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.
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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
Yeah, the game defines a galaxy/solar system around each star, and you can only have 1 star per system. You cannot simply change the entity type, and as I said the source code is not available so you cannot change how any modifiers work, you can only change their values.
Other mods have taken two approaches to do what you are trying to do. One is to simply change all the maps in galaxy forge to have all planets connect to each other, and to tell your users to hide the phase lane lines in the options. The only real downside to this is that this will not work in random maps. The other way involves making a custom ability on scouts (or special ships, but scouts usually work best) that create a phase node every time the scout arrives at a planet. Since both the player and AI tend to first encounter a system with scouts, this lets the player jump to any discovered planet from any other planet.
Yes I have done the first of the two approaches you describe already, at least all the planets within a single system have been connected. In my larger maps connecting each planet to each other planet in every other star system would seemingly take a lifetime (around 100 planets in one of my maps). Is there any quicker way of accomplishing a total connection between every planet in every system with every other planet in every other system without simply sitting in Galaxy Forge and drawing thousands of phase lines? Can Galaxy Forge be programmed to do this automatically or maybe write something like a batch file that would automate that process within Galaxy Forge?
Galaxy files are actually simple text files; maps were originally made in notepad prior to the release of galaxy forge. I probably wouldn't use a batch file but if you're good with programming some scripts you could indeed automate the process. I do something similar with a Python script that automatically changes the planet bonus/artifact density of every map in the directory, though what you want to do is significantly more complicated.
The first two make tons of sense; those are likely a source of many of them as they are heavily modified. Thanks!
As for the first one, the reason I ask is that I've parse through all the mod's ability/buff files, and ensured that they won't give off any errors, so I'm at a loss as to what could cause that sort of error, save mesh issues.
If you are willing to kill phase nodes as a unique research item, then yes there is a way to do so that works for any map, random or premade; I've done it.
I one time tried to use the corvette meshes as SC and got that error with the TEC one...there's a limit on how many exhaust points an SC can have and the TEC corvette has like 6....
So yes, mesh errors definitely can cause it....
I might be really late on this, but I just noticed something really cool. Sins' screenshots (i.e. using the ingame tool) have alpha channels. This might seem random, but it's notable for the fact that blank space is all white, but the ships are full form black. Which, in short, means they could theoretically be used to make detailed icons with little effort.
If a mod was to be released, and nobody played it, did it ever exist?
Releases are just a bonus to making a mod.
Personally speaking though, I'd be disappointed if I made a mod and nobody bothered to play it after the effort I put in.
That's the way the things were in Starcraft. With the kind of effort you put into total conversions like I did, you had to be doing it for yourself. I really can't even comprehend the mindset behind people who do it just for the publicity (which was the excuse many mappers gave me for making maps).
That's also the reason why I only build original projects and not based on someone else's world.
hey so i have the new expasion for sins but non of my mods are working. i know that it is a different version im just trying to figure out how to update my mod im working on.
Look at this thread.
thanks
Alright, here's an odd one. I've got a mesh that despite triple checking it over in XSI, gets its mesh points reversed in ConvertXSI. It may have something to do with the fact that some of these points are at odd angles. Anyways, I don't suppose anyone can tell me how to flip the orientation of mesh points in the .mesh file manually? I've messed with the orientation before but just the basic forward/backwards/left/right, but I don't know how to handle directions in between those.
Ask Semaz, he flat out rigs things in Notepad. If the angle is flat out reversed, ex. something straight up is pointing straight down, I would guess reversing the signs of all the orientation values (ex. positive to negative) would do the trick.
This is due to xform data in 3ds max (no idea what the equivalent is in XSI). It happened to me several times in Salvation when I mirrored instances of hardpoints and then changed them. Even though their axis in XSI and max was correct, ingame it was flipped. To fix this, I had to reset the xforms of those points and re-orient them. It's really weird.
Huh, I guess I should have tried the obvious thing before posting. That worked, though bizarrely angled weapons seem to fire in both directions its in between, but that's fine with me. I wish I would have known that in advance.
Ah, yeah I'm not sure what property it is, I'll bug Myfist or Zombie and hope they know later, but I'm glad I didn't just mess up with a newb mistake.
Check your root point. If it was rotated in any way it messes up all the points contained in it when you export to xsi.
What sort of abilities are supported for what planet modules in Rebellion? Specifically factories and labs...the Vasari factory has the protected shutdown ability, but even copying it over the Advent Factory results in a MD which is I think strange...
A repair ability I added to factories in Trinity MDs in Rebellion (altered for Rebellion of course).
Have you checked if the ability/buffs have effects that reference ability point(s), and if so, that the Advent's factory has said ability mesh point(s)?
Odds are you messed up in the conversion; I suggest rebuilding the ability from scratch. Any Trinity ability should work in Rebellion with the appropriate additional lines.
I removed the effects for that purpose on the repair ability. However that was the problem with the protected shutdown...so it must be the conversion...but I don't see how.
Edit: nope the ability was fine it just took a reboot to work haha. Not a sins reboot, a computer reboot. That makes no sense to me but whatever its works great now.
I have noticed that sins can have very severe issues with reloading old data or even data out of the wrong directories. When updating a particle effect, I was noticing that it wasn't updating ingame. The non-Dev version of the game was loading only the old textures from the Dev version of the mod, and nothing else; I confirmed this through Process Monitor.
To resolve that particular issue I just deleted that dev folder's contents because I never put it there to begin with.
I have gotten this when copying points and pasting them on the op side, rotating the point had no effect. To fix it, I made a new null, typed in the transform values of the odd one and then deleted the odd one. I know you cant do freeze all transforms on a null but I did do freeze scaling on all the nulls when I scaled down soa ships, so I think freeze rotations may work as well, I just haven't tested yet.
Also, FreezeM only affects the mesh, Make sure you do FREEZE which is the entire scene.
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