Sinperium Sinperium

Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

OTHER SINS HELPFUL MODDING LINKS*

*Links are updated when requested.





The Soase Idiot's Guide

Confused?  No idea where to even start?

Determined to work at it?

This is the place!

 


 

 
   

Sins Modding Wiki

ZombieRus's Eclipse Wizardry

 

     


Tutorials

MyFist0's full modding site.

Emphasis on modeling  and

texturing.                            

 

 

 




                    

REBELLION MODDING TOPICS

Rebellion Modding Q & A

Mesh Editing

Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

MyFist0's Modding Megasite!

MOD DOWNLOADS

ZombieRus5's Mod Yard

Directory of Planet Mods

STEAM

STEAM Sins Forums

DEVELOPERS

Sins Developer Journals Forum 2007 to Present

REFERENCE FILES

Research Modifier List

MyFist0's Exported Models & Files

Modifier List

Harpo's Converted Sins Reference Files 2011

THIRD PARTY TOOLS

3dS Texturing Toool & Tips

Ship Fleet Calculator

SoaSE Eclipse Plugin Project

Mesh Resizing Tool--courtesy of the Reqiuem team.

Harpo's Sins Utility Package -- Dropbox

The Sins Optimization Project (TSOP)

Artificial Unintelligence (Mod and AI info)

Sins Data Converter by BCXtreme

EXPLANATIONS & DISCUSSIONS

Rebellion Updates by Blair Frazier

How to Add a Fourth Race

User-updatable Ship Reference Chart

Sins Modding Dictionary

Adding phase Effects to other weapon types

Culture, Explanation/Discussion

Weapons, Explanation/Discusion

Shield Mitigation & Armor, Explanation/Discussion-1

Shield Mitigation & Armor, Explanation/Discussion -2

Graphic Chart of Sin's Counters

Annotated Guide to the Developer.exe

In-Game Map Creator

Weapons Banks & DPS

Combat Mechanics

Rebellion Shield Mitigation & Focus Fire testing

PARTICLE FORGE

Particle Forge Help Thread

GALAXY FORGE

Adding Artifacts

Working Template Examples

SemazRalan's Template Guide

Pirates Base Start Template

SOUND RESOURCES

[SFX] Black Sun SFX/Music Resource for Modders

MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX

XSI Texturing, Tutorial

3dS Model Exporter

3DS Max Rigging, Texturing & Exporting, Guide

Modding/Modelling/Texturing/Converting, Tutorials

WIKI'S

Sins of a Solar Empire Official Wiki

 

7,618,692 views 2,761 replies
Reply #726 Top

I know normally the novalith uses 2d movement arcs--could this be part of your issue?

Reply #727 Top

Quoting Sinperium, reply 726
I know normally the novalith uses 2d movement arcs--could this be part of your issue?
End of Sinperium's quote

I have no idea, it doesn't look like its doing anything different...

So does anyone know how it determines where to put the faction owner's icon. I think if I could change that I could fix the problem.

Reply #728 Top

Well...a novalith ALWAYS is flat on the ecliptic plane--no exceptions.  It may be just a little skew or elevation does that. 

But yes, someone brilliant please explain this.

Reply #729 Top

Quoting GoaFan77, reply 727
So does anyone know how it determines where to put the faction owner's icon. I think if I could change that I could fix the problem.
End of GoaFan77's quote

Wouldn't it be placed where the Center null is? As that's what the game interprets as the "center" of the model.

Reply #730 Top

Quoting Lavo_2, reply 729
Wouldn't it be placed where the Center null is? As that's what the game interprets as the "center" of the model.
End of Lavo_2's quote

Nope, I moved the center point just to be sure right into the middle of that gap in the Novalith. I double checked with the dev.exe, there is no mesh point where that owner icon is in the picture.

Reply #731 Top

Hrm... Perhaps it's based off of the placement of the mainview icon?

Reply #732 Top

Well after some more testing I now have a better understanding of the problem. It seems the default superweapons, in there structure form, actually have the same problem. However, they continue to rotate while their 6 second charge up animation plays, so that when the projectile fires its correctly aligned. Frigates don't seem to have the behavior and just sit their while the charge up animation plays. So I guess I don't need to move the icon, but rather find a work around to fix this behavior...

Reply #733 Top

Quoting GoaFan77, reply 732
but rather find a work around to fix this behavior...
End of GoaFan77's quote

Disabling linear engines during the ability's charge up might do the trick.

Reply #734 Top

That's what I was trying to get at--darn it.  I can be smart too!

Reply #735 Top

Quoting Lavo_2, reply 733
Disabling linear engines during the ability's charge up might do the trick.
End of Lavo_2's quote

Wouldn't that stop it from turning? I need it to keep turning, it stops by default.

Reply #736 Top

Quoting GoaFan77, reply 735
Wouldn't that stop it from turning? I need it to keep turning, it stops by default.
End of GoaFan77's quote

Nope, turning would be angular engines. If you disable linear engines a ship cannot go forwards or backwards, but it can still turn. By disabling it's linear engines, you will essentially turn the ship into a turret for that short period of time. See here for the exact modifier names.

Reply #737 Top

Hi all, I'm copying this from the thread I've started and posted it here in the hopes of some feedback. Thanks!

