This will be my version from the Star Wars Empire at War Forces of Corruption Alliance mods for the game Sins of a Solar Empire Rebellion. The mod will add most of the space units from my other mods and probably more from other era.
This mod will be release to the public by stages, the first stage will add the Empire and Rebel Alliance. Next stages will add the rest.
If you want know about the credits and what you will see, you can check the readme.txt from my las FOC mod.
http://firefoxccmods.com/Descargas/soasecredits.txt
Because the SOASE mod is at development, I have not compiled a list from units and credits about it.
You can know more about my mods at http://firefoxccmods.com
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This was my first question about SOASE at this forum. I have saved it because perhaps you found it interesting.
Hi, I was trying add a new model to the game following the iron clad documentation about it and when I was picking the texture_proyection1 for the tangent, I received this message from the program.
I´m not very familiarized with the program because I have edited most of models from my mod with 3Dmax 8. At this case, I exported at 3dmax to obj a model with its own uv and I wanted add all the rest of the stuff at softimage.
I can run 3Dmax at a Asus netbook but never I could export a alo from EAW. I have not tried softimage by the moment because I started to use the program 4 days ago.
Perhaps some day but I can not forget that I must finish other 4 mods for Star Wars Empire at War Forces of Corruption but you can imagine, at four days and without any SOASE experience, I have added 8 models to the game, 7 starships and one station, I have replaced the battle music, I have made two new proyectiles and added new sounds for them, I have started to edit the unit icons and text. If I do not start to be boring or I have bigger problems, probably it will be a matter of time.
That's a lot of work in only four days. You could churn out a rough beta in only a couple weeks.
Sounds less like a netbook problem and more like a native resolution problem. I find that laptops/netbooks have much smaller resolution capabilities than that of a desktop monitor, but you may be able to push it up.
Yeah, it is a resolution issue. I just have no idea how to force it up, or force Softimage to not `check` for it.
You can convert .ALO to .3DS and then convert .3DS to .OBJ in 3DS Max. I've done that for several EaW models so I could rig them for Sins.
To raise your resolution (assuming you can on that netbook), you'll want to right click on an empty portion of your desktop > screen resolution (on Win7 anyways, XP I think is either in properties or one of the similar named menus there). If you are already as high as you can go, the screen of the netbook probably doesn't support any higher.
Yes for export to softimage, it is probably the best way, I have made it the past days because it cleans the mesh from all the bad alo properties. But the problem from 3dmax and alo at a netbook with a atom processor is the hardware, 3dmax on the netbook can not run by hardware, it runs by software and with this system I can not export a alo.
About import alo to 3dmax, at this moment there is a complete import tool, it is similar script to the soase max tool but it imports everything from models, it is very good. At the past, only programs as ultimate unwrap3d could open a alo and from it, you can import to 3dmax the neccesary mesh, it was a long work but at the end, if we compare alo with the SOASE system, SOASE is very very very easy, at alo even you need a special mesh for shadows, of course at my opinion probably the shaders from alo can show effects that I´m not sure that you can see at SOASE but the difference of amount of work is considerable, I´m very glad by this.
If you want know for import SOASE models to alo, I open first them with object3Dconverter, it lets save the mesh at 3ds.
About netbook resolution, most of the models with 10" use 1024x600 when many programs can not run at it.
I have two new questions. Can I add new units to one factory? is there a file definition? where are the unit icons set? I see these lines but I do not know where they are.
mainViewIcon "MAINVIEWICON_FRIGATE_PHASELIGHT"picture "PICTURE_FRIGATE_PHASELIGHT"
hudIcon "HUDICON_FRIGATE_PHASELIGHT"smallHudIcon "HUDICONSMALL_FRIGATE_PHASELIGHT"infoCardIcon "INFOCARDICON_FRIGATE_PHASELIGHT"
A race has units assigned to it via its Player<Race>.entity file. That's right at the top of the file under the Entities heading, with sub-categories in that for Planet Modules (structures), Titans, Capital Ships, Frigates, and Research Subjects. Units in the Frigate heading are always built by that race's frigate factory, with the first page being the "Frigates" page in the user interface and the second page being the "Cruisers" page in the user interface. Capital ships are always built at a capital factory and always in the "Capital Ship" user interface page, and Titans are always built at a Titan factory and always in the "Titans" user interface page. Factories only build the ships that are in its race's Player<Race>.entity file.
Well I suppose that I´m asking about the entity.manifest and brush.manifest, can they be edited with notepad?
Yes, the textures and the intro movie file are the only thing that cannot be opened in notepad. Even Sins meshes can be opened in Notepad.
All texture elements are referenced in .brushes files, which are stored in the window folder.
Save yourself a lot of time by using notepad++. highlight the line, find in files, select your mod or reference files.
Thanks. I asked about notepad as a reference from txt files but I do not use it, for these things I like a old macromedia dreamweaver, specially because it has a very good search and it can open many type of files.
