This is a mod to make the in-game pirates playable.
It is the Tri-Pirate mod, becouse it is three mods in one.
My Pirate mod
My Music mod
And Gurkov's sound mod
They will be a full civilization. Though not able to colonize, gather resources, or do much research, as that is not the pirate way!
Only essential research to maintain game play is included, and resources are gathered through raiding or smuggling.
These pirates are a single force, made up of what were individual pirate colonies. Welded together by the most infamous pirate in recent galactic history. John Skalavan.
John Skalavan was born on a pirate world, approximately thirty years before the fall of the Trade Order. He quickly joined the pirates. Unfortunately, after only a short year of service, he was involved in a major accident that ruined the left side of his body. Leaving most of his left side in metal prosthetics and bandages. To handle this extra equipment, his mind was enhanced by a small computer. Which he hacked into, and vastly improved. Giving him the ability to develop super advanced tactics and strategies. Allowing him to fulfill his destiny.
I have actually been working on this for some time. (Since sins 1.05) but because of a lack of help, numerous setbacks, and annoying Ironclad updates. It has never been finished. (But has come close on numerous occasions)
I will release a beta soon as I feel I have one that is releasable.
If you wish to help, I would appreciate it.
I need:
2D artists
Modellers
Texturers
UV mappers
And voice actors
If you wish to help, just tell me here, PM me, or go to my boards on the 7DS site http://sri-corp.com/Forum/index.php?board=33.0
Really looking forward to this mod, have seen some of the ship models and they are very unique! The pirate battle ship is awsome! It's also has a very different and refreshing SINS gameplay ... plunder rather than colonize.
Hope you get the resources/people you need, this Mod has marvelous potential!
I will try and help with the voicings if you want. I've done some before and use a Fostex 16 track digital recorder for the base vocal track, it's a lot cleaner than audacity.
Thanks Stiener!
Rjhughes, that would be awsome.
If you wouldn't mind, just go to my 7DS site, and make post about Voice acting, we can take it from there.
Again, I'll try to get out anouther BETA as soon as I can. It shouldn't be too long, I just need the forge tools for 1.04 to be released.
Bump for potential
lol, thanks!
Right now, things are a bit slow for me.
I am involved in a Nano-wire reaserch project
Am Building a Tesla Coil for a differnt proffesor
Starting to write a reserch grant for anouther Reserch project on Ball Lightning.
Oh, and I almost forgot, I have 17 credits of classes I take during my freetime.
Though really, all I have to do is mod in the StarBase, and the beta will be ready. THough, It is difficult with out a Developer.
Maby I am ready to admit that I need anouther coder to take over...since the coding is actully most of the way done.
Is that Captain Harlock's Green Arcadia in the background?
The Brigintine Battleship (The ship seen in the background) is heavily based off of Captain Harlock's Arcadia. so, yes.
Yes... it is... with some little modification... turret are WWII inspiration, side flak gun added, a backside hangar added, the ugly missile launcher changed by a triple one... no ramming blade at the front...
These ship is enough different from these in the anime for not have copyright problem... the blue version was removed from the anime due to copyright problem so it will not model it...
Texture will be somehow more complex that these in the anime show, i am working on it now... hope finish it for the end of the month... the model is already included in the old beta of the mod but only with a black texture...
What he said.
Thoumsin-
did you ever read the thing about all my custom textures turning out black?
Including those fighters you made for me. (havn't texted xXx heavy frigate yet).
What do you think might have caused it?
and how could I fix it?
try diffuse filters in the mesh file, look at the CL the DA and one other Normal, I think. Without one or the other the CL or the Diffuse they are almost black, with one of them gone, DA? They ARE black.
Could be a million other things, but i have seen this myself modding meshes.
Take a look and see if it is.
T
Good to see the Pirate Mod back in work, will love to see it done.
Have you already check the .mesh itself ? it seem that the texture was not correctly keep during the xsi or convert-to-mesh step... try to make the .mesh in text mode and check the field at the top of the file, these related to texture... if the field are filed, check if the name is the same that these of the texture... a classic error is the case sensitive thing...
One last thing... the initial basic texture for the Arcadia was made for 1.05... don't remember for the fighter/bomber... but i don't think that it is the problem... if the ship was glowing with the team color, it is almost sure a texture version problem but it is not the case...
If i have time these week-end, i will download your beta and make some check...
