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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
Goa, if you ever figure that out, you should post it so you can be elevated to God status...
Has anyone tried swapping out the cosmetic Titans' meshes with planet meshes? That probably would do the trick.
I just use the "rock" mesh. It's small and behind the main menu you can't see it.
Is there any way to stop ships from pushing each other around? The Xy`Kranasha keep taking their Worldeater for a trip across the abyss because it's well beyond the reform fleet range in size. The ship has 80k mass and ships with less than 1/10 of that will happily push it along without a care in the... *shades* world.
on a sidenote, what is the usefulness of those "cosmetic" entities of Titans?
I'm told only half jokingly I already have that status is some modding circles.
Problem is I think they have to spawn in planet gravity wells. Every planet being a binary system or more might look a bit weird.
Might be a good alternative. I'll try removing all but one cosmetic titan and see if that works.
Only for showing off meshes in the main menu. In fact they're more annoying than useful IMO.
can we not simply delete them altogether?
Apparently the game crashes if you do. Unless you change the FrontEnd map to not have planets perhaps.
This works, can confirm from personal experience. Though imo it's better to put in a fake star entry, so you don't have anything in the background, as the FrontEnd will never zoom in on a star, just shows off the star's icon for whatever reason.
Nah man, that's what the Pulsar is for...
Does anyone have any insight whatsoever into why XSI tangents will only take my original UV map, not the new one I made for them? No matter how many times I delete the tangents and projection and try again, I get "Invalid procedure call or argument "Get Value"". I used to get this to work if I was stubborn enough but I must have made 10 tries now on several different models.
I've had that happen to me before, it was infuriating. The only way I could fix it was to delete all the tangent info, save the model as xsi and then close softimage and reopen the model.
Did you try pointing the tangents to the UV's?
Render > Property > Tangent
Pick
Selection (selecting the mesh with the UV) > Clusters > Tex coordinates > ...
I never have to make UV's for my tangents, they use my standard UV's and work out of the box with extremely rare oddities. So I don't know if that will work for you.
Yes, that is the problems. A lot of time XSI refuses to work with any tangent map I make besides the one the textures use.
Yes sometimes you get lucky and the standard texture UV map doesn't produce oddities. With the models I use that's maybe 1/3 of the time. The rest usually need a different tangent map.
Hmm, maybe it has something to do with the fact I usually import .obj. I guess I'll try saving in XSI and reloading next time.
Well, currently I haven't been able to click in XSI's viewports without causing it to crash. That's a problem I've had for the better half of last year. Before that, I had a problem where if I didn't restart after a while, entering the texture menu in XSI would give a strange nondescript error that locked out the entire program's UI. Neither issue yielded any search results. XSI is second only to Particle Forge in strange behavior, the latter of which regularly corrupts its own memory and settings. That's why you get memory errors trying to open particles randomly. It's not the particles at all.
This is a problem with some *.obj files. Exporting the model to XSI or LWO and re-importing will work around this issue.
Need some help with an ability I'm creating. Is there any way for an ability to play a dialogue sound (vs an effect sound)?. I can get it to play the sound when set as effect/is3D TRUE but the volume is very low and the/a ship must be selected to hear it at all. If I change it to a dialogue sound in soundeffects and/or sounddialogue it doesn't play at all.
Ok I have posted this in a different post else where but I think I can get answers here. I am working on making the militias more diverese and not all TEC so here is what I have using WOEaintME's mod. I run it on dev and the game crashes. here is a link https://www.dropbox.com/sh/9fg6ptqphtv69nl/iq2SByagK6
Hello Guys!
Can you guys tell me, that is there a way to convert the ship models used in the Sword Of The Stars 2 in order to be usable in Sins Rebellion?Thanks guys for any answer i will get!
You'd be better of asking the SotS2 community. But like any game you first need to convert their models into a more useable format used by major modeling software, such as .obj, .3ds, or .xsi. We can't really help you until you get that far.
SotS 2 models are stored by the game in a special format that's processed by dev tools at Kerberos, and there's currently no way to extract them, modify them, or re-pack them without Kerberos' dev tools, so he's plain out of luck.
Thanks for confirming my suspicion SpardaSon21, i had a feeling that this is the case with SotS 2 assets but i was hoping that i am wrong about it. Thanks for your answers guys!It would have been so great to use those assets so many great models, like the stations are just amazing not to mention the dozens of beautiful ships. Grrrr.....
Any ideas?
You could make the other 2 values (threshold and minAttuenuationDist) really big...that might work...
I tried that but while i could notice it go down further if those numbers were low i didn't notice a huge impact with a big number. How big can that number go? I went up to 100000, reloaded the dev exe and still had trouble hearing it but its not too bad. I was just wondering if there was a better way
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