Text and it's meanings

Gameinfo

Research
Ship basic information,
Ability's
Cost,Time,amount of suport points stuff like that.
PlayerX
Given Quests
All kinds of Modules
Stars

----------------------
String
Name of a Item
----------------------

Window
Brush and box information
--------------------------

Mesh

Color of a item
3D information
--------------------------

 

TXT
entityType "CapitalShip"
ability:0 "AbilityTelekineticPush"
ability:1 "AbilityPsiCommand"
ability:2 "AbilityEnergyWeaponBoost"
ability:3 "AbilityIllusionFighters"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 36.500000
basePopulationKilled 1.425000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
 weaponType "Projectile"       Type of Bombing and FX
 burstCount 1
 burstDelay 0.000000
 muzzleEffectName "Weapon_PsiCapitalPlanetBombing_Muzzle"
 muzzleSoundMinRespawnTime 0.100000
 muzzleSounds
  soundCount 1
  sound "WEAPON_PSI_PLANETBOMB_MUZZLE"
 hitEffectName "Weapon_PsiCapitalPlanetBombing_Hit"
 hitHullEffectSounds
  soundCount 3
  sound "EXPLOSION_SUB4"
  sound "EXPLOSION_SUB4_ALT1"
  sound "EXPLOSION_SUB4_ALT2"
 hitShieldsEffectSounds
  soundCount 3
  sound "EXPLOSION_SUB4"
  sound "EXPLOSION_SUB4_ALT1"
  sound "EXPLOSION_SUB4_ALT2"
 projectileTravelEffectName "Weapon_PsiCapitalPlanetBombing_Travel"
mainViewIcon "MAINVIEWICON_CAPITALSHIP_PSICARRIER"
basePrice
 credits 3000.000000
 metal 400.000000
 crystal 250.000000
slotCount 50.000000
BuildTime 75.000000
MaxHullPoints
 StartValue 2075.000000
 ValueIncreasePerLevel 85.000000
MaxShieldPoints
 StartValue 1600.000000
 ValueIncreasePerLevel 175.000000
HullPointRestoreRate
 StartValue 1.500000
 ValueIncreasePerLevel 0.100000
ShieldPointRestoreRate
 StartValue 3.000000
 ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
 StartValue 3.500000
 ValueIncreasePerLevel 0.350000
maxMitigation
 StartValue 0.65
 ValueIncreasePerLevel 0.01111
MaxAntiMatter
 StartValue 270.000000
 ValueIncreasePerLevel 30.000000
AntiMatterRestoreRate
 StartValue 0.850000
 ValueIncreasePerLevel 0.090000
CultureProtectRate
 StartValue 0.300000
 ValueIncreasePerLevel 0.050000
NameStringID "IDS_CAPITALSHIP_PSIC"  Means it is in the STRING file undername  IDS_CAPITALSHIP_PSICARRIER_NAME
DescriptionStringID "IDS_PSIC_DESCRIPTION"   Means it is in the STRING file undername  IDS_CAPITALSHIP_PSIC_Description
picture "CAPITALSHIPPICTURE_PSICARRIER"     means it's in Window\Brush\ship data
Prerequisites
 NumResearchPrerequisites 0
roleType "Invalid"
statCountType "CapitalShipCarrier"
numRandomDebrisLarge 5
numRandomDebrisSmall 14
numSpecificDebris 0
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_PSICARRIER"       Same deal
smallHudIcon "HUDICONSMALL_CAPITALSHIP_PSICARRIER"    Icon can be found in the Window
infoCardIcon "INFOCARDICON_CAPITALSHIP_PSICARRIER"    same deal
minZoomDistanceMult 1.000000
NumWeapons 2
Weapon
 WeaponType "Beam"  Weapon information and FX
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "OVERTIME"
  DamageType "ENERGY"
  WeaponClassType "BEAM"
 DamagePerBank:FRONT 0.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 70.000000
 DamagePerBank:RIGHT 70.000000
 Range 5000.000000
 PreBuffCooldownTime 7.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 1.000000
 TravelSpeed 0.000000
 Duration 2.500000
 WeaponEffects
  weaponType "Beam"
  burstCount 1
  burstDelay 0.000000
  muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound ""
  hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
  hitHullEffectSounds
   soundCount 1
   sound ""
  hitShieldsEffectSounds
   soundCount 1
   sound ""
  beamEffectSounds
   soundCount 1
   sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
  beamGlowTextureName "PsiCapitalBeam_Glow"
  beamCoreTextureName "PsiCapitalBeam_Core"
  beamWidth 20.000000
  beamGlowColor ffffffff
  beamCoreColor ffffffff
  beamTilingRate 3.000000
Weapon
 WeaponType "Projectile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "ENERGY"
  WeaponClassType "LASERPSI"
 DamagePerBank:FRONT 0.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 45.500000
 DamagePerBank:RIGHT 45.500000
 Range 5000.000000
 PreBuffCooldownTime 6.500000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.300000
 TravelSpeed 4000.000000
 Duration 0.000000
 WeaponEffects
  weaponType "Projectile"
  burstCount 6
  burstDelay 0.200000
  muzzleEffectName "Weapon_PsiCapitalLaserLight_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 3
   sound "WEAPON_PSICAPITALLASERLIGHT_MUZZLE"
   sound "WEAPON_PSICAPITALLASERLIGHT_MUZZLE_ALT1"
   sound "WEAPON_PSICAPITALLASERLIGHT_MUZZLE_ALT2"
  hitEffectName "Weapon_PsiCapitalLaserLight_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
  projectileTravelEffectName "Weapon_PsiCapitalLaserLight_Travel"
m_weaponIndexForRange 0
mass 10000.000000
ShieldMeshName "Shield_PsiCarrier"  the Shield Mesh under mesh
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 500.000000
squadTypeEntityDef:0 "SquadPsiCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadPsiBomber"
squadAntiMatterCost:1 0.000000
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "CAPITALSHIP_PSICARRIER_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PSICARRIER_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_PSICARRIER_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_PSICARRIER_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_PSICARRIER_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_PSICARRIER_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_PSICARRIER_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PSICARRIER_ONSELECTED_0"
SoundID "CAPITALSHIP_PSICARRIER_ONSELECTED_1"
SoundID "CAPITALSHIP_PSICARRIER_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PSICARRIER_ONSTARTPHASEJUMP_0"   Sound it plays by encounter
MeshName "CapitalShip_PsiCarrier"  means it is a file in the Mesh witch have the FX effects
ExhaustParticleSystemName "Exhaust_PsiCarrier"   means the Particles it need to display for variasion of things
ExplosionName "CapitalShip0"
CommandPoints
 StartValue 2.000000
 ValueIncreasePerLevel 0.500000
weaponCooldownDecreasePerc
 StartValue 0.000000
 ValueIncreasePerLevel 0.020000
weaponDamageIncreasePerc
 StartValue 0.000000
 ValueIncreasePerLevel 0.060000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PSICAPITALSHIP"
formationRank 2
minShadow 0.000000
maxShadow 0.500000

