Has anyone figured out how to use custom textures for the shield hit effect?
derbal213
@Bailknight Are you saying that you have kept the explosions.explosiondata file vanilla, but edited particle effects? Did you have various explosion types with different start times in one particle effect or something like that? In other words, basically copying the effect and pasting it back into the file, changing the start time and changing the name of the effect?
[quote]Even after replacing the FrigateTechHeavy file the game eventually crashed - but not because of the cruiser explosion. I don't know why this time, but I'm tired of fooling with it for now. I guess I'll wait for a new build and hope for the best.[/quote] Yea. I can't help anymore because I don't have time to play it until it crashes.
After messing with the explosions again for awhile, I finally got fed up. I can't get the timings quite right yet and no one that has gotten timings to look good has responded to me. So I decided to mess with the sounds. I have changed the intro theme to the Stargate Atlantis Title Theme. So, on the main menu screen you will hear the Atlantis Theme playing. I have also added one other song from when Atlantis rises out of the water. It replaces a random TEC song, so I haven't heard it in game yet
I don't think you're changing any of them. I think these are just vanilla files except for the whole "Screwing the mod up" part.
That's the issue. The game engine wants to blow ships up. If there is a ship that doesn't tell the engine what effect to use, there is going to be a problem. To test this, I replaced this mod's FrigateTechHeavy file with a vanilla one, and Had no problem. I went on to test the remainder of the TEC's ships. To fix the minidumps caused by explosions you will need to replace these files with vanilla ones. FrigateTechHeavy FrigateTechUtility0 FrigateTechUtility1 Frigate
[quote]First of all, there is no "ExplosionName" reference in FrigateTechHeavy. There is a reference to "Cruiser0", but if you change that the mod won't load.Please don't take this the wrong way derbal, but have you even tried any of your suggestions? Everything you've suggested has either made things worse or not had any effect at all. I really appreciate you trying to help, but when things get worse instead of better we're heading in the wrong direction. Maybe we'd all save some time if yo
Carebears The terror of the galaxy.
[quote]OK, well as if it wasn't obvious from the dump file, I have figured out the exact issue in-game. When you destroy a cruiser class vessel, in my test a Heavy Cruiser, the game dumps. This is because there isn't an explosion file (or something of that nature) for the cruiser class. It explains why some people play for longer periods of time before dumping - they just don't get to a cruiser as fast Now we just have to figure out what to replace, which I'll leave up to those who know the c
[quote]File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity Label: researchPrerequisites Line Number:18 Line Contents:antiMatterCost[/quote] This shouldn't be causing the minidump. But to fix it insert: antiMatterCost Level:0 75.000000 Level:1 75.000000 Level:2 50.000000 cooldownTime Level:0 15.000000 Level:1 15.000000 Level:2 15.000000 between isPassive
To elaborate a little on the research arrows. If you have lots of prerequisites for a research and arrows start to run over top of other researches, you can take that particular arrow out. -In the Window folder of your mod, open up ResearchScreen.Window in notepad or whatever. -Search for arrowBrushes. It's about halfway down. -Then Just delete the arrow you want gone. -They are in the format of: Right1 "ResearchWindowArrowRight1" When you delete it just do this:
In the folder (C:\Users\YOURNAME\AppData\Local\Ironclad Games\Sins of a Solar Empire)(I have vista. Yours may be different.) that has mod, galaxy, etc. in your local folder (where you placed the mod) find the settings folder. In that folder open up user.settings. Search for logoutput and change FALSE to TRUE. Then play until you get the minidump and a new folder will be created in the above-mentioned folder that says Debug. Open it up and copy and paste it into here. I can't download the mod at
Does anyone have log output on? If so, post the log after you get the minidump, so someone can try to help.
