[quote]Would it be possible to tie that to the moon(s) planetary bous present in Uzii's mod?[/quote] Sory, i can't find it out. Maybe others could.
HammerSun
[quote]So what you've done is replaced the asteroid floating junk u tend to see at asteroid sites with a moon model, correct? Well not replaced but added in a new group from what I can understand.But heres a question apart from the visual side of things do those moons do anything else. Like could you build something on them or would we have to use things like planet bonus's to simulate that part?[/quote] At first I've made the moon as resouce asteroids, so that maybe can make a special
Methods One: This should be safe and cause no problem, but only self rotation. Setp1: Scale a planet mesh smaller in 3dsmax or xsi, and make a texture. Setp2: Edi
[quote]Hanger point is also wrong...Fighters came from Universe instead inside the ship.This is what happens when they don't have a spawn point assigned, so you must be linking the points to the model incorrectly somehow. Also, and don't take me as being impolite, but the game engine is very very picky, its "Hangar" not "Hanger" And the point 'Aura' is what? I don't know it's fuction, anyone tell me?Its basically just another attach point for graphical effects. check the AbilityCeaseFire.ent
[quote]1.1 works fine for me except shieldmesh. Game engine always decide shoot other side of shield made from max script(ex (*-O--)---->o shoot penetrate shield and hit other side of shield from inside)And some mesh always detached from smooth group even there UV is connected.[/quote] Are you sure? I've tested, just import a FrigateCarrier and Export, change nothing except defineed the texture file name. And, fighters no longer build inside the carrier But came from deep space.
BUG Report...About weapon/hanger/special... point. I've finished my new ship. Weapon point work seems fine in my game, BUT bomb(planetbomb) point seems doesn't work, In game, the bomb launch from the center of the mesh! Hanger point is also wrong...Fighters came from Univers instead inside the ship. Exhaust point seems wrong too, it seems from the center.. Anyone has this problem too? Or Cuz i use the verb 1.1? I can't use verb 2.0a for a script wrong about split mesh.(I
[quote]Not DBOX2, I meant which version of Stannum's SoaSE Maxscript tool i.e. v1.1 or v2.0a?[/quote] I use the v1.1, they said this one is more stable.
lol. Thanks for your great help.
[quote]Overthrow all you should need to do is name the sub material object of Diffuse & Specular Level maps the name of the texture you want to use thats what the screenshots show. You can also properly assign the texture by path & filename as well if you want to so you can see what it looks like in Max. If you are doing that and its not working then there is something different about your setup, Stannium might be able to help if you can get hold of him.@HammerSun : Which version of the export t
[quote]Hi, I have a problem.I've made a fighter where want to replaced the original TEC fighter. And followed the instruction step by step. But in game appeared black! Seems didn't textured at all.And the exported mesh file in binary, so i can't comfirm the problem.Here is setting in max(Screenshot): This image has been resized. Click this bar to view the full image. The original image is sized 350x673 and weighs 107k.Here is modle in max(Screenshot)New to texture, it's ungly : <b
Hi, I have a problem. I've made a fighter where want to replaced the original TEC fighter. And followed the instruction step by step. But in game appeared black! Seems didn't textured at all. And the exported mesh file in binary, so i can't comfirm the problem. Here is setting in max(Screenshot): [img]http://img440.imageshack.us/img440/7371/sthm1.jpg[/img] Here is modle in max(Screenshot)New to texture, it's ungly :p : [img]http://img138.imageshack.us/img138/366/previewb
I totally can't undersand what's your problem. Select pirate? Playing a pirate MOD? BUT, the space in string can't cause such a crash. 晕
[quote]you try posting the ship's .entity file as well, just in case theres a problem with the actual ship or how you modified the ability to be used with the ship. you might want to post any other files you modified to get the AI to use the ship as well, just in case, its best to have all the info for someone to look over before giving guesses to what might be wrong.[/quote] I've finnaly find out where the problem, just as you mentioned. I've missed some ship's shield mesh which ha
[quote]Same file... Towards the bottom where it says "Logoutput" change it to TRUE.Always happy to help[/quote] Thanks, BUT.... After minidump my log_XXX.txt is an empty file.........
[quote]user.settings in the settings folder.C:\Users\YOURNAME\AppData\Local\Ironclad Games\Sins of a Solar Empire[/quote] Thanks, then where i can find the record which like you posted after minidump. :NOTSURE:
[quote]'IsWatchedFilesON TRUE'[/quote] Where I can turn this new function on in v1.04? I can't find it....
Change of the Map:BackDoor-->BackStab. Just change the IDS_NAME, forgot to change IDS_DESCRIPTION, So, you know, show in StringNotFound. If anyone want to correct this minor bug, you can open English.str, find " IDS_CUSTOMGALAXY_DESCRIPTION_BACKDOOR " and change to "IDS_CUSTOMGALAXY_DESCRIPTION_BACKSTAB"
Em, just as Annatar said. I think it's not a easy work. Could you let me know what's your essential purpose? If you want credit grow fast, it can be changed before game load, if you want all planets allegiance high, you can change it in gameplay.constant. If you add this research only to one or two race, will make the game un-balanced. If you want make high income through few planet, change population in planet.entity is a better way. Just my personal
I've tried again and again, and learned from Uzii a bit, Thanks! Still crashed game with new ships and new ability and new buff. Em, i think i should make what i've modified clearly. New ship: Only one use a new mesh, and without this one still crash! Other all new ships which i've made just modified name (Linked in English.str) and HULL/Shield/Antimatter/DsetoryExp/New Ability from original. New Ability: Modified base on original ability, changge the antimatter-cos
Try this researchModifier modifierType "AllegianceFromCultureMaxPerc" But you need to creat a invisible and instant spread culture, I don't know if it's possible. :p
Try following change maxNumLevels 3 levelSourceType "Intrinsic" minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000 -----> maxNumLevels 1 levelSourceType "FixedLevel0" And why use the effect "CapitalAbility_NanoHullRepairActivate"?
Okay, I'll try it. It's boring, i'm nearly give up... (:( Why we can't just use the original BUFF which applied to other ship?
Seems you forgot edit the alpha channel.
Hi Uzii. I've removed instantAction "PlayPersistantAttachedEffect" section, and still crashed as before. So i think New Ability must have new strings and New HudIcon? For this case, I used your HudIcon of CaptureDead. Is this reason caz the game crash? BTW, I've tested all constraint which bailknight given above, only one constraint wrong and i've succefuly correct it.
Hi dharthoorn, any new progress?