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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
Nope, though you might be able to give a -100% shield mitigation debuff, but that would affect all weapons. This doesn't work for armor because you can have armor values higher than 100 as well as negative armor values.
You can make weapons deal damage only to hull via each ship's entity file, but the damage will be fully affected by armor and mitigation. You can also specify with ability damage if you want only the hull or the shields to be damaged, but same case, armor and mitigation will be applied.
Like Shield Disruption ability?
What I see is that creating such a weapon is posible.So the only way to do this is to create an ability that give a -100% shield mitigation debuff to a target, deals some damage and then brings it's shield mitigation back.But it's still looks like a hard thing to do.If any other ship and/or weapon will shoot while this debuff is still active is will also benefit from it.Only solution a have in mind right now is to make all this happen so quickly that others will hardly be able hit on time.
Yes, assuming that I'm right in assuming that shield mitigation cannot go below 0% (I've never actually tried it).
For say a capitalship ability, this would probably be used infrequently enough that any extra shots that hit at the same time would not matter much (just make the damage a little bit less than normal to compensate). If however, you tried to make this a regular weapon, it may happen enough to be noticeable.
GoaFan77 +1 for help!Some really tough questions you answered there
Hi i get this exact error "
Failed to convert '' to an enum value."
when trying to load my mod in developer mod to work on my mod to update it.
here is the minidump file
Sounds like a syntax error. You probably have an extra/missing/misplaced parenthesis somewhere, like """ when you meant "", I.e. nothing in a line.
most likely cause of the failed to convert error is differences between the versions of the convertdata.exe used to bin the files and the one you are using to txt the files.
I see this exact error when running the convertdatas on files from older versions. you could try my txtbin gui
harpo
Thanks guys ill have to search my code for that and ill use that now harpo thanks
also with further inspection this pops up after the error i earlier posted about
"
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DataStructures/FixedVector.h(157)
m_CurrentSize < MAX_SIZE
Hey just a quick question is the Weapon type limit per faction or for the entire mod?
You mean like "laser" and "missile" and stuff? You cannot add any new weapon types, though there are some unused or duplicates. That's a game level hardcode, only the devs can change it with an engine update.
So for instance i can have lance (laser) and such but i am hardcoded to use those 5 types in total? and what are the types?
I'm still not confident we are talking about the same thing, but there are way more than 5 types. Those syntax links up there in the OP are your friend (though Sinperium really needs to add the Rebellion section).
https://code.google.com/p/soaseplugin/wiki/RebellionWeaponClassType
Interestingly, someone has figured out why Rebellion likes to kill particle effects all the time, unlike Trinity. The problem is anti-aliasing; turns out disabling that fixes the issue, and at least for SoGE, has also resulted in better stability.
Good to know!
That bug happens regardless of AA active or not. It's a result of the particles hitting the limit defined in the settings file.
It has existed in sins as long as I can remember.
I am in a test right this moment and turning AA off or on has literally no effect on the vanishing particles.
Sorry Iska, pretty sure Lavo is correct here. I have a cloak particle that works no problem in Diplomacy, I tried everything in Rebellion and it still disappears after about 5-10 seconds. Have another does the same, just can't remember which now, so it's not the particle I made. And this testing is at game start in a 2 player small map.
They killed off a lot of stuff from Trinity to fit all the Reb c*^% in I think.
I have never experienced anything like that. Can you give very specific details in how exactly it behaves?
Something I just managed to do was make sins corrupt its memory somehow and it wasn't loading any strings or infodata. I accomplished that just by restarting games without restarting the application.
I have also heard that using your GPU to render AA also causes particle effect to no longer render properly, though it does not have the same adverse stability effects.
In my experience the GPU AA causes a huge performance hit in sins, probably because it's applying to particles and ui. And this is on a pretty powerful system. I only enforce AF because of that.
I have no stability issues in sins whatsoever except for that startup crash that requires me to rerun and reload the game around 5-10 times before it stops dumping, after that it won't crash again until I restart it. The particle bug I encounter with vanishing particles seems directly related to FPS and particle counts. It also causes animated textures to drop frames, which is retarded beyond words and looks really busted on my particles. You can see it a lot in Salvation because I wasn't nearly as strict in my recordings as I will be in Retribution. Although I've tremendously alleviated the issue by switching most of my particles to being based on animated textures and massively optimizing everything over the past half-year, it is still a big issue. The sins default particles use tons more than mine do and run into the problem a lot faster.
If you have the latest SOA2 for Reb, the ROM battleships wip cloak accidently made it into the release. I run everything on the install defaults as I dont think people should need to change their settings to play our mod.
When the ship runs the cloak ability, it triggers the isInvisible and starts a persistent particle of the ships mesh with no texture, looks great till it disappears. It does not disappear in Dip, but dip has no isInvisible so it was a no go for adding there.
I don't have that stuff on hand immediately, but does that problem only occur for that specific particle effect? Do you have another persistent effect that also does that?
There's no real way to know how exactly sins works internally, only that it's a horrific mess.
I was kind of hoping you guys might have had a trail on figuring out what causes animated textures to drop frames... but this sounds very different.
I have ships with big glowing effects on them that are attached via a flair and they do not ever vanish.
Does anyone know where the icons for the Pirates gets set? I'd like to change the symbol without simply replacing the old pirate logo in the RaceLogos.tga file.
SpecialNPC.playerThemes
NumWeapons exceeds the maximum allowed. 1631592 requested but only 5 allowed. If a larger number is needed bug a programmer!
I don't know if I can word this as a question, but I'd really like to be able to use my remaining 1631587 weapons.
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