As the title says. Discuss Rebellion Specific modding.
For Example: Some say they have had success converting, and importing Rebellion meshes in game with the current version of ConvertXSI, but they had to use a text editor for the new shaders to work.
This is kind of important information for the modding community to know. We don't know if the Forge Tool set will be updated for Rebellion, or not.
The ones that did have success importing meshes into Rebellion can you explain to the community what you did, and how you did it? This will help us all greatly. Especially Me for the resurrection of TSOP, and it will help the Sins modding community in general. If you want to post tutorials, and/or links to tutorials. Even better.
I would like this topic to be an open topic on Rebellion Specific Modding. Any, and all information regarding Modding Rebellion specifically post it here. Hopefully it will get a sticky.
Thanks
Edited to reflect this topic as a general question, and answer topic specifically for Rebellion Modding.
Just like a mod that did that by itself, you just stack it above the other mods you have enabled. That should work with most mods. Otherwise you'll have to mod the mod.
That will not fly to well with assorted mods.
Maps call info from the GameInfo\GalaxyScenarioDef which in most mods will be radically different. It could work if you stick to editing the standard planets and the mod did not rename or remove the standard planets. Don't try creating templates.
yes, thanks, myfist0, I was just gonna work with the generic files that are in text format from Harpo's reference files.
This is what i'm looking to do... i want to increase planetary defense, like boosting the hanger defense file and and making all races star bases be able to move around a gravity well also shoot at least half the distance of a grav well.
I tried to boost certain things in the planetary hanger defense file, but i think that file was the one that crashed my other game.
where would i go to find the limits that are hard coded for the game. i just changed like the number of available squadrons from 2 starting to 5. I didn't think that would be enough to crash the game.
Thanks GeoFan also... ok, so any grouping of manipulated "reference game files" that one puts into a new folder would be called a mini-mod and that folder shouldn't conflict with most mods already out there? cool
I take it i would need to get permission form any mod creators if i wanted to allow my mini mod to work with their mod if they have different skins for a vanilla race,yes? That is what is called the difference for say the new race called the Sith in SoaGE's rebellion version, where his empire race is the tec loyalist in the vanilla. Just get permission to make my mini mod stable for their mods before hand, yes?
I said it depends on the mod. Increasing the extractors for example probably wouldn't crash most mods, but many large mods make other adjustments to planets. So you'll be missing out with certain changes from that (Like planet abilities from distant stars). Other mods like SoaGE could be totally broken by using this minimod.
Your tweaks to hangar defenses should have worked. You must of either screwed something up in the file (I.e. not just changed the number, or changed the wrong line) or used bad reference files (maybe you accidentally used the Diplomacy references files instead of Rebellion's).
I think you mean Requiem no? If you release something yes you need permission. I don't think anyone cares if you tweak things and just keep it for yourself. Just don't expect any help from the mod creators. It's usually a "mod at your own risk" kind of thing.
oh ok, thanks Geofan !
anyone had luck adding a 4 race the faction select screen for rebellion? Any examples would be nice so I can base off where to start my own. Thanks!
Also I got a buff I can not get to work quite right. Intention is to create a "siege mode" where the capital ship is unable to move for 200 seconds but should still remain able to attack objects within range. As well as get the bonus to weapon refire, bombing damage and hull repair.
Entity in my drop box here
With a personal mod I've been working on since Rebellion came out, I currently have 4 races ingame. Two are just the Advent and Vasari, who have been left in just for testing purposes, but the other two are new.Basically,making a new race is exactly the same as in Trinity, but now we've got the new race select screen to fiddle with too. (Which is good fun.) Get the latest reference files or something, and copy the RaceSelectDialog.window from the Window folder into your mod, and have a look at how it is setup.I simply copied the TEC entry, altered the strings and icons and such, as well as making sure the next/previous race icons were adjusted to show the correct next race on each entry.
I also couldn't figure out what was wrong for ages, so used to Trinity, but eventually I found the correct file and fixed it.
Oh Yea that was useless just to say not working, it was almost 6 am But all the buffs are working 100% but the silly ship forgets to fire when it enters siege mode and then any command you issue to it will break siege mode and it will begin working like normal.
So right now the ability is:
stopping the ship
Buff Does enable hull repair at said rates
Weapon Cool down bonus
Planet Bombing Bonus
ship for some reason goes stupid and wont do anything while repairing and if you tell it to fire it will break the siege mode which I believe I have it setup NOT to do ... edit I do not want the ship to be able to break the ability if you use it you should be forced to use it for all 200 seconds that is part of what makes it Siege Mode
Dropbox files: Ability here Buff is here For good measure the ship is here
I have not seen it myself but I assure you it is possible. I intend to do it eventually.
I didn't look at the file because I'd rather not download something (use pastebin if possible), but I'm 99% certain you have "isChannelling" set to TRUE, which causes any order to stop the ability.
i am silly and should sleep more, but you were right I had changed "isInterruptable TRUE" instead of "isChannelling FALSE"
but i used pastebin below if any wants the buff feel free im liking the dynamic it creates for gameplay.
Ship
Buff
Ability
nm if you got it working right.
Ok so im sorry but the tutorial didnt explain well but i got a ship with 12 engines how would the naming go for the mesh null points?
This is for all versions, not just reb, just sayin'.
Also for all mesh point names.
P001-p002-P003-
....
