Does anyone have the mesh file for teh originaly Beta Kol?
Or does anyone know where I could find it?
I want to use it in my Pirate Mod I am making, It would work perfectly.
I have a copy of dolynicks beta Kol and Marza files with the Phase & Psi Gunships included that i can upload if he doesn't have time.
thanx guys ..I really need any ship that is not in the final Soase version...for a project of mine...if it's not too much trouble, please upload them..
I wouldn't mind looking at them if you wouldn't mind uploading them somewhere
this is the mod i downloaded after I found out that the beta kol and beta marza are in it..(it only took 10 minutes for me to download)...http://www.filefront.com/13863696/7_deadly_sins_2.1.7z/ (I only downloaded it for the beta ships..I don't know if the mod itself works or not, I only play mods for Entrenchment and Diplomacy)
I got the email, thanks. Yes please rj, I would also like the gunships and not have to fix the capitals if I don't have to.
The weebly upload is giving me grief, I thought it was 10mb max. I will post it when the files are up.
This is probably the biggest problem
ability:0 "AbilityKOLBETAGaussBlast" ability:1 "AbilityKOLBETAHeavyFighters" ability:2 "AbilityKOLBETAIncendiaryShells" ability:3 "AbilityKOLBETARadiationBomb"
If I do fix this up and share should we put the new KOLs abilities in there? I want for my graveyard to revive so I might make it weaker in a few points but maybe different abilities.
but I didn't use the beta kol entity file..I used the new Kol entity file and only changed the mesh line in the file...
Good point. The KOL is in my diplomacy game now but the textures are messed up. They changed the way the textures are accessed a while ago.
Run the game using the DEV.exe in the root dir, what errors does it give you? The only thing I can see not working is the spaces in the file name. First thing I did was rename TCA KOL BETA.mesh to CapitalShip_TechBattleship_Beta.mesh and change the entity, but I'm not sure. Its in game now though.
Before you use any files from 7 Deadly Sins please talk to Danman first. I know Ironclad owns the rights to the ships but i think hes made his own alterations to them. Just so theres no toe stepping, hard feelings, ah you know. Anyway here's the files.......BetaShips
Thanks so much.
I figured they were the abilities that came with the beta. I will contact before using any though to be sure whats what.
Here is the KOL I got sent ingame now.
kol_beta.rar
The reflective channel is empty and the team colour channel could use some work.
EDIT: The meshes call for nonexistent textures. Since this is what Danman probably added I am just going to remove the materials.
Material DiffuseTextureFileName "EffectTechMissileturret-cl.dds" SelfIlluminationTextureFileName "EffectTechMissileturret-da.dds" NormalTextureFileName "EffectTechMissileturret-nm.dds"
Material DiffuseTextureFileName "EffectTechLaserturret-cl.dds" SelfIlluminationTextureFileName "EffectTechLaserturret-da.dds" NormalTextureFileName "EffectTechLaserturret-nm.dds"
Material DiffuseTextureFileName "EffectTechActurret-cl.dds" SelfIlluminationTextureFileName "EffectTechActurret-da.dds" NormalTextureFileName "EffectTechActurret-nm.dds"
EDIT 2: Here is the Marza Beta
Both ships need new shield meshes as these ships are larger. I will look whats already available in stock.
SupportShip_PhaseGunship Bloom on and Bloom off
If those are the versions I posted way back, I'm positive I corrected the texture issue in regards to the channel changes.
I just checked my own versions of the ships and yeah, I have the 2nd material sets in the .mesh files as well. Those shouldn't be there and removing them is the way to go. I'm not sure why they are even in there in the first place.
This is all there should be there:
NumMaterials 1 Material DiffuseTextureFileName "BetaKol-cl.dds" SelfIlluminationTextureFileName "BetaKol-da.dds" NormalTextureFileName "BetaKol-nm.dds" DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffe5e5e5 Emissive ff000000 Glossiness 16.000000
If it is coming from my .zips, the BetaKol texture files should be in there and ready to go for the current version of Sins.
-dolynick
I had the KOL and Marza done from the old files radu emailed me when rj posted the new link. I will compare the textures soon. Meanwhile I just finished the SupportShip_PhaseGunship and those textures from the zip did need to be fixed.
The -cl alpha channel represents the "Team Colors" channel. This is what surfaces should display team colors of your fleet.
Note: Previous to patch 1.12 the Alpha channel was the "Specular Map".
The -da Red Channel now represents the "Specular Map" of the model. It is how the ship gets that shiny metallic look to it. This is a greyscale image. The lighter areas are more shiny with white being the shiniest while dark is dull areas with black as being no shine at all.
