Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1
Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this.
DOWNLOAD : http://www.mediafire.com/?yoomlxzk889
Compatible ONLY with Sins Entrenchment ver 1.02 not original Sins
This mod Contain "Volumetric Explosions&Damage Effects ver. 1.13 " by ManSh00ter
Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me.
0. Fix 1. Fix TEC light frigate`s weapon travel speed (600 -> 6000)
1. How to install MOD 1. Update your Entrenchment ver to 1.02 first 2. Start Entrenchment 3. Go option -> mods -> show modpath to confirm your mods folder. 4. Quit Entrenchment 5. Put "bkg_Entrenchment_v1.02_1" folder into your Entrenchment mods folder. ex) C:\Documents and Settings\youraccountnamemayhere\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\bkg_Entrenchment_v1.02_1 <- this folder should contain 6 folders(GameInfo, Mesh, Particle, PipelineEffect, TextureAnimations, Textures) and 6 manifest files(brush, entity, galaxy, playerPictures, playerThemes, skybox) 6. Start Entrenchment 7. Go option -> mods -> enable mod to activate mod. 8. enjoy mod.
2. Changes - Visual 1. Enhanced every weapon effects. 2. Enhanced and added most ability effects. 3 Add new mine explosion effect for each mines. 3. Enhanced some explosion effects and Implented with ManSh00ter`s Volumetric Explosions&Damage Effects ver. 1.13 4. Enhanced and optimized other various effects. 5. Heavy Crusiers length extended. 6. Phase Gate now stand up and rotate and bigger . 7. Weapon Jamming Module downsized. 8. Optimized TEC Fighter mesh. 9. Pirate Gauss defense`s weapon changed to autocannon (only visual)
3. Changes - Gameplay 1. None 2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects. 4. Fixes from vanilla SOASE Entrenchment ver 1.02 1. Fix some improper weapon points. 2. Fix persistence passive effects disappearing when load saved game. 3. Fix Advent starbase`s Meteor planet ability didn`t work collectly at level 2 (Has 0 ranges).
5. Credit 1. Thanks to Stannum for his SOASE 3Dsmax importer and exporter tool ver 1.1 2. Thanks to ManSh00ter for his "Volumetric Explosions&Damage Effects ver. 1.13"
P.S. Send me PM or e-mail for notice If you want modify or redistribute this MOD.
For Sins ver 1.1 (Converted by Annatar)
(Notice- Pirate base replaced to desert planet in this video for better bombardment presentation. Not in release version)
TEC http://www.youtube.com/watch?v=fyZtYW0EhOs
ADVENT http://www.youtube.com/watch?v=JbBSxcCwjh8
VASARI http://www.youtube.com/watch?v=ihxCkD6eLmw
DOWNLOAD : http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html
To try to clarify in the meantime, the graphic for the... lets call it the "mushroom cloud" effect on impact is working. That is, I get an explosion on the "z-axis". However, the part of the explosion that would cover the "ground" of the planet is what is showing up as white boxes. I'm really not sure if that makes any sense, but I can't think of a clearer way of describing it.
I'll try copying the pipeline folder when I get home from work and let you know if that changes anything!
Yeah I'm in the same boat, at work and can't mess with it now
Bombardment explosions are fixed. I knew I felt odd for a reason that I couldn't figure out what the extra folders were for, turns out they were custom textures, I figured they'd just be particles - shows what I know of graphics editing.
Here's the updated mod: http://files.filefront.com/Bailknight+11rar/;12422308;/fileinfo.html
question...
is this compatible with v1.1?
That's the whole idea The original mod maker is Bailknight, but he's nowhere to be found to update it for 1.1 - so I'm doing it.
The filefront link above will take you to a "beta" update that's compatible with 1.1. I don't have a ton of time to playtest, so I can't guarantee the update is 100% issue free - since I didn't make the original mod.
Feel free to download and give it a run, and post back if you see anything strange so I can take a look at it and figure out how to fix.
Hi annatar, been playing the version you last uploaded and noticed that there is a general problem with colors.
TEC and Advent both look dipped in whatever color you have chosen, while Vasari take on a neutral white color no matter what you pick.
When I say dipped, I mean that the ship itself looks a dull shade of red rather than the few marking or strips that usually mark color. This is the same for most of the buldings although some, I noticed have no color at all(TEC capital ship factory).
Thats the only probelm I've seen thus far.
Sylenall, yes I noticed that as well and it's frustrating me to no end, but I can't figure out what causes it. It happens when the mod just has GameInfo and Particle folders, and those shouldn't have anything to do with building/ship appearances.
