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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
from what I remember reading in vanilla sins it was 10 hardpoints per facing and three weapons, I think it was increased for either entrnechment or rebellion to 20 hardpoints per facing.
harpo
I get this error with the dev.exe
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IResearchSubject.cpp(131)m_Tier == researchWindowLocation.pos.m_X
I can skip it and it works but I want to know why this error exists and how I can get rid of it.
I converted the Titans into Capships with an additional Research, with the last of the Titan-Research as prereq.
The location of the new Research is free and is at the location I want it to be.
I re-used the existing Titan-Icons, reduced the Mesh-Size of the models (and re-named them and the new ships point to them correctly) and redid the Abilities/Buffs, and added everything into the Manifest/PLayer.entities. No more errors from typos in that regard
Something more important:
Where can i find, which neutral/pirate ship types get distributed on the planets. I want to remove the Siege Frigates and increase the count a bit through all levels.
I usually play maps from the map Designer and I know that I can controll the amount of npcs through that nice slider but I want some more direct control over the ship types, maybe throw in a few ships from the other races as well.
I think I read already something about that topic but neither searching nor my dozen bookmarked threads deliver satisfactory result.
Does it work to use a rebellion model for trinity?
The game doesn't like where you put a research. This may happen if you made an AI only research that is off the screen or if something is blocking a research prerequisite arrow, etc.
GalaxyScenarioDef
Haven't tried it, but probably not without a little work.
lol overuse and failed use of the search function lo: https://forums.sinsofasolarempire.com/407617/page/1/Anywaaaays here it is lol
Hey guys, i made a new race and for some reason when i get in game using it, i start without any ships, constructors or facilities around my initial planet.
All i did was copy the PsiLoyalist and rename all the relevant stuff.I also added a new ship mesh to replace the light frigate which works fine once the constructors finally spawn.
Sorry if this is a spam question, I tried a search for constructors which brought back so many results and refining it didn't prove to be much helpful either im afraid.
Any help is much appreciated
Damn search
Anyways, I believe you need to update the GalaxyScenarioDef to incorporate your new race by adding planet items (like Psi:Frigate:Constructor) and planet templates (like Template:DefaultHomePlanetSetup). Adding a parameter for your race in the template should allow you to spawn the planet items you create. Just be sure to update all your counts accordingly or you'll get swamped in errors when you run your mod.
Ah i see the section now, that makes sense.Thanks for the reply WOEaintME
Ive edited in my new race and as its just a copy of the psi race im using their tree with the new race name in place, but no change took place.
And edited in the following section (and the same copy of the psi quick start):
group condition type "PlanetOwnerIsRaceNormalStart" param "RaceNameLoyalist" owner "PlanetOwner" colonizeChance 1 items 4 item "Psi:Module:FrigateFactory" item "Psi:Module:FrigateFactory" item "Psi:Frigate:Constructor" item "Psi:Frigate:Constructor"
Anything i am missing?
Thanks for the help
You should only need to increment the number of groups unless you have new planets you'd like to have a default setup for.
Did you add your race name to the playerType?
playerTypeCount 7playerType designName "TechLoyalist" entityDefName "PlayerTechLoyalist"
If you don't add to this section then the "param" field in the group may not work properly because the race isn't defined.
Haha thank you buddy, it was the playerType section i made the mistake in.
I added in the rebel faction too even though i hadn't made the entity file for it yet, thank you so much bud Was wreaking my brain over that one lol, im so blind ^^
Hello modding gurus of sins!The resources presented are absolutely awesome! It has therefore to be completely my fault that I don't quite understand the way I get the texture correctly hooked up to the mesh. I have tried a video tutorial and looked at this example file and tried to read up on it on the various threads and links on the topic. But it always shows only the same combination of named .dds files that I can't make much sense of.
Yet I'm still not successful. So my setup looks like this: I made a model in blender, made a UV texture for it, made a normal map and a colormap from that and imported the model via .dae into the xsi tool. Loading the color map was no problem. I haven't tried loading the normal and the other map (what does DA stand for btw?) into it. So that might be a possible source of my failure. In any case, there really shouldn't be any normal changes on the normal map and i don't really care for specularity right now. I'd file that under "advanced". Are they absolutely required for sins or the converter to make sense of the file(s)? Do they have to be .dds for this to work? Why are the .dds maps in the example file just the test grid? Is there a step I'm missing? What's a tangent map do? Is there a special site that explains the xsi modding tool that I can't find easily with google?
I was able to bring the untextured model into sins already, so converting the untextured model worked fine.
Thank you for your input!
http://soase.x90x.net/?i=xsi/Tutorials/Hooking-up_Textures.html
Yes, the DA map is very important. Especially in Rebellion since there is actual lighting. DA stands for data btw. You can find some more helpful tutorials on this page.
https://forums.sinsofasolarempire.com/376221/page/1
Yeah, seems to be the blocking of a research repreq arrow. I moved the offender already to another line because it looked "bad".
Didn't try it again with the dev exe as my settings always get reset.
Thx a lot for the GalaxyScenarioDef
wich programm do I need to open those minidump files?
You don't. And even if you could, I'm told they wouldn't make any sense unless you have access to the game's source code.
damn, i just get the message that an error has occurred anddthe minidump but no other info with the dev.exe
strange, the mod has already worked
ok, found the files from yesterday, time to compare, i just changed a few things, probably a typo somewhere
Wondering if someone can help me, I'm trying to make starbases and orbital structures have ambient sounds (kinda like the ships engine noise)I've tried using a passive ability with a sound attached but it seems to play the sound globally rather than locally (ie: you can hear the sound even when you zoom out or move to a different part of the map)
Any ideas on how I can fix this?
Look in the relevant sounddata file in GameInfo...logically, you'd want it to be an effect so I'd think you'd want it your entries to be in that sounddata file...
In there, you can classify which type of sound it is (effect, music, etc.) to determine which of the volume controls in game settings will affect it...
I would suggest that you mimic the same settings as other effects...it probably has the settings of music or dialogue which is "global" and who's volume is independent of zoom level...
No that's not the issue... it is an engine effect and it works fine on a ship as an engine effect, but when I try to attach it to a starbase via passive it doesn't seem to work... the odd thing is that I'm sure I had it working in a different version way back...
I'm looking at the destra's ability Ruthlessness right now, because I know its sound works fine...here's what they got there:
If I look at an engine sound in the SoundEffects file, I see all the engine effects are looping and are resident, which is contrast to Ruthlessness...
So, perhaps that helps, I don't know...
ok, seems I'm an idiot again
the dev.exe givs me the following error
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/String/StringLibrary.h(83)result == 1
any ideas what this may cause it? I only changed resource roid counts in the planet-files. I can skip it in the dev.exe and the normal exe sometimes crashes on me and sometimes not
I feel like I knew the answer to this at one point, but does anyone know what you have to do to remove the cosmetic titans from the front end map (while keeping a randomly generated map there)? Appearently removing them from the GSD and entity manifest are not enough.
No idea, but the obvious thing is to go back and do whatever you changed one line at a time until the error appears. Also, if you ever figure out a cryptic dev error, post about it in this thread.
Edit their entities and use blank models?
Putting on a passive ability with the wonderful line IsInvisible achieves this easily.
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