P009-P010-P011-
The "p" can be capital or large. Another trick to keep them in a group in the xsi explorer is use the hundreds. I use
P101-Weapon-0P102-Weapon-0etc..
P201-Weapon-1P202-Weapon-1etc...
P901-ExhaustP902-Exhaust ...P910-ExhaustP911-Exhaust P912-Exhaust
The P prefix and number are only different because if the point had the same name, xsi will add the next number at the end making the name invalid. So if you named a point Exhaust, and another point Exhaust, the second would automatically become Exhaust1 and so on.
There may be an Exhaust limit, can't remember.
ah fail i did P0010 hehe
I am working on a mod with a total of 5 races (each with a loyalist and rebel faction), and have completed the Race Select Dialogue window. It is not difficult. However it is easier to add this after the mod is basically complete. To turn it off all you have to do is open PlayerSetup.window bottom line to FALSE.
Please help.I'm confused with the number of weapons Points in the game and the number of trunks points
enum {MaxNumWeapons = 3}; enum {MaxWeaponPointCount = 20}; //per weapon per bank (so 3 * 4 * 20 = 240 total)
1) MaxNumWeapons -These are the types of weapons (laser \ plasma \ torpedoes)?
This restriction on the types of weapons for the nation? or for a single ship?
2) MaxWeaponPointCount - Installation point weapons at the model (P001, P002, etc )?
Possible install 20 turrets???
3)What does the number 4 in the formula - 3 * 4 * 20 = 240 total ? side of the ship ( front, left , etc) ?
In general:
1)What amount of weapons points can be mounted on one ship ?
2)What is the limit on the weapon's trunks?
I beg to explain in detail.
trunks?
each ship has an entity in the GameInfo folder. This entity can have 3 weapon types (*3).
let's say the 1st weapon is a beam. It will have damage section for left, right, front, back (*4).
lets say on the left and right side you put 20 mesh points. It does not matter the amount of guns on the side, as it is only effects, the damage is set by left, right, values.
if the 1st weapon on the ships entity is beam, the mesh points will be
P001-Weapon-0P002-Weapon-0etc...
the TEC flack fig has multiple mesh points for weapon-0 at the same location pointing different directions simulating a turning gun. Use the arrow icon for the mesh point to easily see its direction
Personally, I don't like to many weapon effects. A couple fleets shooting looks like a christmass tree, not seeing the ships and other goodies.
English is not my native language - i apologize. I meant the gun barrels, you understood me correctly
each ship has an entity in the GameInfo folder. This entity can have 3 weapon types (*3).let's say the 1st weapon is a beam. It will have damage section for left, right, front, back (*4).lets say on the left and right side you put 20 mesh points. It does not matter the amount of guns on the side, as it is only effects, the damage is set by left, right, values.if the 1st weapon on the ships entity is beam, the mesh points will be P001-Weapon-0P002-Weapon-0etc... the TEC flack fig has multiple mesh points for weapon-0 at the same location pointing different directions simulating a turning gun. Use the arrow icon for the mesh point to easily see its direction
Very grateful for the detailed answer.You have confirmed my suppositions.
I fully agree with you here.I do not plan to use the all 3 * 4 * 20 on single ship
Wanted to just understand the limits of
Was wondering if someone could help with something...
I want to set up a starbase to have an ambient 'engine' noise like regular ships and if possible an exhaust particle too.
tried just adding the respective entries but it doesn't seem to work on starbases. Any ideas?
First off, a thank you to everyone who has posted modding guides and information. Its been a big help in getting into modding this game.
Some background: I have the latest (1.1) version of Rebellion and am using harpo's reference files. The mod I'm working on is somewhere around 400 .entity files and aside from the occasional hiccup of forgetting to update numEntityModifiers from 2 to 3, the mod has been working flawlessly. However I haven't added any new entity files: All of the ones I'm using were present in the reference files, meaning AbilityRepairDroids is still AbilityRepairDroids and so forth.
Yesterday I tried creating my own ability from scratch. I followed all the sensible steps: Copy an existing ability and buff set, rename the files, modify the contents into the new ability, create new strings and point to them. Double and triple checking confirmed the new .entity files were functional and doing exactly what they should be.
Launch the game and Sins crashes, Dev.exe spits out the line "Entity Ref not found: AbilityNewAbility" which is odd because its not the same as "Failed to find data file 'AbilityName.entity'." that it does when it can't find the file. I did some testing and confirmed the new ability and buff files are present in the directory, are not spelled incorrectly and have no errors in them. I seem to get the Entity Ref error for any entity that didn't ship with the game whether or not the files are present.
This occurs when I try to create and point to any new abilities, buffs, research items, etc. Searching the internet, these forums and various wikis/etc. didn't mention any solutions to this or steps I had missed but it feels like I am.
So my questions: What is an Entity Ref and why is it not recognizing new entities? Is there a master reference of all entity files that I need to expand when I create new ones? Or is Rebellion 1.1 already at some sort of hardcoded entity cap?
Any help is appreciated.
You need to update the entity.manifest file (or add one if you don't have one). It's basically a list of files the game loads. You need to change that whenever you add new entities.
Ah ha, that's what I was looking for. Thank you for the quick reply!
Good day.I have a question about the work of AI
AI is building a large number (just huge) ships of certain types.
For example - frigates Javelis and cruisers Hoshiko AI builds in crazy amounts.
Where are the parameters that specify the priority for the AI a particular ship?
Thank you in advance for your reply.
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