Pls help me what is this problem ?HELP!

pls help....

Hello all,i met with this game maybe 1 month ago its amazing!Am a good in c++ + .lua but in creating particle effects and 3d objects i  need to increase myself...

 

My problem is with particle forge tool. here is the picture its not showing that particle graphic clearly. Can anyone help me what kind of problem is this ?Maybe i need one driver for this software idk... PLS help me , i want to create a mod for this amazing game ...

problemhelp2

5,381 views 11 replies
Reply #1 Top

you will have to move particle forge to the install folder or the path for the textures won't be shown.

Reply #3 Top

Oh guys thx a lot for ur helps, am new on it but after sometimes i can create great things...İ want to ask one more think..

 

This is my first example on this software :

Oke i prepared it.. so to where i must put it ? i need to  import it to Entrenchment/particle or i need to put it into  appdata/local/ironclad games/sinsofsolarempire/anymodfile..

terstcan someone give me any basicly explain for how to put ur modded particles into game.... Thx.

Reply #4 Top

You're going to want to place your new particle file into the particle folder inside of your mod version directory that's located in that app data location.  Then just make sure the mod is enabled when you open up the game and you're good to go. 

Oh, and make certain the particle is replacing a current file (uses the same name) OR you've referenced a new particle name in one of the entity files.

Reply #5 Top

Quoting CorsTR, reply 3
it into  appdata/local/ironclad games/sinsofsolarempire/anymodfile..
End of CorsTR's quote

Yup, you should put it in a mod (there is no reason to ever modify/add to the base Sins files). In particular, the last part of your path should look like this.

Mods Entrenchment v.1.051 (or whatever version you are using)/Your Mod Name/Particle/Your particle effect. You have to put all of your particles in a folder called Particle so Sins knows where to look for it.

I'm pretty sure that is all you need to put it in the game, but unless you are just replacing an existing particle, you still need to tell something in the game to actually use it. To do this you are going to have to modify an entity file in the game info folder to tell it to use your new particle. I'll explain adding particles to a weapon as that is the most complicated. This is from the Javelis LRM frigate (FrigateTechLongRange.entity).

    WeaponEffects
        weaponType "Missile"
        burstCount 1 -> The number of particles spawned when the weapon fires.
        burstDelay 0.600000 -> Delay between weapon effects
        muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle" -> Particle displayed from the weapon point when fired, if any/
        muzzleSoundMinRespawnTime 0.500000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalMissileHeavy_Hit" -> particle shown when the weapon hits its target (explosion).
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel" -> The missile particle itself.
        missileStartTurningDistance 250.000000 -> Different properties unique to missile weapons, as they can track their targets. Other weapons will have different parameters, but they should be self explanatory.
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000

Reply #6 Top

use the Dev.exes to instantly spawn in game the ships or structures that will use your effects

Reply #7 Top

That is very professional explaining thx...But here is one more question. İf there is any wrong way tell me Here is the simulation :

From begining :

First i put Forge tool folder to inside Sins of Solar empire (installed folder). than i put particle + even Texture , Texture animation ,GameInfo folders to in...

Second i edit some effects (change colour,scale etc with same name)

After i went to my Mods Entrenchment v.1.051 folder than My mods name/Particle(inside it my particle effects) (+ i pasted that Texture , Texture animation ,GameInfo folders near to Particle folder)

After enter Entrenchment mods enable my mod...

İf is there a any wrong thing in this simulation pls give me a true way for to do mod...

 

Thx for ur interest, i want to help and create a mods for this awesome communty...

Reply #8 Top

If you are changing existing particles, you do not need the GameInfo folder. If you do want to change the GameInfo files you will have to convert them from BIN format to TXT format or dowload the converted file set. Here is Entrenchment.

Make sure you only copy files from the base game and to not change them.

I think you can also just have Particle Forge in the NewMod folder and edit and test from there if the Textures and Particle folders are in the mod

Reply #9 Top

Oke , i edit 2 exiting file on that tool (i, changed their colour for example) after i save it...

 

i went to apdata and create appdata /Mods Entrenchment / Mymod after i putted texture texture animation particle pipeline effect...

i opened game i load mod (i saw checksum) after i start a new game than nothing changed, all colours were same 0_o

 

is there any example video for how to import ur particle mod ? also i just put that particle folder to inside my mod folder than in the game everything were looks like ghost (no texture)

Reply #10 Top

No videos that I know of. Your English is a little hard to understand as well. I think you first need to learn the basics of creating a new mod.

Reply #11 Top

Yes mate my english is sux but thx for ur help.Before the graphic modding i will start to read everything from zero as i can...

 

Thx for ur time guys...