Thing's already at it's highest, unfortunately. I can open Softimage, I see the thing, then it closes on me after that wonderful resolution message pops up... I don't get why it does this, as it's absurd, which is why I'd love to find a workaround of sorts.
Just another few questions, can be added more of one titan per faction? what are the limits from each shipyard? 9 units? can it be increased? can be a new shipyard added?
You can get around the Titan hardcap by spawning Titans via abilities. There is a limit of 9 units per shipyard page, meaning a total of 18 frigates/cruisers, and 9 capital ships. Plus the AI can build an additional 6 frigates via the NotOnPage section. This cannot be changed, unless you spawn ships via ability.
This is very interesting, I was thinking about some like this.
About fighter squadrons, can they added at all type of starships if the model has a hangar hardpoint?
Sorry if I make many questions but I bought rebellion 10 days ago and I bought SOASE not more of one year ago. I´m a rookie at this game.
All types of ships can have fighter squadrons, though a ship can only have 4 squadrons total. Having a hangar hardpoint is also necessary.
Strike craft are a real game killer with the added load. Beware.
To be clear, you can actually have up to 9 titans buildable at the titan shipyard like anything else. However, you can only ever build 1 titan at a time the "normal way". So if you want to give the player a choice of titans but only have 1 at a time, you can do that without crazy ability modding.
Thanks by the answer, very useful as always. Here I have one more, can be a model with two mesh added with softimage? the pdf guide explains about how you can divide the mesh at different parts but you must select the poligons, I would see easier if the model is divided at two mesh with different textures each of them and I must not select any poligons.
Ah now remembering, Goafan77 you told at moddb this about if I made a mod from SW for SOASE.
I´m making at first place it for myself, if I release it, it would be because it reachs a good level. Other point would be how I have been making mods for different games more of 11 years and how I do not like teams because usually people can not commit oneself, they do not finish their work and you can stay many time waiting to finish something, personally I like more the idea from collaborators, people as Nawrocki who he shares similar ideas to me and he makes new skins for the models from my mods but usually I do not ask to him about how they must be, I give to him free hand with the work.
About my mod, public or not, it will be one different thing to Warlords and Requiem, it will remember more to my Alliance mod from EAW/FOC, I search to make one thing more massive and where a frigate will not be destroyed with two shots. It can be difficult and perhaps I failure, perhaps I will destroy all the balance from the game and it will not be good, who knows, by the moment I have added ten models and it looks good but I spend many time making changes at code. Other point would be how I will try add most of all the space models from my FOC mod, can be fun. By the moment it is a good work for free my mind from the FOC work.
But just curious what are the other 3 SW mods? I know one, the mod from Codeuser made probably with TR work. It can be good but our ideas are very different.
In max for my Undead ships I have them separate with individual materials assigned to each in 3ds max before exporting. Then I do my normal procedure as previously stated, except I freeze both meshes in XSI. They'll export out of XSI as one object but two meshes with their own unique material entries inside the resulting .mesh file once converted.
That's the right way to go about things. I personally just don't release at all anymore, but I don't really make mods anymore, either. I learned the hard way that teams are most often entirely ineffective unless you really, really know the people involved. And, even then, they can still fail you at critical points and collapse your entire project.
2 words...
VERSION CONTROL
tortoisesvn.net/about.html
Actually, it has nothing to do with versions. It has to do with built up expectations and then relying on someone to do X or N who just decides not to do it, or you've come to depend on person for X or N and they just taper off and disappear leaving you without what you need that you can't do.
That is the only reason why I try to model, why I tried to do music, etc. The only person you can truly depend upon is yourself.
I prefer to outsource.
To India.
This is typically how I operate too. If people are willing to help, I say I could really use someone to do X, and if they do it great, if not I won't lose any sleep over it. My main concern was that all of these Star Wars mods were going to be doing a lot of the same thing, and it doesn't make sense for us to all be working secretly and competing with each other. But now I see your offer to let other Sins SW mods use your stuff, which is the kind of atmosphere I'd like to see, and that's kind of the collaboration Lavo and I had before Rebellion back when I was developing Requiem for Diplomacy.
Well I was including yours as one of the five. The other 4 are.
1. Sins of a Galactic Empire
2. Requiem
3. Ascendency (from the Thrawn's revenge team, maybe the one you were talking about)
4. A still classified one I intend to make soonish.
I don't have EaW installed on my computer anymore so I'm not exactly sure what your mod is all about. But from the screenshots it seems yours, ascendency and mine will all be between the Galactic Civil War and the New Jedi order. Requiem has said they'd like to add the clone wars eventually.
Nomada_Firefox, could I used/have your KDY Endurance? I feel it would be a really good fit for the New Republic faction in Sins of a Galactic Empire. Of course, I'll be happy to give you the rigged model once it's up and running ingame, if you want it.
This will be interesting to see. I'll keep an eye out for this one.
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