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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
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This is the place!
Sins Modding Wiki
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Emphasis on modeling and
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REBELLION MODDING TOPICS
Rebellion Modding Q & A
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Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
An Idiot's Guide To Getting Started
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MOD DOWNLOADS
ZombieRus5's Mod Yard
Directory of Planet Mods
STEAM
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REFERENCE FILES
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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
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Culture, Explanation/Discussion
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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
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Rebellion Shield Mitigation & Focus Fire testing
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Particle Forge Help Thread
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SemazRalan's Template Guide
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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
I know normally the novalith uses 2d movement arcs--could this be part of your issue?
I have no idea, it doesn't look like its doing anything different...
So does anyone know how it determines where to put the faction owner's icon. I think if I could change that I could fix the problem.
Well...a novalith ALWAYS is flat on the ecliptic plane--no exceptions. It may be just a little skew or elevation does that.
But yes, someone brilliant please explain this.
Wouldn't it be placed where the Center null is? As that's what the game interprets as the "center" of the model.
Nope, I moved the center point just to be sure right into the middle of that gap in the Novalith. I double checked with the dev.exe, there is no mesh point where that owner icon is in the picture.
Hrm... Perhaps it's based off of the placement of the mainview icon?
Well after some more testing I now have a better understanding of the problem. It seems the default superweapons, in there structure form, actually have the same problem. However, they continue to rotate while their 6 second charge up animation plays, so that when the projectile fires its correctly aligned. Frigates don't seem to have the behavior and just sit their while the charge up animation plays. So I guess I don't need to move the icon, but rather find a work around to fix this behavior...
Disabling linear engines during the ability's charge up might do the trick.
That's what I was trying to get at--darn it. I can be smart too!
Wouldn't that stop it from turning? I need it to keep turning, it stops by default.
Nope, turning would be angular engines. If you disable linear engines a ship cannot go forwards or backwards, but it can still turn. By disabling it's linear engines, you will essentially turn the ship into a turret for that short period of time. See here for the exact modifier names.
Hi all, I'm copying this from the thread I've started and posted it here in the hopes of some feedback. Thanks!
I've been spending the last few days working with 3ds max/xsi mod tool/blender/photoshop and working with the triexported ship models from eve online to some success...but I can't seem to fix my texture issues, I've followed several tutorials concerning the .dds files etc with alphas and the -cl and -nm, -da naming conventions for the textures and had the diffuse show up successfully ingame....but the models seem to be missing parts? like they are transparent....I have uploaded several early shots of what I'm experiencing...exported from 3ds max to .MESH using the 1.1v of the SOASE script for 3ds max9 and I'm using 1.34 diplomacy clean mod install in my appdata files etc... any assistance would be greatly appreciated...you can also evemail me in eve online at Marcus Rileau (incase some of you mates play aswell) I'm trying to keep all of my importing/exporting/editing inside of 3ds max 9 and photoshop....if possible...I'd love to hear some fellow modders advice on this obstacle I'm confronted with...Thanks in advance all! links to screentags below:
Basically, I'd not sure if I'm missing tangents/UV maps? or if there is an issue with the models being turned into .mesh because they look fine in 3dsmax 9....but appear in-game with parts "missing"
http://imageshack.us/photo/my-images/6/2012022500001.jpg/
http://imageshack.us/photo/my-images/803/2012022500011.jpg/
http://imageshack.us/photo/my-images/46/2012022500013.jpg/
-quick edit- So I discovered that my texture -cl.dds file wasn't flipped vertically....which was the cause of the texture appearing in an odd way. but I'd really appreciate some input as to why there are transparent "spaces" or blocks of the model missing....Screentags hosted for your viewing...
http://imageshack.us/f/24/2012022500017.jpg/
and
http://imageshack.us/f/824/2012022500021.jpg/
pixels missing? or a texture?->spectacular or bump? as always I'd appreciate any and all feedback and advice as I'm new to modding SOASE (I modded several of the total war games in the past...so not a complete noob)
Texturing is still my personal Achilles heel right now but I guarantee you someone will pop on with some advice. Keep an eye out for responses. The models look nice (the parts that show).
thanks to trial and error I'm able to import the models succesfully into the game and dummybox the meshes etc, I'd added the -cl,-nm, and -da textures aswell and the model is reflective etc....basically I believe I have my import process worked out....except that I've encountered an issue with the team colors making the model entirely THAT color ie-> blue team color -> ingame options -> team colors ON= ship all blue...everything works wonderfully aside from this hiccup now...if anyone has any advice I'm all ears thanks for the input Sinperium!
teamcolored ships -> http://imageshack.us/f/52/2012022600010.jpg/
without playercolor setting on -> http://imageshack.us/f/841/2012022600009.jpg/
That's due to the Alpha channel on the -cl texture. It has to be black where you don't want the team color to show up, and while where you do. If you don't give the -cl an Alpha channel, the game at times creates one which is all white.
@lavo-2 yes, I have the -cll.dds setup with an Alpha-1 channel...it's all black aside from a few (very few) white areas for the team colors to appear isn't this the correct way of doing it ? or should I experiment and make it all black?
No, that's the right way to do it. This might sound silly, but try renaming the layer's name to "Alpha 1". Probably won't make a difference, but with Sins you never know. If that doesn't work, try making it all black. I'd suggest having the Dev exe running when you change the textures; this way you can see the effects instantly.
Alright so, I have this periodicAction for a buff, it works fine, however I was wondering where exactly the "Ability" point, and it's index, in the weaponEffectAttachInfo is located/defined, as it does not appear to be in the buff file. i want to know where it's located so I can edit it's position slightly; due to the model being re-textured the effect is now slightly off center, in reference to where it is supposed to appear.
Uh, it says it fires from ability point 3 and hits a random mesh point on the target ship. Is that what your question is?
By ability point 3, does that mean the null point "Ability-3" or "Ability-2" or the third ability null point in the mesh's file? Yeah that it what my question is, thanks.
Edit: To clarify, I'm looking for where the coordinates/position of "ability point 3" is defined.
I believe it really means Ability-3. Isn't it in the mesh file?
Yup, that did the trick, thanks!
FYI...I saw the Steam post here about what are good Trinity mods and added and linked several in a list there--for any mod owners interested it is here.
FYI...I saw this Steam post about what are good Trinity mods and added and linked several in a list there--for any mod owners interested it is here.
So i've been trying to create a small mod for personal use but it keeps minidumping.
I've only been editing stats, nothing else.
An example of what's wrong:
Text FileArchive missing Label.
File: C:\Users\Liam\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34\Maelstrom Self\GameInfo\CAPITALSHIP_TECHBATTLESHIP.entityLabel: weaponCooldownDecreasePercLine Number:287Line Contents:MeshName "CapitalShip_TechBattleship"
After some googling I saw that it might be that i'm using an older version of reference files.
However, I am using the newest ones uploaded by harpo (https://forums.sinsofasolarempire.com/378266/page/4/#replies)
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