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 have uploaded to the XSI proyecto a pack with new explosion particles, there are enough new explosions with new textures for code at least one group of explosions for capital ships. It adds 18 new explosion textures.
Its in XSI Project - Models - Effecthttp://sdrv.ms/URv3yq
I have found these errors at two models when I converted them to mesh, do you know how it can be fixed? I did not see them because I used a bat file for convert them.
Dominator cruiser "failed vertex checksum"Super Star Destroyer "error *** found duplicated vertex at [0.0 , 5.8 , -1005.5]
Dev.exe gives me this error with the SSD.
Failed to Clean Mesh: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Allianceprueba\Mesh\EV_SSDMKI_Ver02ModSOASE.mesh D3DXValidIndices: A point(14432) was found more than once in triangle 8871
Failed to Clean Mesh: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Allianceprueba\Mesh\EV_SSDMKI_Ver02ModSOASE.mesh
D3DXValidIndices: A point(14432) was found more than once in triangle 8871
bad mesh. I used the nooptimze switch in convertxsi to get rid of the error but your mesh will be a lot bigger. Or live with the Error
You can use the --nooptimize modifier if you don't want the mesh optimized.
convertxsi YourShipName.xsi YourShipName.mesh --nooptimize [Enter]
Thanks, it works. I can live with the nooptimize.
Now the last error.
Text FileArchive missing Label. File: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Allianceprueba\GameInfo\AbilityBuild_Titan_SSDKnighthammer.entityLabel: minExperienceLevelRequiredLine Number:21Line Contents:aiUseTime "Anytime"
Text FileArchive missing Label.
File: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Allianceprueba\GameInfo\AbilityBuild_Titan_SSDKnighthammer.entityLabel: minExperienceLevelRequiredLine Number:21Line Contents:aiUseTime "Anytime"
This is the full code.
TXTentityType "Ability"buffInstantActionType "SpawnShipsAtPlanet"instantActionTriggerType "AlwaysPerform"spawnShipsLevelCount 1spawnShips minFleetPoints 75.000000 maxFleetPoints 75.000000 requiredShipCount 0 randomShipCount 1 randomShip type "CAPITALSHIP_PHASE_SSDKnighthammer" weight 1spawnShipsArrivalDelayTime 100.000000spawnShipsHyperspaceSpawnType "FleetBeacon"needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility TRUEmaxNumLevels 1levelSourceType "Intrinsic"aiUseTime "Anytime"aiUseTargetCondition "Any"isAutoCastAvailable TRUEisAutoCastOnByDefault FALSEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "Resources"resourceCost credits 7300.000000 metal 1200.000000 crystal 750.000000cooldownTime Level:0 86400.000000 Level:1 0.000000 Level:2 0.000000 Level:3 0.000000orderAcknowledgementType "ONGENERALORDERISSUED"researchPrerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0nameStringID "IDS_ABILITY_BUILD_TITAN_SSDKNIGHTHAMMER_NAME"descStringID "IDS_ABILITY_BUILD_TITAN_SSDKNIGHTHAMMER_DESCRIPTION"hudIcon "HUDICON_CAPITALSHIP_PHASEImplacableBR"smallHudIcon "HUDICONSMALL_CAPITALSHIP_PHASECOLONY"infoCardIcon ""
just answered same thing here
https://forums.sinsofasolarempire.com/439145
I know but I can not find because it fails...........
Weld everything with a very tiny threshold (I use 0.001 in max).
Well it appears that I ignored freeze the models and I need freeze them, I have seen how it fixs some problems as the maxDiffuseMipLevel error. Other small problems happens with some mesh, the --nooptimize option fixs it. I did not freeze at a first moment because I saw strange things and I was not familiarized with the program. I thought that freeze was more as a save memory option. Now I can see how wrong I was. All the other are code problems and I believe that I can fix them one by one.
About new models, I do not go to add more before I fix the problems but yesterday I added the Bellator. It has not problems, all clean and I made it by default with the small scale, I will use it with all the new models. About the Secutor, I have asked to Geroenimo and he has not problems at share it with the community, only as all the others, credit must be given properly.
