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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
I am trying to get this file into Sculptris. it's part of a multisection model and I managed to get all the other sections in after debugging them. This is a simpler piece and I still can't seem to workaround what's wrong with it.
It's an obj file and Sculptris reads it as having "too many tris connected to a vertice".
I know the Mod Tool (which I am only good on the baby basics off) can flag things sometimes like this and wondered iff anyone would take a crack at fixing the obj?
I've gone over it visually, disassembled it, re-rendered it, decimated it, etc. and can't find the problem which is annoying because I did find the other three with little issue.
It's just a small, low poly file. If you want a look at it, here's my DB link:
https://www.dropbox.com/s/u50jgg5ufakolnr/too_many_edges.obj
Added Delnar Eriske's thorough Artificial Unintelligence thread to header links under Third Party Tools. Geat explanation of AI performance in game with mod files included.
Gimme a bit, I will fix
my 1st time talking into a video tutorial, be gentle
Thanks. It was very useful.
So, there's this Boolean in star entity files called isWormhole...anyone know what it does or how it works? I've set it to true for every star, but ships still do the normal jumps between stars...I even put a lone wormhole in a map to see if it would pair with the star and it doesn't...
Teeny toes?
Ok, I keep having a issue with Particle forge, upon clicking on the .exe, it boots up but does nothing but sit there without actually opening the program itself. I have tried validating my game files multiple times to no avail, and I am at a loss on how to fix the issue.
Anyone who can lend a hand pleas do!
I think it uses windows files that may be missing or out of date. Make sure you have netframework and all that jazz in your windows updates
Here's is a tutorial if you get it running, the top section is for older Trinity/Diplomacy versions.
http://soase.esy.es/?i=modding/ParticleForge.html
You might have to create a custom map and actually create a wormhole link between the Stars (create as phase lane, then select the phase lane and change its type to wormhole... assuming it'll even let you create the phase lane between stars like that). Additionally, you may need to manually tell your ships to fly at the star as if it were a wormhole (for the first run).
I have a custom map/mod I use for myself where I have some worlds that are completely isolated from the rest of the map save for a wormhole link, and then modified their entity files to set these planets' isWormhole to true. Works wonderfully (in my opinion) for creating a map where all you have to worry about is the combat.
If there's interest, maybe if I can polish it up some I can upload it for others to see.
2005 C++ Redistribs as well.
Well here's the catch with that -- the star I want to make a wormhole is the occupation planet one, which you can't include in the custom map...that's why I can't rely on linking the star to a wormhole in the map editor...I'm looking for a way for it to happen automatically, but there doesn't seem to be one...
Ohh... I get ya now. Yeah, I don't think there is an automatic method.
EDIT: Quick thought... I'm at work, so no Galaxy Forge or game files... but you can manually place an "Occupied" world using Galaxy Forge... I'm just wondering if the Occupation victory condition would use it, or still create one of its own? Or even if it does create another one, if the one you manually placed will still count?
You can place an occupied world in galaxy forge but it will not trigger the occupation victory. It's just a really good planet, but you'll need to get the one that spawns in its owns star system for the victory condition.
bringing old rebellion 1.1 mods and Diplomacy mods up to date and sins Developer gives me
"Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(4109)false"
but Eclipse has no warnings on validate-Rebellion.
Can't find much on Google, there is a thread with a similar error on diplomacy but no answers.
also wondering what I need to do to make a Beam ability like cleansing brilliance, shoot from multiple ability ports on a ship, rather than just point to point beam.
so I get 8 beams rather than just 1.
like a missile barrage but with beams.
There's no easy way to do it. For two beams I just use two ability points, but since you can't have 8 ability points your best bet is to make a custom particle that has 8 beams spread out to look like they are coming from the proper hardpoints when in reality its attached to center.
I tried
instant action 2x
instantAction buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange" instantActionTriggerType "OnDelay" delayTime 2.000000 buffType "BuffBeamBlastActivated1to4" effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" mediumEffectName "" largeEffectName "" soundID ""
instantAction buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange" instantActionTriggerType "OnDelay" delayTime 2.000000 buffType "BuffBeamBlastActivated5to8" effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" mediumEffectName "" largeEffectName "" soundID ""
then
BuffBeamBlastActivated1to4
BuffBeamBlastActivated4to8
numInstantActions 4instantAction buffInstantActionType "PlayPersistantBeamEffect" instantActionTriggerType "OnDelay" delayTime 0.000000 hasWeaponEffects TRUE weaponEffectOriginType "Targetter" weaponEffectAttachInfo attachType "Ability" abilityIndex 1 weaponEffectImpactOffsetType "RandomMesh" canWeaponEffectHitHull TRUE canWeaponEffectHitShields TRUE weaponEffectsDef weaponType "Beam" burstCount 1 burstDelay 0.000000 fireDelay 0.000000 muzzleEffectName "" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "CapitalAbility_BeamBlastImpact" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "EFFECT_BEAMBLAST_ACTIVATE" beamGlowTextureName "CapitalAbilityBeamBlast_Glow" beamCoreTextureName "CapitalAbilityBeamBlast_Core" beamWidth 250.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000
with abilityIndex 1 - 8
8 beams pour out... then...... never end.... until the game crashes!
and I had to change my finish conditions to allow for using 2x delay 2.000000
since you can only have 5 instant actions and 3 periodic actions....
