I've just spent the last day converting my mod files from diplomacy to rebellion. Thought I'd share the changes that need to be made to save anyone else having to look through and compare the files.
The entries in red are the new lines of text that need to be added:
Entity files--------------------The following are for the ability, buff, research subject, ship and planet module files.
1. effectInfo effectAttachInfo attachType "Center" smallEffectName "" mediumEffectName "" largeEffectName "" soundID "EFFECT_LASTSTAND"
2. minExperienceLevelRequired Level:0 0.000000 Level:1 0.000000 Level:2 0.000000 Level:3 0.000000
(This applies to all text sections where levels are such as antimatter cost and cool down times, just add level 3.)
3. researchPrerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0
4. artifactPicture "" uniqueOverlayBrush ""
(This is at the very bottom of the researchsubject files.)
Entity files - Stars and Planets----------------------------------
Stars only-
1. coloredSkyboxMeshNameCount 1 meshName "SkyboxBackdrop2" deepSpaceSkyboxMeshNameCount 1 meshName "SkyboxBackdrop"
The above text in the star entity files needs to be replaced with:
coloredSkyboxMeshInfoCount 1 meshInfo meshName "SkyboxBackdrop2" shouldPrefer FALSE deepSpaceSkyboxMeshInfoCount 1 meshInfo meshName "SkyboxBackdrop" shouldPrefer FALSE
Planets only -
2. meshInfo typeNameStringID "IDS_PLANETTYPE_MARS" asteroidTemplate "Empty" dustCloudTemplate "Sparse" meshName "Planet_Mars" cloudColor ffffffff nullMeshRadius 0.000000 nullMeshParticleEffect "" hudIcon "HUDICON_PLANET_DESERT0" smallHudIcon "HUDICONSMALL_PLANET_DESERT0" infoCardIcon "INFOCARDICON_PLANET_DESERT0" mainViewIcon "MAINVIEWICON_PLANET_DESERT0" undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_DESERT0" picture "PICTURE_PLANET_DESERT0" shouldPrefer FALSE
3. renderAsVolcanic FALSE planetRuinDef ruinPlanetType "PlanetAsteroidBelt" attachType "Center" effectName "StripToTheCore_Planet_Asteroid" startTime 9.000000 soundID "EFFECT_STRIPPEDTOTHECORE" creditsOnStrippedToTheCore 2000.000000 metalOnStrippedToTheCore 750.000000 crystalOnStrippedToTheCore 250.000000 ShieldMeshName "Shield_PlanetSmall"
MESH files------------
Nice and easy, just add this one line -
TXTMeshData maxDiffuseMipLevel 0 hasValidTangents TRUE BoundingRadius 5000.000977
GALAXY Files----------------
This is a real pain to change, especially if you've got a large map. I found the "find and replace" functions in notepad a real help here.
1. This is in the top setup section : galaxyWidth 10113.400391 galaxyHeight 10330.000000 nextStarNameUniqueId 86 nextPlanetNameUniqueId 155 triggerCount 0
2. star designName "RandomStar-1" inGameName "Sol" type "YellowStar" pos [ 5988 , 7988 ] radius 200.000000 moveAreaRadius 90000.000000 hyperspaceExitRadius 90000.000000 planetCount 8 planet designName "TerranHome-10" inGameName "Earth" type "Earth" pos [ 6079 , 8038 ] moveAreaRadius 60000.000000 hyperspaceExitRadius 55000.000000 owner "Player0" isHomePlanet TRUE normalStartUpgradeLevelForPopulation 4 normalStartUpgradeLevelForCivilianModules 3 normalStartUpgradeLevelForTacticalModules 3 normalStartUpgradeLevelForArtifacts 3 normalStartUpgradeLevelForInfrastructure 4 quickStartUpgradeLevelForPopulation 0 quickStartUpgradeLevelForCivilianModules 0 quickStartUpgradeLevelForTacticalModules 0 quickStartUpgradeLevelForArtifacts 0 quickStartUpgradeLevelForInfrastructure 0 planetItems templateName "" subTemplates 1 template "SpecialBonus" groups 1 group condition type "Always" param "" owner "Player0" colonizeChance 0.000000 items 1 item "UE:ISS" spawnProbability 1.000000 useDefaultTemplate FALSE entityCount 0 asteroidCount 0
3. connectionCount 1 connection planetIndexA 0 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" entityCount 0 spawnProbability 1.000000
4. playerCount 2 player designName "Player0" inGameName "United Earth" overrideRaceName "United Earth" teamIndex 0 startingCredits 20000 startingMetal 20000 startingCrystal 20000 isNormalPlayer TRUE isRaidingPlayer FALSE isInsurgentPlayer FALSE isOccupationPlayer FALSE themeGroup "" themeIndex 0 pictureGroup "" pictureIndex 0
You should be able to use your diplomacy files in rebellion now.
for the ship there are also:
WeaponEffects weaponType "Projectile" burstCount 6 burstDelay 0.100000 fireDelay 0.000000 muzzleEffectName "Weapon_Tech_AutoCannonFrigate_Muzzle"
thanks you guys, this could help me when I get to the mod updater so that it might be able to update mods to rebellion, by the way it also has been mentioned that there is an extra line inside the mesh files as well, is it needed or just desired?
harpo
harpo - The extra line in the mesh is just desired. The mesh will load in rebellion without it but it does cause an error message in the dev when loading the game.
dondurito - Thanks, forgot about that one.
last line in starbaseupgrade
upgradeBoolPropertyCount 2 upgradeBoolProperty "CanPreventEnemyColonize" upgradeBoolProperty "CanPreventPlanetLossByBombing"xpModifier 20.000000
In regards to Galaxy files, the game will still load them correctly even if the moveAreaRadius and hyperspaceExitRadius lines are not present, though the dev exe will throw a fit over them.
Thank you very much for posting this, it will speed up my efforts greatly when it comes to updating my project.
Awesome thread
Wow--saved me a ton of time. Great post and attitude--link added here.
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