Modding specific, where and what?

I hope the topic wouldn't be misconstrued, this is a question and is one I am a little upset at.

 

I honestly have searched, and searched on several queues on specific desires to my mod plans.

 

My wants for a mod is to specifically add (copy of another capital ship) another ship to an existing race, it would be the same ship, only a separate reference, a duplicate/different ship.

 

This is not my only want, as modding a specific attribute of capital ships. I personally want my ships to be stronger, I do not want to add a new ship in this idea, just mod a specific attribute of a specific, or grouped object such as capital ships (preferentially being a specific capital ship).

 

My problems with this, is that I have yet to find an adequate level of information on what goes into a mod folder and how I would add these attributes, as a mod, and not a directory edit (editing the game itself). I do not believe a .TXT goes into mod folder or if it does? This level of information I can not find at all, every explanation of mods I have found has been... less specific in the "how to."

 

My strongest want is to modify a specific capital ship, the alien capital ships, but modding a reference file as it seems, does nothing... Which really, in all honesty passes by me at a thousand miles.

 

If there is a guide I have missed, or have just been to incompetent to realize it front of my nose, can you please give me information on it. I have searched a few days, and just updating to 1.12 today I feel even more compelled to want to make my personal mod. I only lack the proper information.

13,900 views 30 replies
Reply #1 Top

Your mod folder has to contain a "Gameinfo" folder at least, and all of the files contained within the "Gameinfo" folder from the current version of SoaSE you are running. Any modded files must be placed in an appropriate sub-folder in your mod folder. Entity files go into the "Gameinfo" folder, mesh files to the "Mesh" folder, particle files to the "Particles" folder etc.

Also make sure that the extension of the modded file is appropriate, i.e. ".entity", ".mesh", ".particle" and so on; it does not matter if the file is in binary or ASCII (text) format, except that binary formatted files load up faster. But make sure you haven't saved your modded files with a .txt extension (this can sometimes happen with Notepad if you don't pay attention) because they will obviously be ignored by the game.

Reply #2 Top

Here is how I have been doing my modding.

First thing download the ForgeTools

https://www.sinsofasolarempire.com/downloads.aspx

Then click My Computer

Then click Tools

Then click Folder Option....

Then click View

Then click on Show hidden files and folders and un-check Hide extensions for known file types then click apply and OK

Next extract the ForgeTools1.1.rar on to your desktop or any where else, then go to the follow directory.

C:\Documents and Settings\your user name\Local Settings\Application Data\Ironclad games\Sins of a Solar Empire\Mods.

Make a new folder call Test Mod in the Mods folder.

Then copy the ReferenceData from the extracted ForgeTools1.1.rar into the Test Mod folder and the rename it to GameInfo

( ReferenceData ) TO ( GameInfo ).

Now open up the GameInfo folder and pick a capital ship, I have use the CAPITALSHIP_TECHBATTLESHIP.entity for a example. Open the file with notepad go down the file and till you come to this part below.

slotCount 50.000000

BuildTime 75.000000

MaxHullPoints

StartValue 3000.000000

ValueIncreasePerLevel 120.000000

MaxShieldPoints

StartValue 1250.000000

ValueIncreasePerLevel 135.000000

HullPointRestoreRate

StartValue 1.500000

ValueIncreasePerLevel 0.100000

ShieldPointRestoreRate

StartValue 3.000000

ValueIncreasePerLevel 0.200000

ArmorPointsFromExperience

StartValue 5.000000

ValueIncreasePerLevel 0.450000

 

and change it like this below.

slotCount 5.000000

BuildTime 7.5000000

MaxHullPoints

StartValue 300000.000000

ValueIncreasePerLevel 120.000000

MaxShieldPoints

StartValue 125000.000000

ValueIncreasePerLevel 135.000000

HullPointRestoreRate

StartValue 300000.000000

ValueIncreasePerLevel 0.100000

ShieldPointRestoreRate

StartValue 125000 .000000

ValueIncreasePerLevel 0.200000

ArmorPointsFromExperience

StartValue 5.000000

ValueIncreasePerLevel 0.450000

 

then save and close the file.

 

This should make Tech Capital Battleship very hard to bet and fast to build and only 5 supply slots, oh are don't forget to enable the Test Mod to try this out.

I hope this helps, let me know how you get on with it. :thumbsup:

 

Reply #3 Top

are you using vista or XP? cause i can't find \Documents and Settings\ in my C drive.

Reply #4 Top

Quoting gametester, reply 3
are you using vista or XP? cause i can't find \Documents and Settings\ in my C drive.
End of gametester's quote

I'm using XP, I think the directory for vista is C:\Users\your user name\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

Reply #5 Top

Hey thanks guys. I also had another pal on my Instant Messenger run me through the documentation (boy how stupid do I feel?).


I am running Vista 64 as well, and yes that path for vista is 100%. Again thanks a bunch guys, now I got my super alien ship :).

Reply #7 Top

here's another stupid thing, my CP keeps opening it up with impulse?! it pro thinks to do that because of sins being downloaded or something, but im using firefox, would it be better to use Internet Explorer?

Reply #9 Top

I choose programs to open files with. If you're talking about the text files? I am not sure what CP stands for, but I would right click and open with.

 

Now, I wasn't sure if it would be appropriate to start a new thread on this, but, considering the level my thread stands at on the forum at the moment, I will simply add this question to this thread, to see if I can get an answer.

