhat opaque, but in photoshop the alpha was completely white. Guess I know to always go with photoshop on ship textures. o_O

Quoting myfist0, reply 325
The best way to blend the team colour would probably be to use the eraser tool set to 50% or so. I have not tested this though but it works with other graphic textures.

Yeah that worked as intended, though you'll probably want more than 50% (at least I did on my models).

Reply #327 Top

Quoting GoaFan77, reply 326
Yeah that worked as intended, though you'll probably want more than 50% (at least I did on my models).

Well, you got the gist of what I meant. Glad to see you are all fixed up.  :grin:

I had the videos from the textures page uploaded to a site that's no longer hosting. I am uploading to YouTube and will add more information to the Texturing page today.

Reply #328 Top

In discussing the idea of invading in a separate thread, I began to wonder...  can you set up new pages in the HUD?  What I'm thinking of specifically is instead of making the Emergency Facilities infrastructure an individual upgrade, it would take you to another page of planet upgrades all related to defense.  Perhaps...

Surface to Orbit Weapons (let's planets attack)

Infrastructure Redundancy (increases planet health)

Underground Tunneling (reduce population loss from bombing)

Bombardment Shields (reduces bombing damage)

 

Just things of that nature.  I'm sure I could find ways to do any of those things, but the point is, can you make a new build tree like that, and if so, how?

 

Reply #329 Top

Quoting Volt_Cruelerz, reply 328
can you set up new pages in the HUD?

Nope, sadly.

Reply #330 Top

Quoting Volt_Cruelerz, reply 328


Surface to Orbit Weapons (let's planets attack)

Infrastructure Redundancy (increases planet health)

Underground Tunneling (reduce population loss from bombing)

Bombardment Shields (reduces bombing damage)

Maybe you could add research options that tag these effects on to the standard emergency facilities upgrade? For example, the advent have that underground tunneling as a research option in the civilian tree. Would it not be possible to make that only work with a certain level of the upgrade? I would set it up Tunneling->Redundancy->Shields->Weapons

Reply #331 Top

Quoting SithLordAJ, reply 330

Maybe you could add research options that tag these effects on to the standard emergency facilities upgrade? For example, the advent have that underground tunneling as a research option in the civilian tree. Would it not be possible to make that only work with a certain level of the upgrade? I would set it up Tunneling->Redundancy->Shields->Weapons

I'm not entirely sure what you are saying, but research can only make planet upgrades cheaper or quicker to construct. You can't add secondary effects via research that are active after researching a planet upgrade. If you are just saying to implement those ideas via research that does work.

Reply #332 Top

Is there a way to make a buff that slows down the build rate of enemy starbases?

Reply #333 Top

Quoting chaos_forge, reply 332
Is there a way to make a buff that slows down the build rate of enemy starbases?

Nope.

Reply #334 Top

Has anyone looked at the .xsp ships from X3?

Reply #335 Top

I forgot I don't have X3 installed anymore. I have to dig threw loads of discs but I will find it.

Reply #336 Top

Hi Guys! Is there a chance to download Converted Game info files for the latest version of Sins Of Solar empire diplomacy?

I have windows Wista, i tried convert the files manualy and whit the SinsDataConverter program, but it did not worked.

I have a 1.31 version of Game info files but it not whole, half of the files are missing.

If annyone can give me a link or pass me on dropp box a full converted Game info files pack i would be verry happy!

Thx

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Reply #339 Top

Not sure if this question has already been asked, but is there a way to alter how resource asteroids are spawned?

Specifically I would like my resource asteroids to be spawned in a tight circle around each of my planets, rather than scattered randomly'ish within the gravity well.

If anyone can point me to the line of code I need to edit etc I would be very appreciative.

Many thanks,

Ben

 

Reply #340 Top

I get the feeling that is hard-coded.

Reply #341 Top

I saw something about a minimum distance offset and maximum offset which I thought might relate to the spawning (in the Resource Asteroid Entity Files) but it didn't seem to do anything at all, and certainly caused no errors when editing.

Really hope it isn't hardcoded :/

Reply #342 Top

Well, ranges in Sins are kind of funky...  Try setting one ability on a capital ship to 10.  Set the next to 20.  Notice any difference?  No?  Because that's how it works.  I don't know if a similar bizzareness is the cause of this, but it might be...

Reply #343 Top

Managed to get it to work, my mod now spawns asteroids in a tight circle :)

 

The maximum offset relates to the distance from the edge of the gravity well, the minimum offset relates to the mesh of the planet/asteroid etc they are orbiting.

 

So if you have a moveable area of 45000, then the max distance offset should be 35000 - 40000 and the inner/minimum should be 5000 - 10000 and ta da you have asteroids which are in a tight circle that look like they have been positioned there by gravity or your race :)

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Reply #344 Top

-Another question if I may.

 

Does anyone know how to alter the maximum zoom difference for Planets? Presently in my Mod I have to zoom quite far into a particular Planet, to be able to see the Gravity Well, is there a way to alter this so you don't have to zoom in quite so far?

 

Kind regards, Ben

 

SOLVED, increased the Mesh Size using re-size tool :)

Reply #345 Top

I have a mod I'm making, and I keep getting these errors (Note: a <NEXT> denotes different errors.):

<START>

Text FileArchive missing Label

<NEXT>

Failed to convert " to an enum value

<NEXT>

Assert @ c:\gs\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(139)

false

<NEXT>

Assert @ c:\gs\main\CodeSource\Engine/DataStructures/FixedArray.h(128)

i < MAX_SIZE

<NEXT>

Assert @ c:\gs\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(224)

m_minExperienceLevelRequired.GetValueAtLevel(i - 1) <= m_minExperienceLevelRequired.GetValueAtLevel(i)

 

What do all of these mean and how can I remedy them?

Reply #346 Top

Quoting ImperatorPavel, reply 345


Text FileArchive missing Label



Failed to convert " to an enum value

You screwed up the file structure of an entity somewhere, as well as possibly use a line value the game does not support.

Reply #347 Top

B5 mod is running into some issues. Mostly with the AI Research stalling out after a few items. Can anyone assist them? Here is the link the related thread and reply.

 

https://forums.sinsofasolarempire.com/361694/page/105/#2992410

 

Thank you very much for any assistance in this matter.

Reply #348 Top

I want to edit fleet capacity and upkeep, how do I go about doing this?

Reply #349 Top

RESEARCHSUBJECT_MAXSHIPSLOTS<race>

and in that file:

researchModifier
modifierType "ShipMaxSlots"
baseValue 0.000000
perLevelValue 150.000000

 Modify the perLevelValue

Reply #350 Top

Why thank you. Though does that also edit fleet upkeep?