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

 

7,619,215 views 2,761 replies
Reply #751 Top

When you show a dev error that references a line number it is more common that something above that line isn't done properly--most likely a typo.

It could be a clipped out character when pasting...a duplicated character...overwritten line, etc., etc.

Reply #752 Top

I have compared the original (after figuring out how to convert) with the reference file one, not a single thing is different.

 

I'm curious though, the error says 'line 287' but there is no line 287 in my .entity. It goes until 257.

Reply #753 Top

Trust me--something is wrong.  Get the original file back in, make sure it works, then redit it once more by hand (not cut and paste).

Reply #754 Top

That's an original sins file.

 

Diplomacy and Entrenchment file mesh entries are like so:

MeshNameInfoCount 1
MeshNameInfo
    meshName "CapitalShip_PhaseBattleship"
    criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""

Reply #755 Top

when using my ref files the search sequence is the diplomacy, if NOT fount then the entrenchment AND if not found then and only then look in the vanilla files.

harpo

 

Reply #756 Top

Riiiiiiiiiiiiiiiiiiiiiiiiiiiight, I overlooked a small thing. Entrenchment also has the CAPITALSHIP_TECHBATTLESHIP.entity, I didn't see that when I first looked there. Dammit, I hate making that sort of mistakes.

Files work now, thanks!

 

EDIT:

And a new error arose once I loaded the game, this is alien to me though.

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/File/FileSystem.cpp(307)

bResult == TRUE

I skipped it and the game worked fine after that.

 

EDITEDIT: The error only appeared in dev version, normal version no errors.

Reply #757 Top

Is it possible to make a Phase Gate ability that works for any faction (neutral, allied, enemy)? Also, is it possible to set up the spawn groups in GalaxyScenarioDef and pre-set maps to spawn object which each have a different owners at a single planet?

Reply #758 Top

Quoting Lavo_2, reply 757
Is it possible to make a Phase Gate ability that works for any faction (neutral, allied, enemy)?
End of Lavo_2's quote

I do not believe so.

Quoting Lavo_2, reply 757
Also, is it possible to set up the spawn groups in GalaxyScenarioDef and pre-set maps to spawn object which each have a different owners at a single planet?
End of Lavo_2's quote

Yes.

Reply #759 Top

Quoting GoaFan77, reply 758
Yes.
End of GoaFan77's quote

How is this done in GalaxyScenarioDef?

To expand, in essence what I want to do is spawn a Phase Gate for each player at every single planet. This will allow players to, once planets are scouted, to jump from each planet to another. As of now I've created a special invulnerable trade ship that achieves this, and due to it being a trade ship, doesn't "reveal" the planet to other players.

Reply #760 Top

Quoting Lavo_2, reply 759
To expand, in essence what I want to do is spawn a Phase Gate for each player at every single planet. This will allow players to, once planets are scouted, to jump from each planet to another. As of now I've created a special invulnerable trade ship that achieves this, and due to it being a trade ship, doesn't "reveal" the planet to other players.
End of Lavo_2's quote

Create a new group, set the spawn for "Always" and for the player you want to own it. Only problem will be that you'll have a variable amount of players every game, and I'm not sure how the game reacts if you want it to spawn an object for a player that isn't in the game. I'm guessing it just doesn't spawn as you'd want but I've been surprised before...

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Reply #761 Top

I'll try that, thanks!

Reply #762 Top

Seems the game doesn't want to spawn the group for some reason. I've constructed the group as such, IMP being the race I'm testing this with:

group
            condition
                type "Always"
                param ""
            owner "IMP"
            colonizeChance 0
            items 1
                item "Hyperspace:Gate"

It's been slapped into every militia spawn group, pirate base spawn group, and home planet spawn group. I have also, for curiosity's sake, set colonizeChance to 1 to no avail. I can also confirm that the item itself is working as intended and can be spawned, as I slapped it in with the DefaultHomePlanetSetup for the planet owner and that much worked. Does anyone perchance have an idea what's wrong with the group, or if it's just an Entrenchment-related problem?

Reply #763 Top

I have a map that spawn "always" and when the player isn't present it spawns anyway--I think as a hostile neutral.  I'll try to get back to it or find my Wolfpack map link and DL and try it yourself. 

Reply #764 Top

Quoting Lavo_2, reply 762
Seems the game doesn't want to spawn the group for some reason. I've constructed the group as such, IMP being the race I'm testing this with:

group
condition
type "Always"
param ""
owner "IMP"
colonizeChance 0
items 1
item "Hyperspace:Gate"

It's been slapped into every militia spawn group, pirate base spawn group, and home planet spawn group. I have also, for curiosity's sake, set colonizeChance to 1 to no avail. I can also confirm that the item itself is working as intended and can be spawned, as I slapped it in with the DefaultHomePlanetSetup for the planet owner and that much worked. Does anyone perchance have an idea what's wrong with the group, or if it's just an Entrenchment-related problem?
End of Lavo_2's quote

Is IMP actually the name of the player? By default its something like player0.

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Reply #765 Top

Quoting GoaFan77, reply 764
Is IMP actually the name of the player? By default its something like player0.
End of GoaFan77's quote

Ohhh, I see. That's probably the problem, will try that.

Reply #766 Top

So I've had some progress. For now, the thing works on any premade map, as the players are defined as "player0" or "newplayer0" and such, but not on Random maps. As such, I am wondering does anybody know what name the Random map generator uses for players?

Reply #767 Top

could not see any idenitification in a mapdesigner map to indicate even how MANY players in a map, BUT when I have loaded a mapdesigner into galaxyforge it used the Player-# pattern for the players (all 10 of them, 0 to 9)

hope this info helps

harpo

 

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Reply #768 Top

FYI...here's the new link for MyFist0's migrated modding site: http://soase.x90x.net.

Reply #769 Top

On a question note..

I tried to modify the Advent's "Reverie"{ to cause a ship to "Explore" as opposed to it's current bool actions). Game crashed with no minidump.

Knowing that explore is one of those goofy things that the game might see as primal I wondered if someone might comment as to whether or not there is something that would make this not work?

I did change things from bools to instant actions and the like.

Reply #770 Top

fyi, that link you put up... my anti-virus has it marked as a known dangerous website.

Someone might want to tell myfist0

Reply #771 Top

EDIT: Figured it out already

Reply #772 Top

Hey everyone! I just wonder if is it posible to force an ability effect " say ion bolt" to use the ship weapon slot as a launch point?

Reply #773 Top

Quoting lordcronos, reply 772
Hey everyone! I just wonder if is it posible to force an ability effect " say ion bolt" to use the ship weapon slot as a launch point?
End of lordcronos's quote

Maybe, but the thing is weapons can have more than one point to fire from. I'm not sure how it would react with having multiple points at once. If I were you I would just go into the mesh file, find the weapon point I wanted, duplicate it and Rename it Ability# so I would be sure where the point was and how many points there are.

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Reply #774 Top

Thx man i know what you mean abaout:         attachType "Ability" abilityIndex 1

But i dont undestand this part: I would just go into the mesh file, find the weapon point.

Can you clear this out a bit?