Update: I got a lot done in the last few hours thanks to ManSh00ter's advice. So, as promised, here is a video of some of the effects that I've got pretty close to being done. Constructive Criticism is always welcome. -Side note: I also have allowed the smaller railguns on the Excalibur to fire at fighters. The 304 and Tempest will both do this also with their smaller railguns. Thanks, derbal213[link="http://www.youtube.com/watch?v=8i55U1Fvla4"]Stargate Effects[/li
derbal213
[quote]Check the explosions.explosiondata file. There, you can specify sub-explosions for specific explosion events. You can use them to time different explosion effects, or to synchronize two or more different explosions for one big boom.[/quote] Thanks, I'll try that. I didn't even think about that. I was just trying to add more explosions to the explosion particle file and then change the timings.
A little update on my part. I've been messing with the particle effects for different parts of the mod that are already in-game. So far: 1. Almost finished with the Hyperspace Exit Effect. I am just tweaking a few small things to get the right size and timing. 2. Hyperspace Entrance/travel is done. I have completely modified the entrance effect to include a custom texture by one of our texture artists. Also I have added a 'flash' as the ship enters hyperspace. 3.
Personally, I think the best thing for the devs to do would be to release the tools before 1.1. That way modders can get full conversions done sooner and if 1.1 takes forever, the SINS gaming community can be 'held over' with mods until 1.1 or the expansion comes out.
[quote]What is the music in the background of the hyperspace movie ??[/quote] It is "Fear the Sniper" by Harry Chapin.
Yea. All you should have to do is replace "Tech" in the "Tech:Frigate:Light" section with whatever you rename your race. That should work, but who knows. Crazy things happen in Sins.
In the galaxy scenario file there are several sections at the bottom of the file that design name "Militia1", etc. Try changing the OverrideRaceName line to Psi or Phase. I have no idea if this will do what you want. If you want them all original TEC, you'll have to create an alternate player file. Just copy the PlayerTech vanilla file and rename it to like PlayerMilitia and set as playable false. Then change OverRideRaceName to Militia. Again, I haven't tried this so I don't know if will actual
The Stargate mod had already been started. You can check out our progress one these two sites: [link="http://z15.invisionfree.com/Stargate_Invasion/index.php?"]Beyond the Invasion Forums[/link] [link="https://forums.sinsofasolarempire.com/177748"]SOASE Stargate Topic[/link]
To get rid of the HUD, it's ctrl+shift+z I believe.
[quote]Most major companies discourage user mods under different engines. Lots of bad impressions while playing a mod.And it's copyright infringement (or something similar) to use something someone else made and copywrited without asking them first.[/quote] I disagree, but I can see where you're coming from. I think if the mod is done right, most developers, not at all, but most would be all right with it. And I don't hear too often of a mod getting into trouble except for the Halo mod
Mods generally don't ask for or need permission from the owner, because the mods are not being sold or made a profit from. If anything, most companies would encourage free mods to be developed. Then more and more people would be introduced to their product. Personally, if I were a developer I would encourage and support mods for other games that used my property.
[quote]Good luck with it derbal! Take your time and try your best not to cut corners. Its going to be a hellish amount of work but I reckon if you stick to those rules somewhat should be great Hope it all works out for you and your team[/quote] Thanks. I'm not the one in charge. The guy that's in charge is Eomega or Epytron_Omega. I'm the guy that's in charge of the coding part of the mod. And you're right. It is a hellish amount of work.
Your problem is most likely with a missing string. Chances are you have the something messed between the String File and the Abilities file. 1.Take a close look and make sure capitalization, spelling, etc. are the same for the Name and Description IDS's. 2. Make sure that if you added a new name and description strings to the String File to change the count and follow the same format as the rest of the Strings. i.e. StringInfo ID "" Value "" -It's us
Looking good. Exactly what files are playing with? Particle files or what?
As part of the current Stargate mod team, I've got to say that the mod we are creating is going to be just as good as anything you would buy. We have plenty of ships for the Human side, some from the show and some based on fan and book lore and some of original design. Each, though, has ties to the Stargate universe. We are still a very small team and anyone that would like to join up and help us, it would be greatly appreciated. If you are interested in helping or just want to check out the pro
[quote]Cloaking needs to either be done RIGHT or not at all, sorry rommie fanboys, no BOTF cheese.its not the rommie fanboys to worry about its the Klingons who had that cloak firing bop i would worry about!, besides if cloaking does not work properly we wouldn't add it anyways. We had to do that in Nexus when we modded it. Cloak didn't work properly so it was never added. Besides we don't plan on allowing anyone to have a ship cloaked forever, for the moment.[/quote] So far, most of th
Here are some more videos for your enjoyment. The first is a simply display of the bombing weapons used by the Excalibur. The second shows all of the hyperspace effects thus far. [link="http://www.youtube.com/watch?v=lsYb5LQOQTU"]Video 1[/link] [link="http:// http://www.youtube.com/watch?v=tskXk8e-bu0"]Video 2[/link]
But would it be something that could be toggled? Instead of the AI continously ignoring it.
[quote]I've been trying to make a cloak mod for a few days now. So far I can apply the effect to any ship.There is one problem however. The only two effects I want for the cloaked ship are 'PhaseOut' and 'Invulnerable'.When I have just the bool operator 'PhaseOut' it seems that it applies many other attributes, like inability to go through phase lanes, inability to shoot or move, etc. I haven't been able to separate it yet. I'm fearing it's possibly hard coded? I've edited about 30 files so far
I'd also like the ability to add more than one exhaust particle system. (Just came up so I thought I'd mention it.)
This kind of goes along with the travel-anywhere style of this mod. Does anyone know how to set up a planet module to work like a wormhole and send ships to a similar planet module. And no, just adding the AbilityWormhole doesn't work. (I knew it couldn't be that easy.)
[quote]It should be done within the next week. I have the TEC capital ships done. I'm still working on the Advent and Vasari beams though. Beams are hard :/[/quote] No kidding.
What's the word on the final mod tools? Are they still coming?
Yea..I can actually make the effect, but I can't get the ship to fly through it.
Can anyone help me create a hyperspace exit effect similar to the one seen in this video. Check about 1:10 and 1:30 in. http://youtube.com/watch?v=e3bDzdGw3uo