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[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Compatible with Entrenchment ver 1.02

 Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this.

DOWNLOAD : http://www.mediafire.com/?yoomlxzk889

Compatible ONLY with Sins Entrenchment ver 1.02 not original Sins

This mod Contain "Volumetric Explosions&Damage Effects ver. 1.13 " by ManSh00ter

Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me.

0. Fix
   1. Fix TEC light frigate`s weapon travel speed (600 -> 6000)

1. How to install MOD
   1. Update your Entrenchment ver to 1.02 first
   2. Start Entrenchment
   3. Go option -> mods -> show modpath to confirm your mods folder.
   4. Quit Entrenchment
   5. Put "bkg_Entrenchment_v1.02_1" folder into your Entrenchment mods folder.
      ex) C:\Documents and Settings\youraccountnamemayhere\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\bkg_Entrenchment_v1.02_1   <- this folder should contain 6 folders(GameInfo, Mesh, Particle, PipelineEffect, TextureAnimations, Textures) and 6 manifest files(brush, entity, galaxy, playerPictures, playerThemes, skybox)
   6. Start Entrenchment
   7. Go option -> mods -> enable mod to activate mod.
   8. enjoy mod.

2. Changes - Visual
   1. Enhanced every weapon effects.
   2. Enhanced and added most ability effects.
   3  Add new mine explosion effect for each mines.
   3. Enhanced some explosion effects and Implented with ManSh00ter`s Volumetric Explosions&Damage Effects ver. 1.13
   4. Enhanced and optimized other various effects.
   5. Heavy Crusiers length extended.
   6. Phase Gate now stand up and rotate and bigger .
   7. Weapon Jamming Module downsized.
   8. Optimized TEC Fighter mesh.
   9. Pirate Gauss defense`s weapon changed to autocannon (only visual)

3. Changes - Gameplay
   1. None
   2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects.
  
4. Fixes from vanilla SOASE Entrenchment ver 1.02
   1. Fix some improper weapon points.
   2. Fix persistence passive effects disappearing when load saved game.
   3. Fix Advent starbase`s Meteor planet ability didn`t work collectly at level 2 (Has 0 ranges).

5. Credit
   1. Thanks to Stannum for his SOASE 3Dsmax importer and exporter tool ver 1.1
   2. Thanks to ManSh00ter for his "Volumetric Explosions&Damage Effects ver. 1.13"

P.S.  Send me PM or e-mail for notice If you want modify or redistribute this MOD.


 For Sins ver 1.1 (Converted by Annatar)

(Notice- Pirate base replaced to desert planet in this video for better bombardment presentation. Not in release version)

TEC http://www.youtube.com/watch?v=fyZtYW0EhOs

ADVENT http://www.youtube.com/watch?v=JbBSxcCwjh8

VASARI http://www.youtube.com/watch?v=ihxCkD6eLmw

DOWNLOAD : http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html

2,169,275 views 770 replies +1 Loading…
Reply #303 Top
Just installed this minus the game play mods, and have to give it a thumbs up. it sure is nice to actually see the ships shooting at each other now. :)
Thanks for the mod.

JeryT
Reply #304 Top
Hey Bailknight, you have a concept for "militaristic TEC" Capital carrier??
I think that those two might be inspiring:

http://www.new-un-spacy.com/macrossplus/uraga-escortbattlecarrier/uraga-escortbattlecarrier.gif

http://www.new-un-spacy.com/macrossga/uraga-saratoga/uraga-saratoga-vfx2.gif
Reply #305 Top
Graphic Mod is under major overhaul right now. This include completly new explosions and weapon effects. I`ll post some vid`s soon.
Reply #306 Top
Graphic Mod is under major overhaul right now. This include completely new explosions and weapon effects. I`ll post some vid`s soon.
End of quote


:D

Will the new version be available for people to mess with too? :)
Reply #307 Top
OK. I add a video of new explosion effect for ver 1.3 in top of this page.
Enjoy. ;)
Reply #308 Top
Nice work. I like the new explosions a lot better. :)
Reply #309 Top
I have unzipped contents to the mod folder. Its not showing the mod when I try to enable it?

A little new at modding. The only thing I can c thats wrong is I am using v1.04.
How would I go about starting Sin with v 1.03?

Sry if I i'm not using the correct please help..

Thanks!!
Reply #310 Top
The new explosion effect is quite beautiful and fits very nicely with the TEC ship destruction. While I would be completely satisfied if these explosions were placed globally on all ships, I would suggest that if it's not a lot more work for you, that you could make the mod even better by having a separate explosion animation for Advent ships and another different one for the Vasari.

This would not only add some more artistic flair, but even give a better visual cue as to whose ships are blowing up in combat. I think you could come up with some great ones unique to the other two races as well.

Perhaps less fire and more blue and purple energy disruptions for Advent, while having something reflecting Vasari's green, orange and yellow energy patterns for theirs.

Great work man.
Reply #311 Top
I have unzipped contents to the mod folder. Its not showing the mod when I try to enable it?
End of quote


This mod is fully compatible with 1.04.

To use it, the instructions Bailknight provides are fairly clear, but I'll try and reiterate them in a different way.

First, make sure you can see hidden files and folders. You can enable this in Tools->Folder Options under the View tab if using Windows XP. Then, navigate to the drive you have the game installed on. The path where the files need to be placed is then X:\Documents and Settings\[Whatever Your Account is Called]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

Inside this Mods folder, you should have unzipped the mod's files into a folder called 'bailknight_graphicmod_v1.2' or something similar.