Note: Previous to patch 1.12, and Entrenchment the Red channel was the "Team Colors" map of the model.
SupportShip_PhaseGunship Here is the XSI scene, new mesh and textures.
Also fixed the above, center and aura points. They were way off the model throwing off the bounding box and zooming in was not good in-game. Also redid the tangents.
SupportShip_PsiGunship Here is the XSI scene, new mesh and textures.
Fixed everything same as above.
Yeah, I'm pretty positive I just copy and pasted the -cl alpha and -da red channels into the other and switched them. I made no other changes to the contents within the channels themselves so they were left as Ironclad intended them. It's pretty simple to correct.
I did not touch a thing in the mesh other than renaming the three primary texture files. Oddly enough, I didn't even notice the 2nd set of materials... or I didn't know enough at the time to realize they shouldn't be there. It was never imported into XSI, I just edited the text version of the mesh file.
something is wrong with the weapons of the beta kol that rj uploaded..all weapons fire from one single point in the middle front of the ship ..is there a way to correct this? ..and I see in the picture that myfist0 uploaded of the kol, the fighter bay is blue ...the one that rj uploaded has grey fighter bays..
Its old style textures and the team colour channel has the hanger, I was blue team. Thats why I mentioned the team colour channel needs work.
The KOL and Marze still needs shield meshes and the tangents redone. There is a lot of the little white dots when zoomed out. I will work on it. The 2 fighters are good now.
I was searching for screen shots when I came across this Beta Kortul Devastator. What do you think?
Bison...
beautiful
Hey guys,
On a whim, I've attempted to add the old Kol (from the kol_beta link listed above) to my existing game of Distant Stars.... added the entity files, gameinfo, mesh and texture files to their respective directories, and it's not appearing in my game. Thoughts? I've also edited the entity.manifest file, for what it's worth...
Have you edited the player.entity?
Point the player entity to the ship entity and that should work.
If you already did that, post what steps you took to try and add that ship already...
The textures on the guns were not finished on that 1. Use these
Here is my PlayerTech.entity Cap Ship section
capitalShipInfo Page:0 count 7 entityDefName "CAPITALSHIP_TECHBATTLESHIP" entityDefName "CAPITALSHIP_TECHSIEGE" entityDefName "CAPITALSHIP_TECHCARRIER" entityDefName "CAPITALSHIP_TECHCOLONY" entityDefName "CAPITALSHIP_TECHSUPPORT" entityDefName "CAPITALSHIP_TECHBATTLESHIP_BETA" entityDefName "CAPITALSHIP_TECHSIEGE_BETA"
@Syneptus: No, I didn't. But I figured there was a few things that I was missing.
Hmmm.... puzzling... I've added the gameinfo, mesh, and texture files to their respective folders in the mod, added the entry myfist0 listed above to the playertech file... and the game doesn't run no more at all; it just returns to teh desktop after a couple seconds of a black screen. No errors, no nothing, it just craps out.
OH! I've also removed the old Kol's files and entries, or overwritten them with these new ones. Any thoughts? Or did I just break my game? D:
It will give error report on most things using the DEV.exes in the root directory. I changed a few things in the new DL. Make sure the entity manifest has proper names for new entities. Make sure the beta ships entity point to the proper mesh. Players capital ship count is updated.
Spelling and capitalization are very important. I use copy and paste a lot.
I made sure to add/edit entries exactly as they appeared, but...
This is why I don't mod, myself. Coding is my worst bane, right next to math!
If you ever try to change a mod, ALWAYS BACKUP. Save a copy of the mod and give a new name then edit and enable the copied mod.
Did you use the Dev.exe to test?
The only thing I can see that would give error is the Strings in the ships entity but this would only give string not found error and the game would run fine.
NameStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_BETA_NAME"
DescriptionStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_BETA_DESCRIPTION"
You would need to add these 2 strings to String\english.str and update the count +2
StringInfo ID "IDS_CAPITALSHIP_TECHBATTLESHIP_BETA_NAME" Value "KOL Battleship - Beta Class" StringInfo ID "IDS_CAPITALSHIP_TECHBATTLESHIP_BETA_DESCRIPTION" Value "The original design for the TECs first galactic battleship"
I already have a backup of the mod on my drive, so all is good there.
@myfist0: I've also done exactly that, added that exact text to my english.str file, right below the entry for the "stock" Kol. Ditto for the Marza. I also increased the counter by two, but no joy.
Another thing that occurred to me: where are these two additional capships going to pull their abilities from? And will they be tied into research trees? IS will the Beta Kol benefit from beam weapon upgrades?
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