 

My question is, I want to set the scale of a specific ship in the Tech, the battle cruiser to be exact, I have modded everything on it I like, but it's scale....

 

Maybe twice it's size perhaps? I can not find any attribute leading me to think it's scale set... Is there another file I must find, or am I simply missing the attribute line?

 

Reply #11 Top

My forgetools are in the right place but when i open it, it opens impulse, is that suposed to happen?

Reply #12 Top

Quoting seleria, reply 9
I choose programs to open files with. If you're talking about the text files? I am not sure what CP stands for, but I would right click and open with.

 

Now, I wasn't sure if it would be appropriate to start a new thread on this, but, considering the level my thread stands at on the forum at the moment, I will simply add this question to this thread, to see if I can get an answer.

 

My question is, I want to set the scale of a specific ship in the Tech, the battle cruiser to be exact, I have modded everything on it I like, but it's scale....

 

Maybe twice it's size perhaps? I can not find any attribute leading me to think it's scale set... Is there another file I must find, or am I simply missing the attribute line?

 
End of seleria's quote

Hey seleria

Has far as I know the only way you can re-scale the models, is to import the .mesh file into a graphic program like 3D Object Converter 4.20 or 3D Studio Max then re-size the model and export to right file type for converting.

Here are the links to the programs.

3D Object Converter 4.20 can import the .mesh files and can export to over 500+ other formats, also its only $50. I have got this program and I would highly recommend it.

http://web.t-online.hu/karpo/

3D Studio MAX is the best graphics program around but its pricey, I have got three versions of this program and I would highly recommend it.

http://usa.autodesk.com/adsk/servlet/index?id=5659302&siteID=123112

Having said that there may be a code that you just need to add to the CAPITALSHIP_TECHBATTLESHIP.entity file to change the scale, just like the way in Star Trek Armada 2.

Reply #13 Top

Quoting gametester, reply 8
and what should it open with?
End of gametester's quote

Hey gametester

What do you mean, open what? :maybe: If you mean opening the .entity files, just use notepad or Notepad++ which is alot better. :thumbsup:

Here is a download link for the Notepad++.

http://www.filehippo.com/download_notepad/

Reply #14 Top

Tossing in support for Notepad++.

Reply #15 Top

Long live ORIGINAL Notepad :)

Reply #16 Top

Quoting FleetCommandCC, reply 12

 
Hey seleria

Has far as I know the only way you can re-scale the models, is to import the .mesh file into a graphic program like 3D Object Converter 4.20 or 3D Studio Max then re-size the model and export to right file type for converting.

Here are the links to the programs.

3D Object Converter 4.20 can import the .mesh files and can export to over 500+ other formats, also its only $50. I have got this program and I would highly recommend it.

http://web.t-online.hu/karpo/

3D Studio MAX is the best graphics program around but its pricey, I have got three versions of this program and I would highly recommend it.

http://usa.autodesk.com/adsk/servlet/index?id=5659302&siteID=123112

Having said that there may be a code that you just need to add to the CAPITALSHIP_TECHBATTLESHIP.entity file to change the scale, just like the way in Star Trek Armada 2.
End of FleetCommandCC's quote

Actually I have 4 and a half years experience in Maya . Though converting wise, seems they used XSI? But .mesh will probably need a plug in. That or XSI mod tool?

 

If the need for mesh converting is really needed, it makes it a funner idea now, since I could probably try adding my own models.

 

Do you know if textures have a certain format or do they stay a specific format for modding in Sins?

Reply #17 Top

Hey seleria

Actually I have 4 and a half years experience in Maya . Though converting wise, seems they used XSI? But .mesh will probably need a plug in. That or XSI mod tool?
I could never get into Maya, so I stuck with Max, }:)  if you just want the ,mesh files converted to .3ds or .odj I can do that no probs.

If the need for mesh converting is really needed, it makes it a funner idea now, since I could probably try adding my own models.

Yep that sound cool, it would be nice to see some new ships in the game. :thumbsup:

Do you know if textures have a certain format or do they stay a specific format for modding in Sins?

The textures files are .dds and .tga I think, well thats whats in the textures folder. :beer:

 

Reply #18 Top

Is there any specific polycount (traignles and/or quad) for ship?

Reply #19 Top

Has far as I know by going through the forum the polys count limit is 5000-10000 max, mainly because of slowing the game down.

Reply #20 Top

Wow really? Thats a great level cap if so. What I worked on... like 3000 tris.

Reply #21 Top

i mean the program 'forgetools' opens impulse whenever i try and open it. it is in the right place but i can never use it. When you right click on it, a menu comes down, one of the selections is 'open with' if somebody clicks on that and tells me what it is opening with, then i could prabably use it. thanks WaafB proud writer of EXPERIMENT 442.

Reply #23 Top

I got forgetools as a folder.

 

I believe in a winrar/zip file at first.

 

Rar/zip files needs winrar/other to open and extract the data inside.

 

Afer that my forgetools is a simple folder with Galaxy forge etc, particle forge etc.

 

You should be able to open it by default with Windows, or whatever OS you have if its a folder.

 

But if it's still in rar/zip format, then you will need a program like winrar or something else to extract it.

Reply #24 Top

It's not a folder, it has forgetools as an icon and thats what i get when i download it

Reply #25 Top

i downloaded a mod from a website and it had all the ships as people, they shot lazers from their eyes and the capital ship weapons were a little further down  8C