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
I can't even tell you exactly what all those culture research modifiers really mean, let alone if there is any bugs on them. But in theory it should.
Thanks, and to GoaFan77 as well. I've just started modding so I was hoping for something simpler but I'll see if I can get that to work.
I don't know if this is the right place to ask, if not I apologize. Do the Forge tools work for Rebellion? On the Downloads page, it says it was updated for Entrenchment, but I do not know if it works for Rebellion.
No, if you have Rebellion do not use the tools from the download page. Those are only for Diplomacy and earlier. The Rebellion tools (Galaxy Forge, Convert_XSI etc.) are now included in the Rebellion install directory (in the steamapp folder) so they are always up to date. That said, the forge tools download does have some basic modding documentation PDFs. While much of the specifics might be out of date, you might find it useful if its your first time modding. But ignore everything else.
And yes, this is a good place to ask that question.
All the resize tool links seem to be 404. Harpos link works but has had to much traffic and has been disabled can someone rehost a resize tool plz,k, thx
Alright, anyone know what causes this error? It seems harmless but...well...I don't take chances with errors if I can avoid it....
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\Engine/File/FileSystem.cpp(308)
bResult == TRUE
Another question....
On multi-star maps, you have those colored galaxy spiral textures that engulf each star when you zoom out...seems there are 2 or 3 sizes, and the biggest ones are always used by the stars with the fewest (or no) planets...
How can I reverse that so that the stars with the most planets are the ones with the biggest galaxy spirals?
harpo
I noticed that in galaxy forge INCREASING the galaxy radius REDUCED the size of the spiral. I'm guessing this variable is either poorly named or is on an inverted scale for some reason. I assume it would work backwards.
You know, this sounds like a bug, as if someone put in a negative sign where they shouldn't have, or should have, as the case may be.
Yeah, it might be. For my map I just give the galaxies the same radius. You can put planets outside the radius so it doesn't really seem to matter from a gameplay perspective. Or if its a single galaxy you can just put the planets closer but change the scale so it still takes about the same time to phase jump between them.
Ty, harpo luckily I had a backup on my flash drive woot!
Can someone point me to the ah hell what do we call it... um Character selection screen? Adding Fourth race seems to be a bit harder since we have this pretty selection screen.
PS-- Do I break something if I give the Rebel Faction a different battleship than the loyalist? Doesnt seem hard to change but Im wondering what underlying engine code wont like me if i do this?
Argh of course I find it just as I post ... "factionselectionscreen" now to photoshop my night away!
You know, you can just disable that faction selection screen instead, right?
No, it doesn't as the rebel "faction" is in truth another race coding wise.
Okay, does anyone know exactly how the game determines which color of ambient light is produced. I was sure it was the SkyBoxProperties.skyboxbackdropdata file, but despite setting all of the skyboxes to the same data, I still get this just for this skybox with what was formerly the green skybox.
Alright, got an update. I've tracked down the problem to the skybox04environmentcube. It was unchanged and thus causing reflective hulls to show the green from this file. However, on copying a 256x256 section of the skybox I replaced it with and replacing the default cube, I get the following warning form the dev.
DirectXAssert: [!FAILED(dxVerifyHR)]Context: D3DXCreateCubeTextureFromFile( g_Core.d3d9->GetDevice(), fullFileName, &d3dCubeTexture)HR: (E_FAIL)-An undetermined error occurred
Does anyone know any of the other parameters that must accompany this file, such as it needing to be tilling texture or something? It seems the game just ignores the environment cube with this error, so that does solve my problem, but I'd like to do it correctly someday.
While I admittedly have no idea how to fix it, I know someone who does; NovaC of NU. I'd shoot him a PM.
Thanks, I bet he would know. I might check out how he did those skyboxes in SoGE as well, but some sort of explanation would be greatly appreciated.
Can there be race specific Artifacts in Rebellion ... or Trinity? Better yet, can there be artifacts that have an 'either/or' aspect if you are one race or another?
That's really good question.
Not really no. What you can do is make an artifact that does nothing, but is a prerequisite to a research that then does something, which only a particular race could get. Of course unless all races can make use of that artifact somehow, that would kind of suck to find an artifact and get nothing out of it.
How are Rebellion normals created? They look like grayscale normals but 3 of the channels are identical. Is it enough to grayscale a regular normal?
Does XSI 2011 or 2012 co-operate with ConvertXSI? Is max smoothing data still converting properly? Do max normals have an impact? Does the game even use tangents anymore?
If I turn a planet into a very large hollow object that occupies the vicinity outside of the gravity well, does it get culled if the camera is not seeing the origin (e.g. viewing inner to outter of that gravity well)? I want to create a high-detail space cavern.
Did Rebellion add any AI-mandatory ship types besides Corvettes?
Is there any way to bypass the texture animation limit? Or is there more specifics on how it works? Animated textures have an entry limit of 16-20 or so it seems. Any higher and they usually flip their shit.
Did Rebellion add any functionality to particles? So far it seems not but I haven't looked much.
Is there still a way to make particle meshes emit light? How performance intensive is this? Where does it derive light data from?
Why do ships chase scouts down phase lanes without jumping?
Is there a way to give ships the ability to jump within a gravity well with an ability that the AI will use? Does this use existing jump data (e.g. gameplay.constants) or can you define new attributes (graphic/sound/speed)?
Does the fleet formation entity file actually do anything yet and does it have an impact on the AI?
It would seem that this is the case, though also the alpha is an inversion of the other layers. Perhaps this is why they are grey scale, since channels are only grey scale. I don't know for sure, but it works like that.
The xsi. files are written differently 2011 onwards( could also be the case for previous builds), so no. Looking at the files differences, it would appear its just the order that's different, but I don't know for sure. I am dumb at code.
I wouldn't know about your other questions.
Yes it uses tangents. Had Psy test some SoA models I converted to Rebellion.
I convert the Softimage scene to .XSI and import that to XSI mod tool. Have to delete the all the tangent data and re add a tangent map to the 2nd UV that still there. Delete the extra camera and light, drag the mesh and rootpoint to the Scene_root and you're good to go.
I have 2010 which opened SoA models and Psy got the trial of 2012, he could open my saves but I could not open his. He modified the meshpoints and exported to FBX and I imported the FBX. I am saving them all to XSI mod tool scenes (.exp) so any of our team can edit.
You cannot fly inside a model, you are limited to the bounding box size. You can manually change the bounding box size in the text .mesh if you want to experiment. I added binary planet, 1 orbiting main, if the camera gets close and you're inside you are looking at the back of the poly which shows as see through, every poly would need to be double sided. Imagine a 1 way mirror, the mirror side shows the texture and the other side shows through.
Any of the limits that can be increased will be in the Settings/user.settings. open in notepad
These should be just like a regular ship which gets its light from the -da texture attached to the .mesh
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