I was considering an overtime action with some sort of recursive loop that calls a new PlayPersistantBeamEffect at a new hardpoint till "time elapsed = ~~"
Hello Guys!I was wondering if anyone can give me a little help with some XSI scripting. Here is the log of what i do manually on each piece of an object which had been imported from 3dsMax. I realy would love to create a script which scans trough and deletes all the unwanted stuff left over from the import procedure , and also to reduce some of the workload.
SelectObj "FrontWindow"SelectObj "FrontWindow.CrosswalkProps"DeleteObj "FrontWindow.CrosswalkProps"SelectObj "FrontWindow._09_-_Default"SIUnAssignMaterial "FrontWindow"SelectObj "FrontWindow.polymsh.cls.Polygon"DeleteObj "FrontWindow.polymsh.cls.Polygon"SelectObj "FrontWindow.polymsh.cls.NodeProperties.vertexcolors"DeleteObj "FrontWindow.polymsh.cls.NodeProperties.vertexcolors"SelectObj "FrontWindow.polymsh.cls.NodeProperties.texcoords1"DeleteObj "FrontWindow.polymsh.cls.NodeProperties.texcoords1"SelectObj "FrontWindow"GenerateUniqueUVs , "Texture_Projection"SetValue "FrontWindow.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresu", 1024SetValue "FrontWindow.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresv", 1024ApplyShader , , , , siLetLocalMaterialsOverlapCreateVertexColorSupport "ColorAtVertices", "Tangents", "FrontWindow"ChangeVertexColorDatatype "FrontWindow.polymsh.cls.NodeProperties.Tangents", 1ApplyOp "TangentOp2_cpp", "FrontWindow.polymsh.cls.NodeProperties.Tangents;FrontWindow.polymsh.cls.NodeProperties.texcoords0", siUnspecified, siPersistentOperation, , 2' INFO : Pick texture coordinateDeleteObj "FrontWindow.polymsh.cls.NodeProperties.Tangents.TangentOp2"' INFO : The CAV is already using the specified datatype. There is no need to install an operatorChangeVertexColorDatatype "FrontWindow.polymsh.cls.NodeProperties.Tangents", 1ApplyOp "TangentOp2_cpp", "FrontWindow.polymsh.cls.NodeProperties.Tangents;FrontWindow.polymsh.cls.NodeProperties.Texture_Projection", siUnspecified, siPersistentOperation, , 2' INFO : The CAV is already using the specified datatype. There is no need to install an operatorChangeVertexColorDatatype "FrontWindow.polymsh.cls.NodeProperties.Tangents", 1
More or less the same thing happens with each piece. My only problem to set this scrip up in a way that is checking for "FrontWindow.polymsh.cls.Polygon" and for "FrontWindow.CrosswalkProps" if they exist or not before wanting to delete them otherwise it throws an error. I just started the research on scripting today, so i dont know much about it. If anyone could help me giving the code for how to check with if it has or not and what to do when it has it or not has it . If you know what i mean
Also i would love to know to how to change the tangent pick from default to the new UV just created. would save me a lot of work
Here is the "script" i got so far:
current = SelectObjDeleteObj "current.CrosswalkProps"SIUnAssignMaterial "current"GenerateUniqueUVs , "Texture_Projection"SetValue "current.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresu", 1024SetValue "current.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresv", 1024ApplyShader , , , , siLetLocalMaterialsOverlap
Currently using the XSI 7.5(32bits)
Any help would be great, to help me understand how "If" works in XSI, i know only java
the default scripts are made in vb, so almost everything vb will work. Just google "vb if then" and try some of those examples.
here is some basic if then's http://soase.esy.es/Scripts/XSI/Buffs.vbs
Buffs will first look if there is a rootpoint under scene root, if not, create it. Then it does the same for Above, Aura & Center, leaving the user to just raise/lower the Above and Aura nulls.
I have made a script for importing from max but the tangents apply never worked, you can copy or create the UV but connecting to the tangent always failed. I always do them manually so connecting it is basic.
Thx for the quick respond! It looks promising.
Thanks Again!
Is there a tutorial somewhere on how to build the kind of map you see behind the main menu?
The map behind the menu is called Frontend.Galaxy, and it is just a random map like any other, with the exception that if any of the planets are owned it will crash the game (and many other annoying little things it is picky about).
Got another item for the things that make Sins crash list. Trying to spawn a trade port structure at an uncolonizeable planet will crash the game, even though starbases can trade just fine.
Suggestion, spawn a ship which has a passive ability that spawns a trade port and then kills the first spawner.
That's what I was doing. Doesn't matter how you do it, whenever the game detects a trade port structure on an uncolonizeable planet, game minidumps. It's just like giving fighters shields.
I ended up just using a starbase though that made me have to make copies of every planet I wanted it on and increase the starbase limit by one. Tedious.
Is it just trade port structures, or all orbital structures? (ie, defense platforms, research labs, etc)
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