Okay, I think I got the weird color thing fixed. It doesn't happen for me anymore. To make sure nothing is messed up, if you downloaded one of the previous versions please delete it completely before extracting this one:
http://files.filefront.com/Bailknight+11rar/;12423444;/fileinfo.html
Yes!
Whatever you did, it worked, no more color problems at this end
Another karma for you fine sir!
I'm glad it works.. to be honest, I'm still not sure why it was messed up to begin with. I didn't change any files, I just recombined them again checking it every step of the way. And it's working now.
Annatar11 shrugs
I won't complain! Enjoy, I hope that was the last snag with the update
Fraid I have two more kinks to report
Feel free to confirm this yourself but I've noticed:
1. Shields are no longer colored (since last update).
2.(this one is minor) The Marza dreadnaught still suffers from the "dipped" look.
I'll check on the shields.
I know he messed with the Marza a bit but I tried to keep the update to effects only. I'll check the mesh files though and see if I can figure out how that works - I sort of purposely didn't mess with them yet since that's far from my specialty
Annatar11, thanks again, this is great work. I didn't upgrade to 1.1 or any beta because I was waiting for this.
I did notice a small graphics glitch in heavy wave cannons on your first release, but this is no longer present on your latest update.
Your quick turnaround on this has been fantastic!
I'll hold out until the final updated version is released. Annatar, you are great for doing this! +1!
Is it safe to update to 1.1 hotfix, or could we have some crashing issues?
Think I'll download now and see if I find anything wrong with it tomorrow.
It's safe to upgrade to the hotfix. None of the files relevant to the mod were changed so it should be smooth sailing.
Some things I've noticed from two games:
1. Marza appears to have issues with the team coloration problem. My other caps seemed fine, but after I chose red, it was almost glowing red itself.
2. Some weapon damage effects on enemy ships seem a bit off, but I'm thinking it's just the lack of the custom shield effects.
3. The aforementioned lack of shield effects.
4. TEC frigate factory doesn't use the custom build effect. Capital factory works as intended.
Noticing something strange since using the latest release you put out, Annatar. My ships are taking the color of whatever my team's color is.
What I mean is, say I choose Red as my team's color. When I start the game, all my ships are a very bright red color.
Any idea what could be causing that?
EDIT: Just for the hell of it I renamed the GS_Ship.fx file in the PipelineEffect folder and the problem went away.
To fix the shields not being colored; copy the old GS_ShieldImpact file, that bailknight was using, from the pipeline effects folder
After that go into the gameinfo folder, then open up the playertech, playerphase, and playerpsi files. Hit ctrl+f and search for shieldColor. Mess with the color settings to get the desired color. The 8 bit hex number goes Alpha-Alpha-Red-Red-Green-Green-Blue-Blue I believe.
That should fix the shields for everyone.
Lost_WLD returns! Any news on YOUR graphics mod?
Not to hijack the thread but, it's being worked on slowly.
I need to learn a lot more before it looks anywhere near as good as what bailknight did though.
Update time!
Fixed. Bailknight had some custom textures it looks like for the Marza in his Textures folder. The 1.1 patch flipped some stuff around (don't ask me to explain, I just know that some people were complaining ) so it was screwing things up. I removed the custom files and the Marza looks fine now.
I fixed the custom shield effects, so let me know if it persists. And if it does, which ship and which effect would be greatly appreciated
As mentioned above, fixed. At least in my test game TEC's shields were yellowish-orange, Vasari were green, and Advent blue. I'm going to assume those are the proper colors? (thanks Lost_Wld!)
It looks like IC actually created a new particle for the frigate factory, for which there's no replacement in Bailknight's original mod. I tied using the same particle from the capital ship factory for it, but it just doesn't look right. So I can't do much about this one, unless someone can create a new replacement particle effect (Tech_ShipyardBuildEffect1.particle is the new frigate factory particle)
Actually, my latest release did not contain the PipelineEffect folder so you must've been using the older one. This is also why the custom shield impacts weren't showing
Here is the latest updated build: http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html
Please remove the old mod completely before extracting this one. Concerning the 2 custom Marza textures - the ship without them looks fine. I have nothing to open the dds files with and I probably wouldn't know what to look for if I did I don't know what Bailknight did with them in the first place..
Thanks for this. Now all I need is mansh00ter's volumetric effects and I'm set
Very nice work and thanks to Anna for updating it!
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