Both links worked for me. However, I also have it mirrord on my Moddb page . Yes, that version is a bit old and does not work with Entrenchment. In case you didn't catch it though, MidnightJoker posted this in the other FS thread: "Things are happening again. Have patience, Before 2009 ends there will be a FS2 mod for Entrenchment. Not many details for now but it will have the HQ ship models a
Hoho5000
Like the title says, Particle Forge (the latest version) doesn't run, but it used to. For some reason, it just stopped working. I tried to open it, but it doesn't start. I'm running the Windows 7 RC, have .Net 3.5 (and the 4.0 beta). Galaxy Forge works fine, and I've had no problems with it. Downloading Particle Forge again and running that doesn't work either. If I run one Particle Forge process, it appears on the taskbar, but no window opens. If I try to run a second one, a visible error po
I think I know what you're saying. It's up to the end user to provide whatever convertdata files they want to use though. A new version is up, check it out. [e digicons]:grin:[/e]
Along the same lines, it would also be nice to be able to add things to build menus no matter what "type" of entity it is. For example, a starbase buildable from a planet, fighter squads from a factory, etc.
So, I know how to add one to the model and get it working. The problem is, I have no idea what a tangent map really is and how to set it up correctly so that the model looks good in game. I've scoured the forums and the internet, but I can't find anything that's helping me. The model really looks terrible without one or with the one I made. Can anyone help me?
While cross platform compatibility would be nice, I created this program mainly for myself. Since I don't run Linux on my computer due to gaming and the fact that most of the modding community uses Windows as well, it's not worth my time and effort to make it so. Besides that, I'm not the most skilled Linux user [e digicons]:blush:[/e] . Anyways, I posted this just to get it out there. The next release will have a few more features including a complete manifest generator and somethin
Sins Mod Helper aims to do away with the tedious editing of certain Sins files and speeds up other tasks. No, .entity files are not supported, and will not be. This application requires .NET Framework 3.5 . v 1.1 Features: -All the features of previous versions -Improved and optimized (but still ugly) source code <br
In Empire at War, missiles were individualy spawned projectiles; their own entity if you will. This allowed them to be targeted by weapons and whatnot. I came to Sins from modding EAW. Honestly, the modding aspect of EAW worked a lot better. For example, in Sins, I can't allow a planet to build a starbase because it's not a "PlanetModule" entity. I also can't give shields to fighters because there is no shield variable defined in the "Fighter" entity type. In EAW, if you wanted someth
I know that you can have a charge up sound and effect. The problem is that the weapon fires as soon as it plays these effects. i.e. the charge up sound plays while the beam is firing and playing its own sound. What I want is a way to delay the firing of the acutal weapon until the charge up sound and effect is complete, not before it even happens. I've tried messing with every weapon setting but nothing I've tried works The normal TEC battleship has a charge effect for
Is there any way to prevent a weapon from firing right away so that a charge up sound and effect can be played? I'm specifically talking about beams here. If not, is there another way to do this besides just having a single beam shot through an ability. That creates more problems than it solves, and doesn't acheive the desired effect (yes, I've already tried that method). This is for Entrenchment. My goal is to have several beams placed on the ship that can fire independently of each
I got a custom model into Sins (a capital ship), but it flies sideways. I've read that all you have to do to correct this is rotate the model in XSI, and then export. Well, that didn't work. I tried rotating it in every direction, but it doesn't affect anything in-game. How exactly can I fix this?
Yes, help would be nice. I did managed to figure out how to get the textures working, but of course, more problems have arisen. No matter which way I rotate the model in Mod Tool, it always shows up pointed down in game. Also, the meshpoints, while I get how to make them, I don't know how to reference them in the code. There isn't anything in depth in the documentation. I'm going to mess around with it tomorrow and see if I can get the Orion working properly.