About
For all you Star Wars fans, I've finished off the latest version of a mod which adds the Alliance and Empire as new races. This is a playable versus the existing Tech/Advent/Vasari races, and balanced against them.
"Star Wars - Requiem" is a mod for Sins of a Solar Empire - Entrenchment and Diplomacy that brings the following:
2 new race; Alliance and Empire 6 new strike craft; TIE Fighters, TIE Bombers, TIE Interceptors, X-Wings, B-wings and A-wings. 11 new frigates; Nebulon B, Nebulon B2, Lancer Frigate, Tartan Patrol Craft, Carrack Gunship, Corellion Gunships, Corellion Corvettes, Siege Frigate Mk II, MC30b series, Acclamator I frigates and Galofree Transports 9 new cruisers, Interdictor, Enforcer, Escort Carrier, Loronar Strike cruiser, MC40a light carriers, Nebulon B escorts, Bulk cruisers, Assault Frigate Mk I and Dreadnaughts 9 new capital ships; Victory II-class Star Destroyer, Victory IIC-class carrier Star Destroyer, Imperator-class Star Destroyer, Imperial II-class Star Destroyer, Mon Calamari 80 and 80a, Mon Calamari Defiance and Libery class and Venator-class battlecruisers. 2 new starbase: the Alliance XQ1 platform and the Empire with an Executor Super Star Destroyer starbase model 3 new weapons; concussion missles, proton torpedos and ion cannons 60 new ship names with unique Alliance and Imperial star destroyer names 23 new music themes consisting of ambient and battle soundtracks over dozens of new ship audio and sound effects Star Wars player portraits Alliance and Empire icon symbols a modified Alliance and Imperial research tree, with unique abilities (Interdiction, Tractor Beam, Shield Focus. Boarding Party, Rebel Defenders etc,) Star Wars EU immersion through appropriate ship use, laser color replacement for all ships and text descriptions updated
Credits
Downloads
http://sins.imperial.cc
For installation help click here.For help with bugs or reporting click here.
Hope you enjoy it as much as I enjoyed making (and playing it) myself!
Well I'm still not convinced that the "flipped" over Golan 3 is worth putting into Requiem 2.5. It just looks a bit retarded since everything else is aligned up/down.
Here are the screenshots of it ingame... tell me what you think!http://db.imperial.cc/show.cgi?id=sins&a=view&f=3&t=30
As for hit effects... I'll keep that in mind. I seem to remember that the Volumetric Explosions features create a pretty fireworks on any ship being bombarded by energy weapons but I'll check it out.
well, I think that their was another post on reorienting meshes. As is, DEFINITELY CHANGE THE GOLAN TO USE THE TEC SB MESH. The Advent mesh makes the Imperials' SB look dumb.
However, I like the Golan-III on it's side. It looks good. It would fit better in Sins if it was right-side up, but since the 1st time I've seen it (which was that screen) was on it's side, I like it.
Yeah, ships get ripped apart with the VE mod, but it's just not pretty enough, lol.
Every other weapon in the game has a hit effect, like autocannons, missiles, plasma, etc.
Turbolasers don't. Maybe you can make them use a smaller version of the turbolaser impact from the XQ1's weapons? If you look at them in the show, turbolasers don't just scorch something when they hit, they freakin' EXPLODE. I think it would look pretty cool, and the effect is already there, you'd just need to shrink it down for standard ship use.
Whatya think?
Ok, this is sort of off topic, but I made a Requiem video for a vidcast we do called SuperHappyFuntimeTheater. You guys will have to forgive the hosts for not knowing all the details. They've never tried the mod, and I wasn't there to fill in the blanks.
Check it out here: http://shfts.com/?p=1094
Overall I just want more people to see how completely awesome this mod is.
While I agree the Golan-III would look better if it weren't sideways, I think it looks okay the way it is. I would much rather have the sideways Golan-III as a temporary mesh than the TEC starbase.
Thanks for linking that vid, Hendrix. That site is awesome, I just spent like 6 hours listening to podcasts, lol.
Awesome! Glad you like the show.
I did send an email out to you guys' show, but I accidentally confused you and GK, lol. My mistake.
I just installed the V2.4 mod and i didn't get the right checksum. How do I get this mod to work? it looks awesome and I really want to play it.
Is there any possiblity that this mod is not compatable with current operating system? I'm using the Windows 7 RC and it appears that several mods do work. I've been thinking of switching back to XP.
I use Vista and it runs just fine. Don't know why the mod would be wonky with W7, since the game itself works fine, right? Weird. Try turning the building graphics down.
Im dl.This looks most excellent.
I actually develop and run the mod in Windows 7.. so there is no question that works fine
For checksums, bugs, ideas, reports... please look for help over on the main site at http://sins.imperial.cc
I am assuming no one on this project can model, and that is ok. Since i see much of Eviljedi's work in here.
However the models have the same issues that Eviljedi has with SoaGE. No normal maps. Which causes some wierd lighting effects in the game. Examples: Ships being lit from the opposite direction of the light source. Glowwy areas, and wierd shading effects.
I converted all of the mesh files to text so i can look at the texture entrys, and see what was wrong (i already knew what was wrong since i did the same thing for Eviljedi). You MUST have a normal map for every texture in the mod. You MUST have an alpha channel for every texture in the mod.
