can only make frigates/cruisers this way, cap ships are a no no as far as ability spawning is concerned.
StCobalt
ya, im going to tinker around with it some more, in beta 3 i just moded the base install files because it was a beta and id have to reinstall anyhow, but now that its a full release, ima see if its just me or if it broken *still*. meh. well, it IS still broken unless there is something new as far as structuring your mods go. my mods work perfect when you modify the base files, just that none of the files are read in the mod folder. Meh, ill just back it up and mod away i suppose, never play o
anyone elce having odd problems with launching mods? i have everything updated, and placed in the right files nad folders yet the game still does not seem to want to read the GameInfo folder unless they restructured how mods need to be placed in the folder. its almost like its searching the entrenchment install folder instead of the mods folder.
looking for someone to create a new Phase capital scout texture (the marauder). wanted it changed to more of a tec like texture with armor pannels. (just around the outside of the ship, the center peace is ok as is, both on top and bottom.). the point of this is essentialy for a personal mod as well as a video showing what entrenchment is capable of with moding ships.
we were all there at one time m8. the .entity files can be converted to binary and back using the ConvertData_Sins.exe or the ConvertData_Entrenchment.exe (depends on what game your trying to modify). theres a convertdata gui(graphical user interface) HERE . all you got to do is rename the apropriate convert data (for what group if files your trying to edit) to ConvertData.exe and select the GameInfo folder in your sins/entrenchment install directory, then select another
well cant exicute it like you want since its not possible to make a mobile unit that builds cap ships. also cant limit it to 1, the only thing you can do is make a normal cap ship requite a LOT of research to build as well as creating it to upgrade and whatnot as you research items. you could try making a starbase like phase in the shape of a giant ship but it wont be able to phase or move out of the grav well.
lol. theres already a few good ones out. just look for them. all you need to do is copy the particle folders over as well as the particle fx.
you upgrade it through your research tree using the new research model changes, think of the hanger, just as a ship, thers a few things that use the methods i choose, 1 tyhe hanger "enables" weapons through research (the flack turret), 2, the phase migrator upgrades its "model" through research as well, so when you go to a cap ship and conbine both of these aspects, you get a finished result. my only problem is importing files back into sins. once i figure out how to get models from 3ds max b
that has to do with an ability. essentially there seems to have been some files changed in the latest version of the game compared to that version of the mod. its not critical but it will mean that what ever ability it is a part of will not work. if you would post all the prompts that show up (when you load the game, alt tab out and alt tab back in and it should show all of them, or go to your mod directory, go up 1 level, and look for the debug folder, and look for the most recent created fi
think you could jsut create it via the Vasari Marauder? its a lot faster since im gonig to bed now, does not really take long to add 4 weapons to a mesh anyhow, its only that i cant seem to material them to export them.
i didnt say i was havign trouble doing so, i got one up and running lol. im just looking at tweeking meshes now. which is a major pain in the arse.
ya. just take the same file that is listed from your window folder in your install directory (copy and paste it into the window foler of the mod) and you should be good to go.
care to go into a bit more detail?
im trying to create an interestiong option myself. im creating cap ships that you "build" by researching diffrent components. essentially, more weapons and diffrent textures as things get researched. (you start out with 1 of the 3 weapons, and have to research the rest). its quite an expencive ship i created, but quite powerfull for a cap ship (although it only had armor and hull, and it cant regen hull on its own, so it got to limp back to base and repair if you dont got any rebotic cruisers
ever think about trying to make your own scenario's? i thought i remembered seeing a .entity that was for the training missions, it would take a rework of the singleplayer menu and some new textures but im sure you could probly do sometihng with it, after a lot of editing. although i could be wrong, im generaly tired when browsing through files.
honestly, just delete the pipeline effects folder. its not that important for the mod, and chances are the default ones will run the game without incident. its probly not that theres files missing , just a corrupt file in that folder which is not really needed by the mod anyhow,
tyr micro managing 20 carriesrs like that tho :p
well that is kind of iffty but a good suggestion none the less, what it comes down to is, 1, can you stop the squads for being built, 2 once its completely destroyed, will it reset. or do you need to destroy the non existant squad and remake it.
ya. only problem is that i do believe its only for the initial cost, im a tad bit tired but you would have to look into it to see if it will work.
for what your suggesting, they would have to add in a "ability" pannel where you use abilitys (like the upgrade pannel, just for casting)
in case your wondering, it says "unknown property defuseMap 18 (something or another). on another note, since this is just not working right now for me, think you could add two points for weapon 2 on the phase Capital scout (marrauder) in between the two others on each side of the mesh, as well as move weapon 0 from the tip of the ship to the back part on the top spikes that stick out (as well as creating more points for the spikes since thers only 1 dummy point on the mesh)and sending it to
you know you can probly make strikecraft cost resourses too with the new resourse cost for abilitys. i havent really looked into it, but it might be possible.
ah. k thanks. keep on getting a weird error tho. ill post a pic soon. EDIT: [IMG]http://i132.photobucket.com/albums/q26/ShadowCreed/error.jpg[/IMG]
also, what are "material"? every time i try to export says there is none and gets an error. also what version of max you use?
well since when you expore a model the maping data does not come with it, was just wondering how to re atach it or whatnot.