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.
This cannot be changed in all truth. Sometimes adding/changing frigateRoleTypes helps, and some statCountTypes are defined to be built in larger quantities, ex. the AI tends to build more CapitalShipBattleship than CapitalShipUtility1, but that's it.
I'm working on a mod entitled Capital Combat, and the intent is to double all capital ships' durability, and increase their weapon damage. I have modified all 6 TEC Cap Ships to have the boosted defensive attributes and antimatter numbers I wanted. Took me a minute or two to realize I need to put the 6 entity files into a GameInfo folder in the mod folder, but even thought the checksum reflects a change, the TEC ships don't reflect the stat change when I play as TEC. Do I need to include an entity manifest with just those 6 files?
Nevermind, creating a new entity manifest and placing it in the mod folder got me a mini-dump. took it out, loads again. Is it just not showing in the info card that the stats are updated? I also boosted the cost of each ship to compensate, but it is still using all the old costs, instead of my new ones.
Only need to include the manifest if you want to add or remove an entity. Modifying existing entities should not be a problem.
Rebellion actually uses 2 mod directories.
Mods-Rebellion v1.1for running a regular game
Mods-Rebellion v1.1 Devfor developing and testing with the DEV.exe
EDIT: Are you sure you are using proper reference files?
Is the GameInfo folder spelled exactly like in the install folder? with the Captilal "I"?
[Tutorial] Placing Mods
It is indeed spelled exactly the same, and as far as reference files, i'm pretty sure, they had the 6th cap ship that we didnt have in non-rebellion. I am also placing and running non-dev version. I'll try it in dev mod folder and running dev exe.
hi all im trying to just make one race to show up right now so any help would be great
thanks
Palaisy
All you need to do for a race to show up is...
A. Have a race.entity file for that race with the line "isSelectable TRUE"
B. Edit the "PlayerSetup.window" file in the Window folder and change this line to "useRaceSelectDialog FALSE".
Just a quick question... is it possible to have transparency in a mesh if its set as a particle?
I know meshes cant have transparency directly, but was wondering if I set one as a particle can I make it partially transparent?
I don't think so, but if you explore this, let us know.
Depending on what you want, PF is very versatile without a mesh. Describe what you are trying for.
A lot of particles use a planer mesh, 9 square 3x3 flat surface, on this you can place a transparent tga anim and set to rotate to camera. I would explore that 1st as I don't think dds uses transparency.
Well, I'm importing the nomad ships from freelancer. Problem is the models rely on transparency, so I'm trying to think of a way to make it work. I was wondering if I made the 'model' as a particle effect could I use a transparent tga as its texture? Maybe I should just give it a try if no one has done this before?
Did they change something all my mod versions are crashing? As in did they do an update in the last few weeks that I need to change my mod to make it work again last i remember it was fine
I have tested my theory and it works! using a mesh in a particle, the Alpha layer becomes transparency.
Here's an example of it in game:
You can also use the warp effect particle, what soa2 uses for cloaked ships
Of course! I completely forgot about that... Though I'm still pleased with my achievement... Might try that method and see how it looks...
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