Good news, at leas by the moment, I fixed almost all the problems. Only now I´m curious about one error.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187) squad != 0
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187)
squad != 0
I was thinking if it was by set the number from squads to 0.
Other curious problem was this.
Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4.
I suppose that one ability did not run.
Keep in mind capitalships and titans have to select their abilities by an interface you access from a blue Star button in the GUI. While you can give these ships a "5th ability", this button takes the same space the ability icon would take, so you have to leave it as a passive ability as the player will not be able to manually use it, as the button is not accessible.
If I have not understood you badly, the ability:4 "" can not be added. Interesting. I wait fix everything and enjoy again the game because these problems were a little dramatic. But at least after fix most of all the new small scale is looking better than when I started it one week ago. Only I must reduce a lot of particles but it is not a big problem, it is only a work with the particle editor and the windows calculator.
You can have an ability:4, but it must be passive. However, the game will still generate a lot of error messages (even though it doesn't cause any problems) if you do that, so only do it if necessary.
should be able to right click a ship and pick from how many abilities you want to add, but dream on I guess
when I half scaled all the SOA2 models, psychoak half scaled all the speed and particles, in text only, in an hour or so.
Thanks by the tip, many times I forger that most of the soase files are text.
About the 4 ability, for me it is more a solution than a problem, I was thinking about no more of 3 abilities at capital ships. When I added 4, it as at a tyrant missile cruiser and it was more for test a few features, I want use it as a missile cruiser with interdictor capabilities.
About other features, I was thinking about the Death Star, I want add it as the normal Galactic Empire Titan, it is perfect because it can be builded only one at same time. But.........I would like know if I can change the model with different upgrades as the starbase, I want start with the Death Star prototipe, next the death star I and after it the death star II.
Yes, you can upgrade a mesh, but with research only. Take a look at how the TEC hangar upgrades the mesh, it is the same for ships.
I would have thought the death star as a moving starbase, like the Vasari starbase but the one at a time is a good point.
Yes I was thinking at the hangar bay but I wanted be more sure before to make the experiment. For the Empire starbase I use this. This is not a death star, it is a mini death star. About other units, I have been thinking about the world devastator, I have seen one ability for take resources from a planet with a tractor beam. It would be good for it.
Hi guys, what do you think about this?
When you get the Visual C++ runtime crash it doesnt save any dumps at all
Because these are the type of problems that I have seen lately and I´m starting to think that if it is true....the past days have been a piece of shit.
That crash is basically a minidump, even if it gives you a message about C++. The crash is being caused by something you did to the mod, believe it or not.
But at this moment I´m not sure how sense have the opinion from anything made into the mod because dev does not give more errors and I have seen the run time error at thousands of different situations. I go to win to all you at times launching per day a game.....
At this moment only I remember when I saw the error the first time when I reduced the scale from units. Tomorrow I will test again with the old scale and if it does not give me errors, I will not use the new scale, even if all we see the planets too small. I want play the game.
play in window mode and monitor your ram usage.
If you introduce to much stuff, you will break the 2 gig ram limit on 32 bit games
I have good and bad news. If I´m breaking the limit and this happens with the reduction of scale, the reduction of scale would use more ram. But I have been playing with my first scale added (the same than most of the original models) and I have not seen a single run time error by the moment, when I finish a small map, I will tell you,
About my computer, I have a old Intel Q6600 overclocked to 3ghz with 3.25gb of ram running at windows xp 32bits sp3 with a Gigabyte Nvidia GTX460 1gB, it is not the last but it is very stable.
Well, I have finished a complete map (the smallest) without any problems with the normal scale. My plans now are continue with this scale even if the planets are too small, for me it is better than thousands of run time errors. Perhaps in the future, me or other man can reduce the scale.
You can have the most mega super computer and you will still dump after passing the 2 gig ram limit.
Scaling will only cause problems if you are doing something wrong in the scene and converting that error into the mesh.
If the game crashs after the 2gb limit......obviously it is a problem from the game and not me.
I do not exclude my faults from this problem. I have been modding the game for no more of 6 weeks. But at a last try, I go to import again all the 166 models made by the moment to softimage with a new scale, only I will use the previous hardpoints, it is faster than to make everything. Perhaps at a few days I have another answer.
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