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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

2,169,151 views 770 replies +1 Loading…
Reply #326 Top
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
End of quote


My capital ships explode exactly same what you said above since ver 1.0 vanilla.
I was thought like you until I notice the unreasonable truth beyond this nonsense that I coundn`t notice whole 3 months of modding.
You should check again yourself.
Reply #327 Top
I simply follw a logical line of thinking. Either we are doing something wrong, or the entire sub-explosion sequence is hardcoded, which I find unlikely.

Anyway, as it happens I have just started making a complex explosion for the cruisers and will, if I succeed, post the exact procedure here. I am confident that the system can be manipulated, but I am also aware that, due to the lack of documentation on such specifics as the workings of the particle system, we are forced to work half-blind.
Reply #328 Top
@Bailknight

Are you saying that you have kept the explosions.explosiondata file vanilla, but edited particle effects? Did you have various explosion types with different start times in one particle effect or something like that? In other words, basically copying the effect and pasting it back into the file, changing the start time and changing the name of the effect?
Reply #329 Top
@derbal213

I did both (edit explosiondata particles that have various start time)
And Dev confirm me that 1.04 can`t have more than 10 explosion entries(not subexplosions) I`ll not work with race explosion at this time.
Reply #330 Top
Bailknight, just out of curiosity, what do the capships look like if you, say, double the lifespan of the blue sparks so their radius at the end of their travel increases? That would add considerable "volume" to the explosion, but might overpower the map too. It's hard to tell from the small video if that would make it too large.

I'm really looking forward to this. One of my favourite visuals is watching an enemy capital ship die.

-- Retro
Reply #331 Top
omfg,
what to say but
omgf..


that looks awesome man, i rly hope they add something like the mod in the real game so u can play it with everyone instead of having to wait til someone with the same mod joins :/

b4, al ships shot like tiny tiny shells.., now it finaly looks like u got more firepower for what u bought :), now its worth sacrificng a few ships .. cuase u get a nice vieuw :):)

(btw if those fast flying things were missles i think im gonna faint cuase thats what missles should look like!!)
Reply #332 Top
Those are some excellent effects! I have one little nitpick though.
The big explosions seem to "cool down" too quickly. I understand it's important to get the effects out of the way so that it doesn't slow the game down. But the transition from a blue hot explosion to cold black seems to be too sudden. I like that the blue heat goes away quickly, it's just that I think the red heat should linger around a bit longer.

This is another thing, but I couldn't really see it in the video so I'll ask. Is it possible to have wreckage glow? Take a ship, a million bolts of plasma go into it, and the reactor blows up. The wreckage is going to be glowing hot! It'd be very cool to see some fresh wreckage glow white hot, before cooling down to red, black, and eventually gone.
Reply #333 Top
First, apologies to Bailknight for doubting you - upon testing the vanilla capital ship explosion effects, it turns out they too are bunched up together in 2.5 second intervals. Seems that there are hardcoded issues in the particle system as well, which is too bad since it would have been great to have finer control over sub explosions.

As for the glow effect, I doubt it can be done. Sins do not support material change/fading, and glow is effected through that. I also don't think that mesh particles have fade support, so the closest you can get is a glowing shard of debris which dissapears abruptly after a time.
However, it is possible to simulate the glowing hot debris by using the "sparks" particle system, which is what many movie explosion effects are using anyway (if it looks good in Star Wars...)
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Reply #334 Top
@ManSh00ter

Don`t need to be sorry about that. :)

Anyway DEV confirm me that 1.04 can support only 10 explosions as I said before. They also said 1.1 will remove this limit so you can still make your own race-explosion for future plan. Just in case you didn`t check that  ;)
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Reply #335 Top
Yeah, I saw it, and that's great news! Now if they only would give us that Particle Forge so we don't have to rely on so much guesswork when adjusting particles... eats up time like nothing else.

Oh and Bobucles, I just checked - the debris in vanilla game already glows... its just not that pronounced. Zoom in on some of the shards and you'll see. :)
Reply #336 Top
Hey, Bailknight I was wondering if I could use your graphics mod in conjunction with mine. For my personal use only, I just replaced all my mod folders (except GameInfo and String) with yours so I can play my mod with your enhanced graphics. I've started to think about releasing it online, but I wanted to make sure this was ok with you. My mod is called Origins, which is just mod to make races more unique and add some BIG weapons to Sins. Please let me know if this is Ok.
Reply #337 Top
Bailknight and Mansh00ter:
I hear that the DEVS are in fact releasing the Particle Editor soon, very soon.
Us modders have been putting the pressure on them. Hopefully this, combined with releasing the limits, will let all of us do what we need to do in order to get our mods to work.

By the way Bailknight, nice explosions!

DANMAN
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Reply #338 Top
I hear that the DEVS are in fact releasing the Particle Editor soon, very soon.
Us modders have been putting the pressure on them. Hopefully this, combined with releasing the limits, will let all of us do what we need to do in order to get our mods to work.
End of quote


That would be absolutely awesome.
Reply #339 Top
Any hope for a progress report? I know many are eagerly anticipating the next version of your mod, myself included :)
Reply #340 Top
Any hope for a progress report?
End of quote


Almost finishied TEC and Advent yesterday. I`ll post some video later.

At this time my biggist concern is Vasari wave cannon...those bananas make me sick.
Reply #341 Top
Green plasma bananas are the most devious weapon type I have ever seen.
I can picture the scene aboard a Vasari battleship:

"Sir, its those monkeys again!"
"Throw some bananas at them."

:p
Reply #342 Top
1) As long as we're on the topic of the wave cannons, are you going to change the colors or the form of the waves. I would like to see the waves to be more liquidy instead of solid like they are now.

2) I apologize if I haven't seen tis but, ETA?

Keep it up :CONGRAT: 
Reply #343 Top
Looks great, though seeing those kodiaks survive (unscathed?) the Kol's explosion was a bit of a let down. Anyway i love those small explosions before the big BOOM!! Reminds me of the capital ship explosions in HW2.
Reply #344 Top
Perhaps leaving the front of the wave effect solid, but breaking up and lengthening the back side (inside the curve). Something with a plasma fire effect on the inner side.
Reply #345 Top
:SURPRISED: I just found this mod today and today I updated Sins to 1.05. hmm I wonder if it will still work with 1.05. Because those effects are very nice and...

we wants them... needs them... precccioussss.
Reply #346 Top
I just tried Particle Forge and now I`m quite sure this one will save my times incredibly :CONGRAT: Still I need some time for vasari and entire optimization so It`ll take some weeks before release. ;)

And mod 1.2 will work fine with Sins 1.05 .
Reply #347 Top
Yeah, particle forge is a real time-saver. At last. :)
Reply #348 Top
I noticed that I can no longer watch or load saved games with sins 1.05 of my previous sins1.04+ver1.2 of the mod. :( But it plays new games fine. Any solutions to this issue?
Reply #349 Top
With sins1.05 I can no longer watch or load sins1.04+1.2 mod games :(. Does anyone know any workarounds? It plays new games fine.
Reply #350 Top
It's not a problem with the mod. Each time a new patch comes out, saved games of previous versions become incompatible.

Also, bailknight, if you get a chance I wouldn't mind hearing what about Particle Forge is more helpful. I don't mod, so perhaps I won't understand it all, but it'd be nice knowing what's making your job any easier.