This can be one of the problem... remember the post at http://sri-corp.com/Forum/index.php?topic=2131.msg13515#msg13515 ... in your mesh file, the da and the cl texture was inverted... but i have correct it myself in the two mesh in the final package... if you have made the same error when you have hardpoint the model, it is maybe the reason...
Can say more when i will have the file in my hand and in text mode...
Hey is there a way to beta test this mod
Hmm...
I don't think that it is the mesh being messed up. As ALL my custom meshes all messed up. Not just the fighters, but the Arcadia, and the Abomination Defender.
And I havn't checked the Heavy Frigate yet.
It could be that I simply placed all the textures in the wrong spots.
Would you mind reminding me where they go again? (which onse in which spots)
The only betas I have are very old. As soon as I finish coding in the Starbase, I will post a new beta. Could be any time between this weekend, and four months from now. All depends on how much time gets flushed to homework. ( I SHOULD get alot of time this weekend, though probably not enough to finish the beta)
Cool, I've recently discovered the Harlock series on Netflix after being pointed that direction is why I asked. The modifications sound well adapted for the game and other issues as stated.
Also, I'm really looking forward to this mod. It sounds like a really fun change up in game play and original too!
Is it possible the textures do not have the alpha channel set correctly. I've had all black textures in game if I forget to copy the Red Channel to the Alpha as per Major Stress's Tutorial. (This was a change Major Stress noted with 1.12 and Entrenchment)
https://forums.sinsofasolarempire.com/162482/
Thanks for your interest!
No joke, its nice to actully have some people interestind in what I am doing.
I don't know about the Alpha channel. That is not my forte'.
Thoumsin- I checked the Heavy Cruiser, it seems Fine. It is a bit shiny, but other than that, it is fine.
And I had very little to do with appling the textures on that ship. So I am thinking it is actully just placing the textures in teh wrong spots.
When I get a chance I'll mess around with that, see if that isn't the problem.
Right now, I've been set back. As playing my mod in 1.041 is causing my mod to crash whenever I build certain structures. But I don't get a specific error, it just crashes. I want to fix that before moving on.
EDIT: fixed the error. It was simple, I forgot to add in some abilities. However, the black textures still remain. I have checked the placement of the textures, and they are correct....so wierd. Could the glossiness be messing it up?
EDIT2: fixed the textures. For the capships I had forgot to add in the textures, same stupid problem as I did with abilities. For the fighters, one of the meshes was spelled wrong. Which is wierd, becouse this is the second time thsi has happend....why didn't it STAY fixed?
Tesla,
When i mod, i have sometimes pulled files from previous versions, which weren't changed the way i thought they were. You fixes not staying fixed might be that. But that is normal. Just keep a clean version at hand to copy needed files from and that avoids that problem.
-T
I think I know what happend.
My method of modding is a bit differnt that others.
I have the mod, but I also have a Mod "workplace" where I keep ONLY the changed files. So, what happens, is whenever I have to update my mod, I just delete the old version. Update the changed files in my Workplace, than "Recompile" the mod.
This makes it easier to track down notorious difficuties, but it then tends to produce some. As sometimes when recompling, I forget to add in a certain set of abilities, causing the game to crash when I try to use the entity that used that ability. (Thus one problem I described about)
Same can happen with meshes. Sometimes I forget to add in a certain mesh, which produced the mesh issues I said above.
IT also means that whenever I make a change, I must do it in TWO places, both the workplace and the mod itself (not hard, just copy/paste). But sometimes I forget to do that, causing old problems to crop up. Which is what happend in terms of the fighter meshes.
It is this system that created all my problems I was mentioning above. But they are fixed now.
I have added the Starbase, now I am working on its abilities, upgrades and reaserches. (AKA, the hard stuff)
Nice! Any pics of the pirate starbase?
I wish!
I havn't found anyone to model it yet.
So Far I am just using the Argonev as a stand in.
That is the problem. My coding may be awsome, but unless I get more help, this mod will never be finished.
That a pity, because your a great coder, you've done some wonderful and unique abilities for the B5 mod, your work has really brought to life the ships ....
Perhaps people are just too scared to help ...
lol, thanks steiner!
that pic is awsome too....
Thanks! So are the abilities you made for us! Wow!
Let me know if I can help! I'm always happy to help an amazing coder like you ... it's almost like you can bend the code to do whatever you want it to!!!
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