 

 

defently is more to it but it gives a brake down of things

10,928 views 19 replies
Reply #2 Top
I think it's already pretty intuitive, no real need for a guide.

The only ones that I haven't figured out are:

SynchronizedTargeting FALSE
PointStaggerDelay 0.300000
beamGlowColor ffffffff
beamCoreColor ffffffff (I understand this is hex, but what are the last two for? alpha?)
Reply #3 Top
i building a text information for people that don't understand the mod information
for people that do understand it nothing realy new.



PointStaggerDelay 0.300000=i not 100% sure what it means ether but i think it have to do with the delta time a beam/pulse is supoce to exist..

beamGlowColor ffffffff
beamCoreColor ffffffff
got to do with the color table read
https://forums.sinsofasolarempire.com/post.aspx?postid=303416


AARRGGBB is ARGB in 16digit form.

AA=Alpha (Opacity) FF(fully visible)-> 00(Invisible)

RR=Red

GG=Green

BB=Blue




Reply #4 Top
I don't know what synchronized targeting is, haven't spent time figuring that out yet.

Stagger Delay is just a weapon effect. It adjusts where the bullets go on moving targets, ie a little ahead or behind.

For color, look here
Reply #5 Top
I don't know what synchronized targeting is, haven't spent time figuring that out yet.
End of quote


It means that all shots will converge on a single point. Ie. all shots will hit the same point.


Btw. I prefer this table. More colors and the names included. :)
Reply #6 Top
PointStaggerDelay 0.300000=i not 100% sure what it means ether but i think it have to do with the delta time a beam/pulse is supoce to exist..
End of quote


PointStaggerDelay is delay timer for weapon that using multiple turrets.
If you have a ship with 3 barrel(ex. kodiac) and PointStaggerDelay is 0.000000 all 3 barrels shoot exactly same moment. If PointStaggerDelay is 0.500000 each barrel shoot at an intervals of 0.5sec (1 -(0.5sec)-2-(0.5sec)-3)
Reply #7 Top
good to knwo thanks Bailknight
Reply #8 Top
Brush Data taken just a text file for easy understanding....