[quote]These are a few quick questionsHave you planned out any research tree for the Tau'ri yet?Also will the Tau'ri be able to use any ancient ships/ technology, (Aurora class warship, drone defenses, city ship)?Last will the X-304 (Daedalus, Apollo, Odyssey) be a capital ship, because if not then it wouldn't make much sense to have one of the most powerful ships in the show be a cruiser.[/quote] We've begun planning out the research tree. We're pretty much finished with the Asgard sec
[quote]Also I have a question about the wraith, so far all I've seen is three Wraith ships- Scout, Dart, Hive, and Cruiser- What other kinds of ships do you have planed?Another question would be, is it possible to build orbital stargates (that small ships like jumpers or darts could fly through) around planets? and if so can you use/research an iris/ shield to stop enemies from using them?Sorry if I'm asking to many questions just seeing where your at in the mod and I think it looks great[/quote
[quote]I'm not sure if anyone has thought of this or not but why not replace the wormholes with supergates - one supergate in each system or more depending on how many systems there areBtw i think your doing a great job and good luck[/quote] Our plans exactly. If plan A doesn't work, which is Races being able to build Supergates at planets. They would have to be researchable, cost a lot, etc. But right now, there is no way to implement them that way. So, for now, we would like to have t
So you mean a ship that doubles as a factory, basically. That, at this time, is not possible. If we get what a lot of us have been asking for, it could be possible with the final mod tools. Right now, there are too many limits. Factories can't move or have gun ports. Ships can't be factories. You can't combine two entity types like what you want. Hopefully, fingers crossed, we will be granted the ability to do all of this and more.
[quote]Elaborating on derbal's post a bit. It's half-possible . You can't preserve capital ship levels, abilities, etc. If you type cast a capital ship into a fighter entity, essentially all you'll have is a fighter that looks like a Kol. Since it will also be a fighter entity, it won't be able to leave the gravity well without its host ship, and it will try to strafe around like fighters - and since it will be so big, it's probably going to start bumping into things unless fighters are coded to
It's possible. You just remap the Kol info into the fighter entity file, but make sure you follow the format in the original fighter file. Don't go adding anything. Then model and big-freaking-ship to replace the Kol, and have that ship have Kol 'Fighters' in their squadrons. It should be relatively easy. SHOULD BE. Sins does some crazy things though.
[quote]Not bad. Will the Ori get a supergate?I have high hopes for this mod. Textures need some work though.[/quote] The Ori will not be in this mod at all. Supergates, on the other hand, are going to be implemented. We just aren't sure how. If the developers give us the ability to add new buffs, abilties, and entity types it will be pretty easy to put them in. A Like I've said before, literally the post before yours, the textures are NOT done yet. [quote]Um... ? I was
@Bailknight I was wondering. What are your timings set at for the explosions. I've got playtimes for the capital ship explosion set at 0,1,2,3,3.5,4,5,5.5,6 for the mini-explosions, then 7 and 7 for the big and sound explosion. But when I watch it in-game, it starts off not doing anything, then about a second in, 3 explosions go off, waits about 1 second more, 3 more go off, 2 seconds more then the last 3 mini-explosions followed almost immediately by the final boom. Yours, on the o
[quote]its pretty nice, though no offence but these models, and textures especialy, aint nothin' compared to soa2.[/quote] Neither the models nor textures for any of the ships are finished. I am not the modeller and texturer. EOmega did those and gave them to me in that state so I could get started on all of the stats, weapons, explosions, and other effects. We are taking our time on this mod so it looks good. A little patience and you will have textures and models that are brilliant.
[quote]I think the PlayTime variable does not mean the length of the sub-explosion, but the timing. So PlayTime 3 would not mean the sub explosion is 3 seconds long, but that it starts after 3 seconds are up. Anyway, as I am in the process of making my explosions&debris mini-mod, I will share any interesting stuff I find.[/quote] That's what I thought also. I had the play-times at 1,2,.etc. hoping that there would be .5 sec after each explosion before the next one happened. But, of cour
Yea. I have the actual particle effect having a lifetime of .5 seconds. Then for each explosion in the explosion file, I have the playtimes set at 1 sec. (0,1,2,3,4,5,6). For some reason, though, it causes multiple explosions at the same time, waits about 2 seconds, then gives off more explosions, waits a little more, then more explosions. I can't seem to figure out why it does this. I also tried differing the timings by .5, .25, 1.5, .75, and 2. So I'm going to keep playing with it and try to g
[quote]Very nice, Bailknight. I'm wondering if the smaller pre-explosions can throw off small debris shards as well? I had toyed with the idea of making a bunch more debris model bits and pieces - busted sections of hull plating, components, beams, triangular shards of glass, that sort of thing. I'm not a modeler, though.-- Retro[/quote] Yes, it's possible, but they seem to come out almost transparent for some reason. It is the same as the debris that shoots off in the big explosion. Fo