You can add Alpha channels in photoshop by duplicating an existing color channel (red green blue) and ether filling it black, or in a normal maps case duplicate the red channel and rename it alpha The developers use the red channel for alpha in normal maps and this has to do with how light in the enviroment effects the models. No alpha channel means wierd lighting effects or worse... black ship syndrome.
Create normal maps using Nvidias photoshop dds plugins. What i did was made the bumps low (1.0 or below), because most of the SW ships had smooth hulls anyway, and eviljedi meshes in much details.
You dont have to load the meshes up in XSI to add the normal maps. Just convert the mesh files to text format with convertdata. The top lines in the models file will tell you what textures are being used.
Example: This is from the Imperial Star Destroyer mesh. Very top lines will tell you what materials, and textures are used.
MeshData hasValidTangents TRUE BoundingRadius 1109.735107 MaxBoundingExtents [ 463.434692 358.000000 1109.267212 ] MinBoundingExtents [ -463.434814 -150.000000 -560.000000 ] NumMaterials 3 Material DiffuseTextureFileName "CAPITAL_IMPISDI_BRIDGE_CL.dds" SelfIlluminationTextureFileName "CAPITAL_IMPISDI_BRIDGE_DA.dds" NormalTextureFileName "" <--------- Is missing normal map DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 32.000000 <-------- I made this setting 15-20.0000 to reduce overall reflections Material DiffuseTextureFileName "CAPITAL_IMPISDI_THRUSTER_CL.dds" SelfIlluminationTextureFileName "CAPITAL_IMPISDI_THRUSTER_DA.dds" NormalTextureFileName "" <---- Normal Map is missing DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 32.000000 <----- Since this is an engine glow i left gloss alone Material DiffuseTextureFileName "CAPITAL_IMPISDI_HULL_CL.dds" SelfIlluminationTextureFileName "CAPITAL_IMPISDI_HULL_DA.dds" NormalTextureFileName "" <------- Missing Normal Map DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 32.000000 <----- Set to between 15-20.00000
Just add the normal map texture name in the missing lines. It is that simple. It should look like this when done
MeshData hasValidTangents TRUE BoundingRadius 1109.735107 MaxBoundingExtents [ 463.434692 358.000000 1109.267212 ] MinBoundingExtents [ -463.434814 -150.000000 -560.000000 ] NumMaterials 3 Material DiffuseTextureFileName "CAPITAL_IMPISDI_BRIDGE_CL.dds" SelfIlluminationTextureFileName "CAPITAL_IMPISDI_BRIDGE_DA.dds" NormalTextureFileName "CAPITAL_IMPSDI_BRIDGE_NM.dds" <--- just add your normal map DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 20.000000 Material DiffuseTextureFileName "CAPITAL_IMPISDI_THRUSTER_CL.dds" SelfIlluminationTextureFileName "CAPITAL_IMPISDI_THRUSTER_DA.dds" NormalTextureFileName "CAPITAL_IMPISD_THRUSTER_NM.dds" DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 32.000000 Material DiffuseTextureFileName "CAPITAL_IMPISDI_HULL_CL.dds" SelfIlluminationTextureFileName "CAPITAL_IMPISDI_HULL_DA.dds" NormalTextureFileName "CAPITAL_IMPISD_HULL_NM.dds" DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 20.000000
Blammo you are done! check the model in game and notice the big difference.
Is there a possibility that having more than one mod would cause conflict? I can't resolve this issue.
if the mods do not have any files of the same names there should not be any conflict, but if there are files with the same name then the higher in the mod list for entrenchment will replace the lower
harpo
Hi guys I cant get 2.4 to work with the latest version of celestrial bodies can anyone give me detailed instructions on what i can do? cheers and have you ever thought of merging distant stars with requiem??
I don't think it is supported right now, mainly because Jason said he was doing a lot of planet merging into 2.5. I don't know what features are making the final cut, but anything could be possible.
That said, if you are some what comfortable with some minor modding,I believe the GalaxySenarioDef, string and manifest files are the only overlapping files, so you could try to do it yourself. If you want to try it I'll give you some more info on how to do it.
i really need help. my copy of sins and entrenchment isnt in iron clad games its saved in stardock games. however my mod path still says iron clad games i think thats why the game isnt showing that i have requiem available
Thanks i had an idea that was the problem i tried pasting the files over to see which were overlapping is it just a case of deleting these files?
anymore help would be great
cheers
Fun mod.I played a game and was a good time.One thing it needs is icons for the ships.I know its a pain but if you could put icons for the space part at least so you can tell what ships are what.You dont need them on info cards or empire tree as much.Nice job tho.
JasonFJ:Regarding the flipped Golan platform, is the mesh in a format compatible with the free modeling program Blender? If so, it should be rediculously easy to right.
hmm, no, unless someone makes a Python script allowing mesh import/export then JasonFJ is probably going to have to go find a matrix calculator (search the forums for posts regarding reorientation of meshes, it notes the formula/matrix calculator).
You can actually view the object in 3D Object Converter 4.40. Not sure if you can do anything to it though. You can at least convert it to an object and adjust the model.
Why is there no mention of adding MANSHOOTER's awesome Dynamic battle systems mod to this?
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