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Starbase Modding

By on February 25, 2012 5:07:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium

Join Date 02/2010
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I'm finding lots of things on starbases in bits and pieces and have looked through some mods as to how to make custom starbases.  Still, I'm not clear on what all does what--particularly the meshes.

I don't need particle effect meshes and the like on the base.  Just want to upgrade it.  Is it necessary for multiple meshes--what's the purpose of having them separate?

Help appreciated.

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February 25, 2012 5:20:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I don't need particle effect meshes and the like on the base. Just want to upgrade it. Is it necessary for multiple meshes--what's the purpose of having them separate?

You only need one mesh for a starbase, its just they have the option to change meshes with upgrades if you want (I.e. the extra weapon emplacements on the TEC starbase with weapon upgrades). Can't really say anything else without knowing what you're trying to do.

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February 25, 2012 5:24:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think that pretty much answered the question.  So in game, they have a mesh for each combination of meshes based on the upgrade done?

Basically I'm adding the Tech construction ability and some Psi and Phase abilities in a single starbase.  I'm assuming I can just take the specific mesh points already in the various meshes to find the right ones.

I'm thinking the starbase issue that made it shoot for a bit then stop might have to do with banks of weapons and the meshpoints not being there.

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February 25, 2012 5:33:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
I think that pretty much answered the question. So in game, they have a mesh for each combination of meshes based on the upgrade done?

Pretty much.

Quoting Sinperium,
Basically I'm adding the Tech construction ability and some Psi and Phase abilities in a single starbase. I'm assuming I can just take the specific mesh points already in the various meshes to find the right ones.

As long the mesh points are on each mesh that might possibly have the upgrade, yes. But if you have a lot of different upgrades that change meshes that can get complicated very quickly.

 

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February 25, 2012 5:45:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'd like to avoid multiple meshes anyway.  Absolutely no need for me.  That's a ridiculous amount of meshes in the vanilla.  Seems like some memory could be freed up by using single models--though I guess they aren't that much really.

 

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February 25, 2012 9:16:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

StarBasePhase-TradeWeapon2.mesh
StarBasePsi-TradeCultureWeapon2.mesh
StarBaseTech-TradeWeapon2.mesh

These are the fully upgraded starbases with all hardpoints and stuff.

for 7DS, we use only a single mesh in the entity file instead of the multiple ones in the Vanilla file.

MeshNameInfoCount 1
MeshNameInfo
    meshName "StarBaseTech-TradeWeapon2"
    criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""

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February 25, 2012 9:27:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cool--thanks Semaz.

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