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

 

7,618,500 views 2,761 replies
Reply #701 Top

Quoting Sinperium, reply 700
I'm noticing in the Player entity files a "Player is Psi" true/false condition?  What's the significance of this?
End of Sinperium's quote

I think its a condition built into the engine of how the computer player plays. Not sure.

 

Quoting Sinperium, reply 700
If I use an Entrenchment Player entity file as a template, will that work in Diplomacy?
End of Sinperium's quote

NO. Use notepad++ compare feature to see the many differences.

Reply #702 Top

Quoting myfist0, reply 701
Quoting Sinperium, reply 700
I'm noticing in the Player entity files a "Player is Psi" true/false condition?  What's the significance of this?
I think its a condition built into the engine of how the computer player plays. Not sure.
End of myfist0's quote

Not sure on whether it affects the AI or not, but it does allow a constraint to be used for psionic abilities.

http://code.google.com/p/soaseplugin/wiki/constraint

See isPsi.

Reply #703 Top

@MyFist0...yeah--I figured.  I'm just wondering how to detach the Yggdrasil from active Diplomacy without glitching the game.

@Zombie...I see it but what does it do?  I seem to remember something about beam weapons and unique to Psi but do you know any abilities or buffs that use that parameter?

I also noticed in the Player entities a reference for it to fall back to Tech as a pre-completion state.  I imagine that's a placeholder for when they were developing the game but I have no idea how either of them effect anything.

Reply #704 Top

Quoting Sinperium, reply 703
@Zombie...I see it but what does it do?  I seem to remember something about beam weapons and unique to Psi but do you know any abilities or buffs that use that parameter?
End of Sinperium's quote

It's a target constraint. It constrains what is targetted  o_O

Reply #705 Top

Haha--undead humor.  Have some gum.

Reply #706 Top

Hey guys, I am working on playing around with the icons.tga(s) and .brushes files this week.  I have been having trouble opening some of the .bruhes files in the original sins directory, such as HUDIcon-ship .brushes. 

I get this view of a string of words with Notepad++

NUL'NUL NUL NUL NUL RS NUL NUL NULH NULU NULD NULI

-------------------------------------------------------------------------------

and this view with regular notepad

BIN
 â€™      H U D I C O N _ C A P I T A L S H I P _ T E C H C O L O N Y    S t a t e s    U n i t _ H u d _ D i s a b l e d    à   5        U n i t _ H u d _ P r e s s e d    à   5        U n i t _ H u d _ C u r s o r O v e r    à   5        U n i t _ H u d _ N o r m a l    à   5        U n i t _ H u d _ N o r m a l    à   5        H U D I C O N _ C A P I T A L S H I P _ T E C H C A R R I E R    S t a t e s    U n i t _ H u d _ D i s a b l e d h  

---------------------------------------------------------------------------------

When I open the custom .brushes file made from a mod I can view the files fine

brush
 name "HUDICONSMALL_REFINERYSHIP_RACE1"
 content "Simple"
 fileName "Races_Unit_Main"
 pixelBox [ 301 , 181 , 28 , 28 ]

--------------------------------------------------------------------------------

Just wondering to what I am doing wrong, Thank You!

Reply #707 Top

You need to convert brush files to text just like with entity files.

Reply #708 Top

Quoting GoaFan77, reply 707
You need to convert brush files to text just like with entity files.
End of GoaFan77's quote

Ok, I think I am in trouble because the mod that I was playing around with has all of the entity/brushes files already converted.  do I need to use the convertdata.exe that comes with the forgetools package?  If so I am in even more trouble because when I click on "run" it opens the commandprompt then closes down without actually opening?

 

Reply #709 Top

Quoting Hartwich, reply 708
Ok, I think I am in trouble because the mod that I was playing around with has all of the entity/brushes files already converted. do I need to use the convertdata.exe that comes with the forgetools package? If so I am in even more trouble because when I click on "run" it opens the commandprompt then closes down without actually opening?
End of Hartwich's quote

First of all, never use the forge tools for anything except the galaxy/particle forge and the documentation. Everything else is out of date. The up to date convertdata is in your Sins of a Solar Empire directory.

Normally, I'd point you to the Myfists weebly so you can teach yourself the basics of modding, but that seems to be offline at the moment. So instead look in the OP and see if you can't find a data converter or a set of reference (already converted) files you can use. You know, that big list of helpful modding links. ;)

Reply #710 Top

Quoting Hartwich, reply 708

Quoting GoaFan77, reply 707You need to convert brush files to text just like with entity files.


Ok, I think I am in trouble because the mod that I was playing around with has all of the entity/brushes files already converted.  do I need to use the convertdata.exe that comes with the forgetools package?  If so I am in even more trouble because when I click on "run" it opens the commandprompt then closes down without actually opening?

 
End of Hartwich's quote
and in this thread are a set of modding utilities including  my text bin gui and all post entrenchment release convertdata's.

harpo

Reply #711 Top

Thanks guys! sorry that I am so slow at catching on, Karma For yah both!

Oh and I got it working using the "Sins of a Solar Empire Data Converter V1.2!"  One small step for Hartwich one giant leap for modding kind!!! 

