Greetings All!
Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole. While I learn stuff everyday, I feel like I can teach and answer questions as well. People have helped me along the way, so this is my way of giving back to the community. So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know. Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge. I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history. I have a Marketing and Sales background, with a specialization in graphics and art. I also know modeling programs, but use 3D MAX specifically for modding.
So, I leave it up to you, the modding and gaming community. I will be listening....
DANMAN
uh, mine for some reason doesn't do that; is that I need to open up a particle file, or create a new one to work with?
When do you think it will be compatible with SINS 1.12 and up? I took a long time for me to take away the versions that impulse auto-downloaded. . If it gets enchrenchment goodness (Or whatever you spell it like) thats ok, cause i'll be gettin entrenchment soon.
thanks danman, crazy much. I'm interested in computer science, i know how hard this would be. (Impossible for the common mind)
Mr. Biscuits
There already is a test version for entrenchment. It is possible to get, but since damnan hasn't made any links to it himself, I won't either. Besides that i couldn't get it to work with entrenchment so there is possible still quite some testing.
gruntmaster1 link is at danmangames website
Hey, I can't get a mod to work; I get a minidump every time I try. I may be missing something in the reference data. What folders/files do you need in a mod for 1.17?
fiender u need to be more specific and what mod are u trying to use??
It's just a little mod I came up with myself. It triples the capaxity of the Hangar defenses and quadruples the firepower of the orbital turrets.
hmm well in that case u need to check and double check and triple check..... run the debug and sins developper to find any problems
Is it possible to add in new armor classes? As in, currently we have: vl, l, m, h, vh, and cap. Is it possible to do without yielding a minidump?
Hello got a question how do you use the mod debbugging tools in DANMAN GAMES SINS MOD TOOLS . I have already installed the programs and symbols but cant get it to work "trying to read a sins dump report thanks josh
What's the debug?
EDIT: I got the developer's .exe and I put it in the same folder as the sins .exe, but every time I load I get a message saying I'm missing this: GalaxySetup.window
Hi all,
I am having problem with the XSI Modtool. It won't load any saves. Every time I try to load a scene or model that I have created I get this error-
"Unable to create object [CLSID\(A8BF89CA-1025-11D2-B5FD-006094EB029C}]:%SUMATRAPATH%\moaudio.dll,Clean up will be performed"
Has anyone else expirienced this problem? If so how were you able to fix it?
I've tried uninstalling then reinstalling XSI several times, and was able to load one of my models once. But then after I exited XSI, then later started XSI again to continue my work, the above error occured again.
I've tried using "runonce.bat" command prompt, and the other steps discribed in the Softimage Wiki for dealing with this problem, but to no avail.
Do'se anyone know the the cause of this problem and how to fix it?
anyone who's still monitoring this thread, please pay attention!
Several things-
1. akkan117, I figured out Particle Forge. Turns out I hadn't RIGHT-CLICKED the emitter button, to create a new emitter. After that, it was just following the instructions.
2. okay, so I'm making a mod called 'Vasari Supremacy'. I've scripted out most of the new ships, abilities, edited the strings files and manifest files.
The problem I'm having has to do with the models/textures. For my new ships, I'm using resized cap ship models (they're smaller). I used the mesh resize tool. I am using the developer executable of Entrenchment (v1.03 build) to debug the mod.
This was my first problem that I couldn't figure out at first (brackets are added to prevent confusion of question text):
[Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172)
i >= 0]
I think it has to do with the textures being improperly done. This is because when I took the resized Marauder mesh, then resized the 3 textures that go with it using GIMP (v2.6.6), renamed all three textures (the mesh is already renamed), this problem didn't pop up anymore. If you could tell me exactly what this means, that would be helpful.
These three complaints also kept popping up several times:
[Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(260)
srcLevelCount == dstLevelCount]
[Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(280)
dstSurface != 0]
[Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/List.h(431)
i != End()] (<- the parentheses here are part of the complaint of the dev.exe)
The first two I gather are texture-related. I also suspect the third is as well. Once again, if you could tell me what they mean (and how to fix them), that would be most helpful.
This one popped up once, and I think that it's also related to the textures, but I've no idea why.
[Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(268)
DirectXAssert: [!FAILED(dxVerifyHR)]Context: d3dTexture->GetSurfaceLevel(i, &dstSurface)HR: (D3DERR_INVALIDCALL)-Invalid call] (<- once again, parentheses are part of the complaint)
Note that the pair of brackets- [!FAILED(dxVerifyHR)] are part of the complaint. Once again, actually being informed what this means and how to fix it would be nice.
3. If you guys could tell me how to create a shieldmesh for a custom ship (as in a new race's ships), that would be awesome. I ask because at this time I have NO IDEA how to do this, and I really want to know so I can.
Thanks 7DS team.
Hello.
Sorry if this has been asked or if its so newbish that its unasked, but what would i have to change to add/change a weapon for lets say kodiak? do i just change weapon amount to (defalt)+(amount im adding) and copy weapon info to .entity file? or is there more i have to change.
Thanks for any help
you'll need to add nulls to the model file (turn it into a txted version, the shipped versions are all binary) so that the effects are seen.
Otherwise, that's pretty correct. Changing a weapon is as easy as changing it's type (it's the 'weaponType' line). For changing what it looks like, you'll need to open up a ship file that has the weapon you want for the ship your changing, copy+paste the weapon data, like damageEnums, effects data, and damage profiles.
Note that only Starbases can have multiple attack types, so you'll need to make sure the 'COMPOSITE' attack type on the Kodiak is set up for all the weapons on it.
Also, each ship/structure/starbase can have only THREE TYPES OF WEAPONS. That's the 'numWeapons' line. It can go no higher than three. However, you CAN put two (or three, your choice) weapon types as the same (the Vasari Space Egg (Jarrasul Evacuator) does this).
Nulls? please explain. The model im using is not the kodiak, just replaces it and was made with 3 weapons in mind (not by me) would it alread have it ? What would it read as?
thx
a null point is a point assigned to the mesh. You need these because they determine where the particle effects (weapons fire, exhaust) comes from.
so the model i downloaded was made for 3 weapons (BC-304) and to replace the kodiak. The nulls should be on the mesh already right.
yes. All you need to do is script it, specify the mesh information, and the shieldmesh info.
Also, make sure that the model is compatible with the Sins version (1.17 vanilla/1.03 Entrenchment) your using.
Thanks it worked! except the beam is showing as a white streak!? am i missing somthing
Under the beam color. The core is generally white (although you could change it) but the outside is your faction color. I mean, you could make it so that the core of the beam was black and the outside was red, or it could be rainbowy, but generally its just white to your color to darker version of your color. You need to change the outside color of the beam.
Here's something really basic.
First My background:I used to create models in 3DSmax as well as Gmax for older games like Simcity 4 etc. So I can build some pretty basic models in both of those programs. I've not been building models in several years however.
Question:Is there a super duper basic modeling guide for Sins? Something perhaps that just starts the user off slow to create a basic object for the game? I've learned over the years that if I start with a step by step basic guide to create an object for a game then I pick up the rest of the basics really fast.
I've read or at least skimmed through the documentation for the forge tools however unless I missed it, I didn't see any sort of step by step guide to create a basic object that could be used in the game (ship, although not basic Im sure, maybe part of a ship)etc.
So, if you know of a really basic step by step guide to using this XSi program to create a basic item for the game to get me started, please shout out. (I've just downloaded it, and although it's workspace is familiar from the other autodesk programs, that's about it, version 7.5 is what I have I believe).
Thanks,
you don't want 7.5. It's a free trial.
You want the 6.01 Mod Too. It's free.
Go through the tutorials for the Mod Tool, that will kick-start you in XSI.
Really?
I went to autodesk and it says this:
Autodesk® Softimage® Mod Tool software (formerly XSI Mod Tool) is a free* 3D modeling and animation package for creating non-commercial games and "modding" (modifying games). Softimage Mod Tool 7.5 is based on the same professional toolset found in Autodesk® Softimage® 7.5 software, used by game developers to create 3D characters, levels, props and animation. Game developers can use Softimage Mod Tool to help extend the life of games and recruit talent with a modding community.
*Free products are subject to the terms and conditions of the end-user license agreement that accompanies download of the software.
Now, if 7.5 isn't compatible then I'll spend the time downloading 6.01, is that the case?
Hello all quick question has anyone ever encountered this error before? and if so know anything about it .
Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172)
i >= 0
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