 

I've been spending the last few days working with 3ds max/xsi mod tool/blender/photoshop and working with the triexported ship models from eve online to some success...but I can't seem to fix my texture issues, I've followed several tutorials concerning the .dds files etc with alphas and the -cl and -nm, -da naming conventions for the textures and had the diffuse show up successfully ingame....but the models seem to be missing parts? like they are transparent....I have uploaded several early shots of what I'm experiencing...exported from 3ds max to .MESH using the 1.1v of the SOASE script for 3ds max9 and I'm using 1.34 diplomacy clean mod install in my appdata files etc... any assistance would be greatly appreciated...you can also evemail me in eve online at Marcus Rileau (incase some of you mates play aswell) I'm trying to keep all of my importing/exporting/editing inside of 3ds max 9 and photoshop....if possible...I'd love to hear some fellow modders advice on this obstacle I'm confronted with...Thanks in advance all! links to screentags below:

Basically, I'd not sure if I'm missing tangents/UV maps? or if there is an issue with the models being turned into .mesh because they look fine in 3dsmax 9....but appear in-game with parts "missing"

 

http://imageshack.us/photo/my-images/6/2012022500001.jpg/

 

http://imageshack.us/photo/my-images/803/2012022500011.jpg/

 

http://imageshack.us/photo/my-images/46/2012022500013.jpg/

 

-quick edit- So I discovered that my texture -cl.dds file wasn't flipped vertically....which was the cause of the texture appearing in an odd way. but I'd really appreciate some input as to why there are transparent "spaces" or blocks of the model missing....Screentags hosted for your viewing...

 

http://imageshack.us/f/24/2012022500017.jpg/

and

http://imageshack.us/f/824/2012022500021.jpg/

pixels missing? or a texture?->spectacular or bump? as always I'd appreciate any and all feedback and advice as I'm new to modding SOASE (I modded several of the total war games in the past...so not a complete noob)

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Reply #738 Top

Texturing is still my personal Achilles heel right now but I guarantee you someone will pop on with some advice.  Keep an eye out for responses.  The models look nice (the parts that show).

Reply #739 Top

thanks to trial and error I'm able to import the models succesfully into the game and dummybox the meshes etc, I'd added the -cl,-nm, and -da textures aswell and the model is reflective etc....basically I believe I have my import process worked out....except that I've encountered an issue with the team colors making the model entirely THAT color ie-> blue team color -> ingame options -> team colors ON= ship all blue...everything works wonderfully aside from this hiccup now...if anyone has any advice I'm all ears :) thanks for the input Sinperium!

 teamcolored ships ->  http://imageshack.us/f/52/2012022600010.jpg/

 

without playercolor setting on -> http://imageshack.us/f/841/2012022600009.jpg/

Reply #740 Top

Quoting Barkodia, reply 739
I've encountered an issue with the team colors making the model entirely THAT color ie-> blue team color -> ingame options -> team colors ON= ship all blue...everything works wonderfully aside from this hiccup now...
End of Barkodia's quote

That's due to the Alpha channel on the -cl texture. It has to be black where you don't want the team color to show up, and while where you do. If you don't give the -cl an Alpha channel, the game at times creates one which is all white.

Reply #741 Top

@lavo-2 yes, I have the -cll.dds setup with an Alpha-1 channel...it's all black aside from a few (very few) white areas for the team colors to appear :( isn't this the correct way of doing it ? or should I experiment and make it all black?

Reply #742 Top

No, that's the right way to do it. This might sound silly, but try renaming the layer's name to "Alpha 1". Probably won't make a difference, but with Sins you never know. If that doesn't work, try making it all black. I'd suggest having the Dev exe running when you change the textures; this way you can see the effects instantly.

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Reply #743 Top

Alright so, I have this periodicAction for a buff, it works fine, however I was wondering where exactly the "Ability" point, and it's index, in the weaponEffectAttachInfo is located/defined, as it does not appear to be in the buff file. i want to know where it's located so I can edit it's position slightly; due to the model being re-textured the effect is now slightly off center, in reference to where it is supposed to appear.

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Reply #744 Top

Quoting Lavo_2, reply 743
Alright so, I have this periodicAction for a buff, it works fine, however I was wondering where exactly the "Ability" point, and it's index, in the weaponEffectAttachInfo is located/defined, as it does not appear to be in the buff file. i want to know where it's located so I can edit it's position slightly; due to the model being re-textured the effect is now slightly off center, in reference to where it is supposed to appear.
End of Lavo_2's quote

Uh, it says it fires from ability point 3 and hits a random mesh point on the target ship. Is that what your question is?

Reply #745 Top

Quoting GoaFan77, reply 744
Uh, it says it fires from ability point 3 and hits a random mesh point on the target ship. Is that what your question is?
End of GoaFan77's quote

By ability point 3, does that mean the null point "Ability-3" or "Ability-2" or the third ability null point in the mesh's file? Yeah that it what my question is, thanks.

Edit: To clarify, I'm looking for where the coordinates/position of "ability point 3" is defined.

Reply #746 Top

Quoting Lavo_2, reply 745
By ability point 3, does that mean the null point "Ability-3" or "Ability-2" or the third ability null point in the mesh's file? Yeah that it what my question is, thanks.
End of Lavo_2's quote

I believe it really means Ability-3. Isn't it in the mesh file?

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Reply #747 Top

Yup, that did the trick, thanks!

Reply #748 Top

FYI...I saw the Steam post here about what are good Trinity mods and added and linked several in a list there--for any mod owners interested it is here.

Reply #749 Top

FYI...I saw this Steam post about what are good Trinity mods and added and linked several in a list there--for any mod owners interested it is here.

Reply #750 Top

So i've been trying to create a small mod for personal use but it keeps minidumping.

I've only been editing stats, nothing else.

An example of what's wrong:

Text FileArchive missing Label.

File: C:\Users\Liam\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34\Maelstrom Self\GameInfo\CAPITALSHIP_TECHBATTLESHIP.entity
Label: weaponCooldownDecreasePerc
Line Number:287
Line Contents:MeshName "CapitalShip_TechBattleship"

After some googling I saw that it might be that i'm using an older version of reference files.

However, I am using the newest ones uploaded by harpo (https://forums.sinsofasolarempire.com/378266/page/4/#replies)

Help?