Just in case nobody has figured it out yet, k33bz method of converting does work for the entrenchment beta files. Kushan
Kushan
[quote]I use Maya 7.0 to model; but that's because I learned how to model with it and any other program would just confuse me.[/quote] Ive worked with a few modeling programs (although Im not very good with them) but there interfaces all seem to be relatively the same. I personally use 3ds or the free XSI Mod Tool. Kushan
1. unzip it to any directory. Where ever you want to run the mod tools from 2. To get the developer .exe working, copy it from the directory you installed the forge tools in, into your main Sins installation folder (It should have your normal .exe file in it), then just double click the developer .exe icon to run in developer mode. Helps to create a shortcut to it and place it on your desktop. 3. See the documentation in the directory you unzipped the forge tools to. It should
[QUOTE]As far as I know, it isn't possible. The only tool we have is for converting XSI to mesh. So you'll have to get your Maya work into XSI somehow[/QUOTE] We can also use 3ds max to export to .mesh Kushan
[quote]Question: Can I give strikecraft antimatter and abilities?[/quote] I dont think its possible. Kushan
How do you open the stock Sins models? Ive tried to open them in both 3ds max and XSI mod tool, but neither seems to recognize the .mesh format. Thanks, Kushan
Atm, turrets are not possible. I think the TEC uses them (Kol battleship?) but no one has figured out how to recreate it. For modeling get [link="http://www.softimage.com/downloads/XSI_Mod_Tool/default.aspx"]Mod Tool[/link] from the Softimage web site. Its free. Kushan
Best news Ive heard all weekend. Kushan
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I plan to have one, maybe two cap ships per race. Sort of a fleet command ship. i just wanted to make sure there was no difference in how the cap ship files was set up compared to the frigate files. I didn't see any difference, just wanted to make sure. Thanks for the replies. Kushan
XSI is included in the mod tools. Its the modeling program used to do ship models in sins. So there is really no need to mess with 3dsm. there is a really good tutorial [link="https://forums.sinsofasolarempire.com/311916"]Here[/link] on how to use it. I personally use [link="http://notepad-plus.sourceforge.net/uk/site.htm"]Notepad++[/link] for my text file editing, its a free notepad replacement. For texture editing, I would have to say photoshop is the way to go IMO.
Thanks for the tutorial. Am about ready to start doing models for my own mod, and this helped me out ALOT. Thanks, Kushan
Has anyone tried removing all of the capital ships and making them into cruisers, or removing any of one classification of ship for that matter? I was thinking of making all the capital ships into cruisers, and keep 5 support ships as frigates. But I dont want to go through the work of removing and re-classifying ships if its not possible. Thanks, Kushan
[link="https://www.sinsofasolarempire.com/downloads.aspx"]Forge Tools[/link] Contains all the files you need to mod. "Reference Data/GameInfo" contains all the files. When doing a mod, all the files from each of the categories modded needs to be included in your mod folder. Ex. If you change a file in GameInfo, all the files from GameInfo folder needs to be in your download, same goes for if you change anything in the Mesh, Particle, or Window folders. Hope that helps, <br/
ok, thanks for the quick respnoses :) Kushan
Anyone know what line in the ship entity file controls the number of fighter/bomber squadrons that a ship and hanger is able to hold? Thanks, Kushan
The forge tools are updated for v1.03 if thats what your looking for.
Thanks for the update, now I can get started on my sins mod. Kushan
So a dumb question, how do we convert from binary into an editable text format? or so we have to wait for IC to give us the files. thanks, Kushan