Reply #712 Top

Hi again guys! I have made a ton of icons now and I am looking to figure out how to have these icons always viewable no matter what distance the camera is at.  I have found that to do this I need to edit the gameplay.constaints file in the Gameinfo directory.  I need to edit this information:

VisibilityDistanceData
  capitalShipRadiusMultiplier 100
  entryVehicleRadiusMultiplier 50000
  frigateRadiusMultiplier 180
  planetRadiusMultiplier 130
  asteroidRadiusMultiplier 200
  resourceAsteroidRadiusMultiplier 200
  debrisRadiusMultiplier 600
  cannonShellRadiusMultiplier 600
  starRadiusMultiplier 60
  planetModuleRadiusMultiplier 60
  starBaseRadiusMultiplier 60
  spaceMineRadiusMultiplier 60
  fighterRadiusMultiplier 1000
  maxFighterMeshDistanceToCamera 4000
  mainViewIconChildrenPlanetRadiusMultiplier 130
  mainViewIconChildrenAsteroidRadiusMultiplier 200
  mainViewIconChildrenStarRadiusMultiplier 60
  veryDistantIconFadeNearThresholdDistance 100000
  veryDistantIconFadeFarThresholdDistance 10000000

Any ideas what to change?  I tried to play around with the Verydistanticonfadenearthresholddistance selection but have not had much luck changhing anything at all.  Thank you in advance!

Reply #713 Top

Is it possible to make capital ships rotate constantly like it is for planet modules? I don't see such a line in their entity file, but I'm curious nonetheless.

Reply #714 Top

Quoting Sinperium, reply 703
I'm just wondering how to detach the Yggdrasil from active Diplomacy without glitching the game.
End of Sinperium's quote

 

If you have too, leave the Diplomacy values in but set them up to make relations worse, or, better yet, have their 'envoys' do negative things to planets.

 

That way they could be, 'sharing friendship' in a not so friendly way.

Reply #715 Top

I just made the planets 3 times bigger, and it seems to me that they rotate a little too fast (like a day passes in 5 seconds)...is there a value somewhere that I can lower so the planets rotate a little slower ?

Reply #716 Top

Quoting Lavo_2, reply 713
Is it possible to make capital ships rotate constantly like it is for planet modules? I don't see such a line in their entity file, but I'm curious nonetheless.
End of Lavo_2's quote

If you make part of the ship (or even all the visible) part of it as a particle effect, then yes.  Just remember the particle effect part doesn't collide.  You can place a slightly smaller mesh inside to compensate for this or have solid elements that your effect attaches to to give it "bumpers".

The Babylon 5 mod has this with the Omega-class Destroyer mesh and in particle effects its the Omega R & Omega M.  Will give you a clue anyway.

KrrdaxDrkrun can give you a pointer or two if you can get him to post.

My Yggdrasil model has two rotating sections and I am about to add a third one.

Reply #717 Top

Quoting boshimi336, reply 714

If you have too, leave the Diplomacy values in but set them up to make relations worse, or, better yet, have their 'envoys' do negative things to planets.

That way they could be, 'sharing friendship' in a not so friendly way.

End of boshimi336's quote

Thanks.  That's kind of what I want them to do--but I never want a player or AI "allying" with the Yggdrasil.  The negative envoy effects are something I had considered. 

Somehow I got sucked into all sorts of things I never intended to touch.  Life isn't fair.  It's been a week since I have had time to work on it--just getting back to it today.

Reply #718 Top

Quoting Sinperium, reply 716
If you make part of the ship (or even all the visible) part of it as a particle effect, then yes.  Just remember the particle effect part doesn't collide. 
End of Sinperium's quote

Meant the thing as a whole. Thanks, figured it would be a particle effect, even that doesn't work in this case.

Reply #719 Top

Okay, got an odd issue here. I started using some vanilla structure models as frigates, and it seems the icon point of some of them gets thrown off for some reason. Normally this wouldn't matter, but if you have an ability that needs to face target, it seems the ability goes based on a straight line from the icon, not the actual center defined in the mesh. So how does one move where the icon appears (basically I want it to appear in the middle of the gap)?

Reply #720 Top

Let's see the picture. I had the same thing happen with a flair and particle effect for my Yggdrasil mesh so I took the flair from another ship mesh and jiggled the coordinates to get it right and it solved the problem.

Before that, the particle effect had a fixed position--no matter what way the model faced the particle effect always faced in only a single direction--so the model looked as if it were rotating around it.

Reply #721 Top

Quoting Sinperium, reply 720
Let's see the picture. I had the same thing happen with a flair and particle effect for my Yggdrasil mesh so I took the flair from another ship mesh and jiggled the coordinates to get it right and it solved the problem.

Before that, the particle effect had a fixed position--no matter what way the model faced the particle effect always faced in only a single direction--so the model looked as if it were rotating around it.
End of Sinperium's quote

Got it. Basically what happens is that the novalith shell clips through the mesh in its frigate form because even though its facing it from the icon, the actual point is firing from isn't aligned.

Reply #722 Top

So you mean the icon is slanted and just needed to be redone?

Reply #723 Top

Quoting Sinperium, reply 722
So you mean the icon is slanted and just needed to be redone?
End of Sinperium's quote

The icon and mesh are unchanged. The icon is just now appearing in the wrong place. I need this to face its target head on. As you seen in the picture, the player icon is off from the center of the mesh (as well as the mesh center point), Thus it stops turning when the icon is facing the target, not the mesh point the projectile fires from, causing clipping.

Reply #724 Top

Yep--I get it.

So you are using a novalith as a ship there yes?

Reply #725 Top

Quoting Sinperium, reply 724
So you are using a novalith as a ship there yes?
End of Sinperium's quote

Yup, its not an orbital structure.