Then, launch the game and you should be able to enable the mod. Also click the enable on startup checkbox. Quit out of the game and relaunch it. You should now be able to use the mod in-game. If you desire to see most of the effect changes without any gameplay changes, delete the GameInfo and TXT_GameInfo folders. You will possibly lose some of the enhancements, but the core gameplay of unmodded Sins will remain the same.

Good luck.
Reply #312 Top
Absolutley awesome explosions. Brings back those StarBlazer days, with huge ships, making epic, multiple explosions as the die.
This is so sweet, can't wait for the next release.

I agree with Mazuo, its more work for you, but different explosions for different races. I would even take it further for different ship claases, so that frigates get boom, but capital ships get a huge blowout explosion.

Good luck, and great work. Forms one of the backbones for 7 DEADLY SINS.

DANMAN
Reply #313 Top
While I would be completely satisfied if these explosions were placed globally on all ships, I would suggest that if it's not a lot more work for you, that you could make the mod even better by having a separate explosion animation for Advent ships and another different one for the Vasari.
End of quote


As I said before current Sins only support 10 explosion entries and making race-specific explosions need at LEAST 3 entries for each race (Big for capships and structures, Medium for frigates and Small for fighters) and everything should blowout in same boom effect. I can accept this however, add new race and it`s own explosion is impossible because they need another 3entries and game will crash anytime. I choice class-specific explosion rather then race-specific one for my new race in ver 2.0

I`ll make some race-specific explosion when this hardcoded limit removed by future patch.
+1 Loading…
Reply #314 Top
The death explosions in EAW and a few Homeworld 2 mods leave the ships around for a long time as they slowly explode and creak...and then their hallow shells stay around for a long time after. Those are the deaths I hope eventually make their way into SOASE...and this is a great start.
Reply #315 Top
I`ll make some race-specific explosion when this hardcoded limit removed by future patch.
End of quote


Ah, my mistake then. I must not have read this before or didn't remember it. Oh well, I'm quite content with the new addition by itself.
Reply #316 Top
Does this mod change any stats in the game?

Or it just add new effects?
Reply #318 Top
Very nice, Bailknight. I'm wondering if the smaller pre-explosions can throw off small debris shards as well?

I had toyed with the idea of making a bunch more debris model bits and pieces - busted sections of hull plating, components, beams, triangular shards of glass, that sort of thing. I'm not a modeler, though.

-- Retro
Reply #320 Top
Very nice, Bailknight. I'm wondering if the smaller pre-explosions can throw off small debris shards as well? I had toyed with the idea of making a bunch more debris model bits and pieces - busted sections of hull plating, components, beams, triangular shards of glass, that sort of thing. I'm not a modeler, though.-- Retro
End of quote


Yes, it's possible, but they seem to come out almost transparent for some reason. It is the same as the debris that shoots off in the big explosion. For some reason, those pieces all turn slightly transparent.
Reply #321 Top
Wow, it looks great.
Reply #322 Top
@Bailknight
I was wondering. What are your timings set at for the explosions. I've got playtimes for the capital ship explosion set at 0,1,2,3,3.5,4,5,5.5,6 for the mini-explosions, then 7 and 7 for the big and sound explosion. But when I watch it in-game, it starts off not doing anything, then about a second in, 3 explosions go off, waits about 1 second more, 3 more go off, 2 seconds more then the last 3 mini-explosions followed almost immediately by the final boom.

Yours, on the other hand are really awesomely timed. It looks very much like a chain reaction and much more realistic than mine. I'm guessing you got the timings right by changing the explosions file. So..Could you either give me some pointers or let me take a look at your explosions file. Basically any help would be much appreciated.
Reply #323 Top
I loved 1.2. I downloaded Sins Plus and merged it with 1.2 and modded it further. It is freakin' sweet
Reply #324 Top
derbal213
End of quote


That stupid playtime value in Explosions.explosiondata is completly waste. It seems like game engine play explosions(and also make mesh invisible) in term of every 3(or 2.5) second. This mean explosions that set for playtime between 0~2 will blow in same time(0 second). I use 6 different mini-explosions with different time setting.
Reply #325 Top
I am not sure this is the case. If we study how the vanilla capital ship explosions are made, they have a total of 11 subexplosions, 9 of which are mini blasts. They are timed in such a fashion that, if PlayTime was irrelevant or fixed at 2.5-3 second intervals, we would see 4 synced explosions, then 5 synced explosions then the final boom. Yet the capital ships do not explode in such a fashion in-game.
Also, the make mesh invisible time works - I tried it on my explosions and was able to adjust it. If you observe the videos I made, you will see that, unlike the vanilla explosion where the mesh dissapears quite visibly and out of time with the beginning of the explosion, my version makes the mesh dissapear sooner, which is a difference between 1 second and 0.5 seconds I have.

I would suggest playing around with the particle lifetime settings in the mini-explosions themselves - it may be that is what is causing a desync; for start try setting them *exactly* as they are in the vanilla system, then work your way from there.

Derbal123, I had a simmilar problem with my flotsam effects; try setting the emit rate higher, particle start color to ff000000 (completely black) and don't forget to use the "particle_mesh.fx" pipeline effect. If anything, you will get rid of transparency, though I believe you can get your debris textured as well.