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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
Yes, I did.
That is a shame if that is the case... I was hoping to use each races ships for open rebellion in my mod...
So... any of you lads fancy yourselves reverse engineers?
Actually, I've had some Advent ships spawn. It spawns ships that matches the race of the controller of the planet at the time. Also, it should be noted that Open Rebellion only happens to planets below 30% allegiance and the game checks every 4 minutes. However, just because the card says 30%, it still might not TRULY be at 30%, so you could unluckily get the planet overtaken. Also, after knowing this, I've never had a problem with Open Rebellion.
That was probably partisans that fired, not open rebellion.
Thanks for the feedback and info guys--particularly thanks for continuing to help people out.
Much appreciated. Happy Thanksgiving.
Is there any way to target specific factions apart from 'isPsi'?
In terms of constraints? No. However you could reuse say, unstoppable phase jump, make a passive ability that gives a ship that condition and give said ability to every ship in a given faction.
That is a really clever trick! I could use that as I'm not using any abilities that inhibit phase jump, just ones that outright disable it.
Thanks Lavo!
So I'm finally getting around to experimenting with random events. Does anyone know exactly what locations are valid for spawnLocation "RandomLocation"? For example, do I have to worry about it picking uncolonizeable gravity wells if I want a random event only on colonizeable planets?
Yes you do. I've seen Plasma Storms hit uncolonizable wells. That being said, with RandomLocation, you can put in exceptions, i.e. all uncolonizable planets.
Yeah that's what I did on the safe side, but there's over 15 uncolonizeable gravity wells with the fair versions and the Stellar phenomenon DLC, so it was kind of annoying to do. I'm hoping the stars won't be effected at least since they have their own method of selection. Luckily there doesn't seem to be a limit on how many exceptions you can add.
Stars don't get hit by that selection. Also, look on the bright side; once you have an exception list done, you can reuse it in the future.
Does anyone happen to know what mesh point shipyard structures use to determine where ship under construction animation gets placed (not the sparks flair, where the ship itself is centered on)?
It's either center, or the ship is placed in the actual physical center of the mesh.
The center of the physical mesh seems to be where it defaults to. However, I remembered the Advent frigate factory definitely does not build ships in the center of the mesh, and I found this which was not in my list of valid meshpoints.
Point DataString "ShipBuild" Position [ 0.000000 147.216888 0.000000 ] Orientation [ 1.000000 0.000000 0.000000 ] [ 0.000000 1.000000 0.000000 ] [ 0.000000 0.000000 1.000000 ]
Going to try this and hope it lets me move the point.
Edit: Yup, the game will use ShipBuild if present in the model, and if not will default to the center of the mesh (where the faction icon is displayed). If you see this Myfist you might want to make a note on your site as this isn't mentioned in the modeling documentation.
Edit2: You can also apparently change the orientation of this meshpoint and the ship will be rotated accordingly.
Well, I was about to post that but then realised you already worked it out =P
I worked out the shipbuild mesh point a while ago when I was making the Imperial Outpost for 7DS, also had to make use of it in Sins of the Sirius Sector.
It's a shame ships don't actually move out from the build position (kinda like homeworld) and instead just pop out in front of the factory.
Anyone know if you can set certain planets or systems to use a specific skybox instead of picking one at random?
Planets can be set to use specific skyboxes.
Is that in the entity for the planet, or set in the map file?
I thought that was in Stars... Planets can add scalars to the texture...
Ok, I think I have it now.
What exactly does the scalar entries on planet entities do to the skybox?
Meant to say stars, but yeah zombie's right.
Im not up to date on this thread so i apologize if it has already been asked but is there a way to remove the icon from a unit or building? in other words,it it would only be visible when zoomed in?
You could just remove the icon reference probably. Or just make a blank icon. You'd still know it was in the gravity well because its name would be displayed through planet unit list/Empire tree though.
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