Moguta Moguta

Calling all SoaSE modders - Modding Wiki needs contributors!

Calling all SoaSE modders - Modding Wiki needs contributors!

The Sins modding scene is a dedicated one.  There are several total conversions that have made significant progress, a couple great graphic enhancers, and a few virtually-complete game overhauls.

However, one thing that struck me upon venturing into Sins modding is the seeming lack of a good information resource.  Obviously, there are a number of people out their with extensive knowledge on the subject.  But information seems spread out in a scattershot fashion among various threads, personal webpages, and internal development discussions.

I'd like to know what fellow modders think of the idea (borrowed from the TES4: Oblivion modding scene) of a Wiki dedicated to Sins modding.  This would hopefully create a resource for fledgling and experienced modders alike to reference specific & detailed information on modding Stardock's game.  Comments or suggestions, anyone?

The wiki is up and running, thanks to Carbon016!
http://sinsmodding.dreamhosters.com

Don't be shy, help out!  Contribute your modding knowledge for the benefit of the community!

39,423 views 61 replies
Reply #51 Top

I visited the post CAPITOL SHIPS CREATION FROM SCRATCH, helpful for now. I open up the four files, such as; Unit_Hud_CurerOver.TGA and the other 3, From Entrechment and saw that it was almost full.

Question: Can I expand the image (on the right) and would this create problems later, would it make a lot of work or anything I am unaware of right now.

Reply #52 Top

You'll need to change the size of the infocard in the Window file, I think, since otherwise he text will overlap.

Reply #53 Top

Quoting MacKnightt, reply 51
I visited the post CAPITOL SHIPS CREATION FROM SCRATCH, helpful for now. I open up the four files, such as; Unit_Hud_CurerOver.TGA and the other 3, From Entrechment and saw that it was almost full.

Question: Can I expand the image (on the right) and would this create problems later, would it make a lot of work or anything I am unaware of right now.
End of MacKnightt's quote

I think this is okay, as long as you make sure the image dimensions are still some power of 2 (for example, double the width) since graphics cards & routines are optimized to deal with images of power of 2 size.

Most mods I've seen deal with this by creating Unit_Infocard_2.tga / Unit_Main_2.tga / Unit_Picture_2.tga files, though.

Carbon:
He's not talking about enlarging any individual picture, he's talking about enlarging the single texture file that all ship icons are placed in.

EDIT:

Also, Carbon, I just tried using the template you mentioned and I seem to be doing something wrong, but I'm not sure what.  See: http://sinsmodding.dreamhosters.com/index.php?title=Shield_opacity

Additionally, how do you make wiki links & searches resolve to a certain article?  For example, if you merely get the capitalization of an article wrong, it tells you the article does not exist.  I can't figure out how to make "Capital ship" resolve to the "Capital Ship" article, among others.

Reply #54 Top

You need to copy the header in too: since this header has to be closed (as it's a table), it's difficult to make it a template, but I'm going to give it a shot. You'll have to add a |} after the end of all your {{Explanation}}s though.

And if you want to make Text1 redirect to Article2, you just do [[Article2|Text1]] and "Text1" shows but it links to article 2.

edit: okay, it's up and fixed in your article. In the future, do:


{{Explanationtable}}  <-- this starts the table

{{Explanation

text = whatever

effect = whatever}}

|} <-- closes the table after all your explanations you want in that table

edit2: also thanks for all you are doing, it's really well done and I've learned a few things already. i was intending to really push a lot of stuff out once i set the wiki up but I've been doing a lot of developing stuff and haven't had much time, so you're putting me to shame :p

Reply #55 Top

Ah, gotcha.  I thought it could be used on its own.  Is there any way that the wiki can be modified to see single linebreaks as < br >, so that we don't have to have all this code littering the pages?

Also, I know about the [[WikiArticle|LinkText]] link, what I was referring to I found via Wikipedia: #REDIRECT [[Target page]]

You're welcome.  I'm just really trying to get this thing off the ground, because it seems like it could be such a useful resource.
:)

Reply #56 Top

Quoting Moguta, reply 55
I'm just really trying to get this thing off the ground, because it seems like it could be such a useful resource.
End of Moguta's quote

 

I certainly apperciate all effort made for this!

Reply #57 Top

Thank for the info. sorry it took so long to reply, modem went down, needed new one.

Reply #58 Top

Carbon:

I submit we change the "Mods" category to "Modding".  To me, a category called "Mods" means it'd have entires like "Distant Stars" and "Bailknight's Graphic Mod", whereas "Modding" has more to do with the general process & concepts behind it.

Everyone:

We're highly in need of contributors!  Modders of all color -- beginning, veteran, ace -- let us know what you'd most like to see in a centralized modding resource, too!  We'd like this wiki to be highly useful to the community, not a mishmash of information that no-one refers to.

Reply #59 Top

Bump...

Anyone still helping with this?

Reply #60 Top

IsAttachedToEmitter: Uncertain of the importance of this parameter.(particle forge)

^ This changes the behavior of particles connecting to the emitter as it travels. I use it for engine effects and for missile trails so they don't "stick" to the emitter, making actual trails that change as the emitter moves around. Otherwise they are always "stuck" to it and the best example is an engine trail that makes a trail of fire, the fire will move with the engine when the ship turns with this on and won't with it off.

That's my experience with that function after a day's worth of experience with the game.

 

I'd edit that but I dunno how to edit wiki's, so I'll just throw it here.

 

I'd like to know how to keep individual particles from dying when a projectile hits a target. My Vallus Kato Driver projectile has a huge trail and the whole thing vanishes when it hits a target. Looks silly. This value does not fix that.

Reply #61 Top

Quoting IskatuMesk, reply 60
IsAttachedToEmitter: Uncertain of the importance of this parameter.(particle forge)

^ This changes the behavior of particles connecting to the emitter as it travels. I use it for engine effects and for missile trails so they don't "stick" to the emitter, making actual trails that change as the emitter moves around. Otherwise they are always "stuck" to it and the best example is an engine trail that makes a trail of fire, the fire will move with the engine when the ship turns with this on and won't with it off.

That's my experience with that function after a day's worth of experience with the game.

 

I'd edit that but I dunno how to edit wiki's, so I'll just throw it here.

 

I'd like to know how to keep individual particles from dying when a projectile hits a target. My Vallus Kato Driver projectile has a huge trail and the whole thing vanishes when it hits a target. Looks silly. This value does not fix that.
End of IskatuMesk's quote

For your question, that is something we can't do anything about, sadly. Once a travel effect hits the target it will vanish. you could try to make the hit effect have a "trail" though there might be some problems with the angel that the projectile hits.