TXT
onlyLoadOnDemand FALSE Means if it needs to load on demand or not False=Loading in Start of game
brushCount 148 VERY INPORTEND that this is CORECT if it's not corect the system might crash or gets bugged...

brush
name "HUDICONSMALL_CAPITALSHIP_PSICARRIER" Name of the brush (pointing to the text file above for easy understanding....
Disabled
fileName "Unit_Hud_Disabled" refase to the ART of Picture in Texture..
pixelBox [ 50 , 35 , 46 , 33 ] ( means Pixel 50 by 35 : and the resolution of the picture..


this go's for all brush's so basicly the whole Window directory is "ART" tag for any unit,Structure,and so on..
also it is the box creation of buttons ingame like the Statics..

----------------------------------------------------------------------------
Strings..

in the string Text is the Unit name on any ITEM in the game from button's to names of Planets to Unit's their is also a counter don't Mess this Up..

TXT
NumStrings 5310 if you encounter in the program a item,Button that says No string you will know the String Counter is not corect
StringInfo
ID "IDS_CAPITALSHIP_PSICARRIER_NAME"
Value "look above for more information."
-----------------------------------------------------------------------------
Mesh
TXT
MeshData
hasValidTangents TRUE
BoundingRadius 391.271179
MaxBoundingExtents [ 228.735901 108.528816 381.796692 ]
MinBoundingExtents [ -228.735931 -169.179474 -390.420776 ]
NumMaterials 1
Material
DiffuseTextureFileName "CapitalShip_PsiCarrier-CL.DDA" the 3D textureing in your SINS textureing directory for ships the CL is the first Textureing Data of the ship so far i know
SelfIlluminationTextureFileName "CapitalShip_PsiCarrier-da.dds" the Light mapping of the Textures of a ship..
NormalTextureFileName "CapitalShip_PsiCarrier-nm.dds"the construction Map when a ship gets build
DisplacementTextureFileName "" Not Programed
TeamColorTextureFileName "" Not programed
Diffuse ffffffff ->see color table<--
Ambient ffffffff
Specular ffffffff
Emissive ffffffff
Glossiness 32.000000
NumPoints 26
Point information where a Weapon/Bomb is located on a ship
DataString "Bomb" what kind of weapon
Position [ -0.000005 -83.354919 -52.207340 ]
Orientation
[ 1.000000 0.000000 0.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ 0.000000 0.000000 1.000000 ]
Vertex ->No idea
Position [ -0.000001 -68.825645 -9.579106 ]
Normal [ 0.000000 1.000000 0.000000 ]
Tangent [ 0.000000 0.494118 0.494118 ]
Color 0
U0 0.201352
V0 0.597582
U1 0.000000
V1 0.000000
NumTriangles 2959
Triangle ->No idea
iVertex0 0
iVertex1 2
iVertex2 1
iMaterial 0
Reply #10 Top
It would be most helpful if your comments were in italics or another color... please don't hurt me...
Reply #11 Top
good to knwo thanks Bailknight
End of quote


Bailknight has again gained much respect from me...

Diffuse ffffffff ->see color table<--
Ambient ffffffff
Specular ffffffff
Emissive ffffffff
End of quote


I've tried changing these, didn't have an effect. Where do I change the colors of the weapons? I've read the kol beam post, what I'm trying to get at is that the colors of the ships and exhausts are the player color, where can i overwrite that??
Reply #12 Top
Don't think you can.

edit: maybe I'm wrong. the exhaust or weapon beam might use a texture with the data channel of the player color.
Reply #13 Top
What are all the availble Damage Apply types?

1.Beam
2.PSIlaser (not sure doing out of head
3.PULSEGUN
4.FLUSHBEAM
5.PHAGEMISSLE
6.
7.

check the ship Gameinfo for weapon type's and names
Reply #14 Top
Isn't pixelBox [ 50 , 35 , 46 , 33 ]:

The icon location is 50px left from the top left corner of the main file to the top left corner of the icon and 35px down from the top of the main file to the top of the icon, which is 46px wide by 33 px high?

IE:



?
Reply #15 Top
As antracer mentioned, this would be infinitely more helpful with coloured or Bold/Italic text. At the moment, it is quite indistinguishable.
Reply #16 Top
to foodro thats exectly what i wrote to my friend  ;)
ah yes might have been more handy to use a colored text.... but it's better then nothing at all
Reply #17 Top
also it was more handy if their was a edit fuction on this forums  :NOTSURE: 
Reply #18 Top
ah yes might have been more handy to use a colored text.... but it's better then nothing at all
End of quote


You say that in the past tense? You can edit your first post anytime, well, until they fix the forum, they seemed to have removed the option while it was updating, and haven't put it back (:(