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
It's in Gameplay.constants->CapitalShipData.
See...
ExperienceLevelData
and
PurchaseNextLevelTime
So what are you doing?
Is it possible to create a ship/structure that can't be scuttled by the owning player?
Yes, with a passive ability and buff that adds the bool CannotBeScuttled.
Cool. I have an in-game object that will be pre-placed in maps that I don't want the owning player to be able to scuttle.
I also thought it would be evil to create a planet that when colonized bites you in the butt and can't be abandoned.
Muwahahahahahaahhahaha!
Zombie kudos for your answer sir...and note the thread has a new header graphic now. It's awesome, covered with tiger blood and diamonds.
Is there a way to disable a ship's ability to bomb planet via passive ability, like with an entityBoolModifier or something along those lines?
An enemy ship i.e. an ability being cast / a passive ability from one ship affecting another ship? Or are we talking about a re searchable item?
I do not see Tiger Blood or Diamonds.
This thread is a web of lies.
If you want to prevent ships from attacking a planet, the Relic planet from Sins Plus has a passive ability. Uses the invunerable method.
I think he wanted to prevent one ship from attacking a planet, not necessarily all ships.
Target filter?
Well guess not since that would effect more than one type of ship. But you could narrow it down like that, no?
I thought the relic shield from Sins plus made the entire planet invulnerable, thus preventing all ships from attacking it.
While the ability is active yes that sounds about right.
This could probably be adapted into a re-searchable ability for each ship?
Yes it does but you could add a target filter to it, to prevent certaint ships from doing anything to it.
Just shooting ideas...since thats what i do,
No tiger blood for you! Come back in one week!!
pew pew
Nah, a ship that has a passive ability that disables it's planet bombing, ApplyBuffToSelf in other words. It will be unlocked by research yes, though I don't see how that is really relevant. Basically the Sins AI is stupid and whenever a frigate has planet bombing capabilities it will just rush to bomb the planet, even if the frigate isn't designated as a Siege frigate. So, what I figure I'll do is put in this ability for all frigates except for the one designated as a Siege frigate so the AI preforms better.
Okay, texturing noob question. I have a UV map where some of the islands seem to have been scaled more on v axis than the u axis, thus I have a distorted shape that doesn't fit nicely on the texture. My scale tool in the texture editor seems to be stuck on scaling the island uniformly. Is there a way I can change it so that I scale the u axis more to get it back to its proper shape, or am I going about this the wrong way?
Anyone? Pretty please with some karma on top?
in XSI, you can hold down right mouse and only scale left, right or middle mouse to just scale up down. Might have those buttons backwards but you get the idea. Also works for transform, scale and rotate
Model/texture question. So I have this model, it looks fine in Softimage, but not ingame. Does anyone have any idea what could be causing this, and more importantly, how to fix it?
My first guess would be the tangents, especially as they'd be pretty hard to get right on a model with weird shape like that. Though if both of those pictures show the same textures that's the most dramatic thing I've ever tangents mess up.
Not a tangent issue. Tangents are the angle of reflection from a light source.
The UV editor has options for blurring and skewing UVs. Did you maybe press 1 by mistake.
Did you check the model for 5 sided polygons?
Can you upload the scene/texture archive for a modeller to look at?
I didn't make the model myself; converted it from .max to .obj and then rigged it up. Here's the scene with the textures.
Are there any issues with making a particle effect model with only one side having a face (meaning the other side is "see through")?
probably same as a model where u see inside, the polys backside
There are many great features available to you once you register, including:
Sign in or Create Account