Kcissem

Kcissem

Joined Member # 2989942
14 Posts 137 Replies 644 Reputation

the name of the texture they store is located in your texture folder in your sins installation directory. just move the texture you want to edit to some other folder so you don't save over the original.

3 Replies 18,507 Views

[quote] Nice work man! Do you have any idea on how to alter the color (or make new colors) for the planets? I'm sure there are texture files for the planets but have not looked into it myself yet. Yeah that's what I've been trying to locate... the texture files. So far I've only found the .mesh files... are the texture files in those? I don't know... even if they were in there, I wouldn't know how to a

51 Replies 37,969 Views

Alright now the Yellow background screenshots are up on post number one, Next thing i got to do before a beta release is to recolor and edit the galaxyspiral's. After that i will start packaging what i do have done right now so a beta release can be made and i can get your feedback on any issues that may arise.

51 Replies 37,969 Views

you have to copy the complete original GameInfo folder into your mod directory, then copy your edited files over top the files in the GameInfo folder.

29 Replies 19,969 Views

[quote]come on guys i really wanna see who is first to post a completly new unit.....model and texture at least. wonder what it'll be. due to the large community i'm betting a starwars ships . post your mod progress and what you're working on. lets get some friendly competition. [/quote] There are plenty of people working on m

8 Replies 6,956 Views

[quote]Blugh, I HATED that "cloudy" nebula background thing. It was WAY too bright, too gaudy. My favorite backgrounds are the slightly-blue mostly black one, the red one, and MAYBE the green one. Space is dark, I don't mind some color, but jeez, some of these are so bright I can only assume it's DAY no matter WHAT time it is on my planets. [/quote] only the first texture which is the first screenshot is really all that bright, the other textures are darker than they appear in

51 Replies 37,969 Views

[quote]These are great, are they going to be added choices for backgrounds or just replacing the old ones? [/quote] These will not replace the original ironclad texture files but they will not be usable anymore, as each star is being edited to use only these textures. The plan was to have a blue star have only bluebackgrounds, red stars having only red backgrounds etc, etc. but i'm more and more thanking about letting each star randomly pick from the pool of 42 backgrounds that wil

51 Replies 37,969 Views

[quote]any estimates when the mod will be made available for downloading??? [/quote] I was hoping to have atleast a beta version out about this time, but i ran into issues with my original textures i recolored and had to start from scratch again. Depending on how much time i have to work on these, i may have a beta version out by the end of the weekend. but i do have to work a real job also which comes first.

51 Replies 37,969 Views

I'm curious as to what format the Sins Engine supports, i've been saving my .dds files as DXT5, which they work, but curious if it may cause issues.

1 Replies 3,558 Views

[quote]Yeah I tried that already and doesn't seem to work for my games, other stuff on that file work though so its kinda weird. How it work id that at 0.0 its the base value and -1.0 mean double the time, -2.0 triple the base time. Right now its set to -1.0 for fast -2.0 for med and -3.0 for slow and it doesnt change anything. Guess ill edit base time untill someone figure it out [/quote] did you select the correct gamespeed when you started the game? for instance i'm sure you know bu

9 Replies 6,540 Views

[quote]Correct me if I'm wrong, but I was looking at exactly the same values. I think the problem may be that research / build speed already is set to 0.0, with normal and fast games at 1.0 and 2.0 (or something similar). Thus, slowing down would mean negative values, which probably isn't handled by the engine. On the other hand, I've seen negative modifiers in other areas of the gameplay.constants, so in theory it should be possible. [/quote] negative values was handled correc

9 Replies 6,540 Views

Honestly i don't know if this is possible as i haven't looked into AI behavior yet, I am currently playing with the graphic files at the moment. I would assume though there is a value in the ship or research entity files with something like an AIValue, or AIbuild/research priority, something to that effect anyways. I'm just guessing though but it is something to look for anyways. Not sure how moddable the AI is anyways, Alot of the AI behavior could be hardcoded.

1 Replies 3,692 Views

i don't have the game files in front of me since i'm at work but there is files for each race in the GameInfo folder, this isn't exact but for say vasari it would be something like playerphase.entity, within this file there's options to change the starting resources etc, etc. Not sure if it works in premade maps but in beta it worked for the random maps. Of course to edit this file you will need to download the Sins Modding Package if you already haven't.

5 Replies 4,970 Views

[quote]Hi, played the beta several times and had an Orange "Homeworldish" background and all was fine. When I play the finished SINS now I always get a Space background thats "realistic" and too dark. I really miss the old orange space background, is there any way to get it back? [/quote] there are only 6 type of backgrounds and one is considered a deep space background, original files i believe their's one blue, one organgish, one red, one green, and one black/white. That is pret

6 Replies 15,702 Views

[quote]Word of advise use imageshack(please don't try and say it charges or requires registration.) images are kept up longer and you don't need to be registered to upload or view certain images(sorry but I get pissed when people post an image and no more then 3 or 4 days pass and its taken off the site(btw imageshack keeps things up for a much greater amount of time for example I have signature thats still up on a forum after 3 years!!!!). [/quote] well nothing was taken down by p

51 Replies 37,969 Views

Ok guys here's a couple of teaser shots from in game with a corrected texture, both of these screenshots are from the same background but at different angles. It's late here so i need to go to bed now, but now that i have my problem fixed on my end i should be able to start making head way with adding the textures in starting tommorrow night. [img]http://i192.photobucket.com/albums/z9/Kcissem/Blue%20Star/2.jpg[/img] [img]http://i192.photobucket.com/albums/z9/Kcissem/Blue%

51 Replies 37,969 Views

[quote]Where can I download the entity files that were just released for modding? I logged into my stardock account but I can't seem to find anything in that mess -- just files for my Gal Civ2 and various demos etc... bloody thing is confusing to navigate and find anything in. [/quote] look up above in the sticky section there's a post called "sins modding package (temp Version), see there

4 Replies 3,910 Views

[quote] Other than Oblivion and Supreme Commander, I can't think of any games that allow multiple mods to run without a lot of work. And in the case of both games, modding takes a fair bit of work. This design, on the other hand, is easy, used by one of the most moddable games I know (Space Empires), and has some good reasoning behind it. As one of the devs themselves puts it, "how can the game know if you deleted a given file meaning for it to not be used, or just didn't copy

95 Replies 70,412 Views