Kibbler

Kibbler

Joined Member # 3345581
4 Posts 25 Replies 119 Reputation

Hey guys, I've been working away on my mod for a while now, and have come across a bit of a snag. Curious as to if anyone knows how to fix this. :D I dont have traditional colonizing frigates in my mod. The frigates have a custom ability that, when activated, deploys a small starbase structure. I have this ability set to cost resources and it's on a large cooldown, so it can't be spammed. When the starbase item is spawned, it has a second ability called 'Anchor', which

3 Replies 3,974 Views

Hey guys, Been out of the Sins modding scene for a bit, but I'm picking it back up and doing fulltime production on my mod for the next 2 weeks. I'll post a development blog in the next day or two, but in the meantime I have a few questions that I'm curious if anyone knows how it's done. 1. Is there any way to specify what scene is loaded behind the menu when you first load into the game? I'm talking about the 3D planets and the camera that pans to a different planet when a bu

2 Replies 2,622 Views

I've been meaning to explore the Maya possibilties for Sins mesh modding, but haven't had a lot of time to explore the pipeline. I found a .ma to .xsi converter, but I can't confirm it actually works. ;D I'm a 5-year Maya user and the XSI interace is messing me up so far (althought I haven't put a lot of time into learning it, admittedly). If I make any breakthroughs with Maya, I'll be sure to document it; I'm sure I'm not the only one who'd prefer Maya over XSI as much as possib

11 Replies 6,631 Views

[quote who="ShadowMastiff2468" reply="1" id="1985486"]what do you mean by machinima..like a gundam or so??? [/quote] http://en.wikipedia.org/wiki/Machinima Machinima is basically movie-making using a video game engine. It's done without a HUD or interface, and the characters/armies are recorded with video capture and voiceover is laid down. Here are 2 examples, so you can see it in action: <a href="

7 Replies 4,887 Views

[quote quoting="post"] - It looks like carriers are no longer capped to 2 types of strike craft. The Advent carrier gets an upgrade to allow it to build a *third* squadron that acts as mobile mines. [/quote] If that's true, then this is definitely good news. :D

88 Replies 201,190 Views

I would try and explain it myself, but I can save you that problem by referring you to this well-written thread. :D Scroll down to Uzi's respone. That should answer your question. https://forums.sinsofasolarempire.com/301777

1 Replies 889 Views

I am 99.9% sure that you cannot spawn Capitals; I read on the forums here that it isn't possible. EDIT: There may be a way to 'fake' the capital by spawning a frigate, but giving it a capital name, mesh, damage, and abilities. You could probably have a pretty good 'faux-capital' going on, but I'm sure there are limitations you will run into. You won't be able to give the spawned capitals levels, for example. Correct me if I'm wrong, please. ;D

13 Replies 8,589 Views

That's the premium model, correct? I had a kestrel open in Maya and couldn't find any overlap; I guess it depends on the ship, though. What were your biggest hurdles in the art pipeline? (ripping EVE to putting it into Sins)

170 Replies 350,809 Views

I created a 1MN MWD ability that I gave to the scout frigate (500% speedboost) and I am using the proper icon taken from the EVE database. When active, the ability graphic is oversaturated by ~50% so the abilitiy is obviously 'on;, and the ship... well, he moves pretty fast. ;D I'm working on giving him a web and a 20km warp scrambler and I think I'll have an effective little tackler going on. I don't think there is a way to calculate damage reduction due to speed, but if the player was to mi

170 Replies 350,809 Views

Hey Ix, who did you contact about using EVE IP for a modification? I talked to their legal department in March about it and got permission for the IP, but not game models. I know the HW2 guys actually got permission from the EVE developers to use the ingame models for the mod; at least, that's what I remember. The difference with the Homeworld mod was that they had already established solid gameplay and were true to the EVE universe; maybe if you had everything BUT the models

170 Replies 350,809 Views

Hey Ix, who did you contact about using EVE IP for a modification? I talked to their legal department in March about it and got permission for the IP, but not game models. I know the HW2 guys actually got permission from the EVE developers to use the ingame models for the mod; at least, that's what I remember. The difference with the Homeworld mod was that they had already established solid gameplay and were true to the EVE universe; maybe if you had everything BUT the models

170 Replies 350,809 Views

Ah, too bad about only 2 fighter classes. I was hoping for the ability to have 4 types! I had heard rumors that it was possible, but if its not, I guess 2 types will have to do for now.

9 Replies 4,024 Views

Just to clarify, there are 2 simple steps you need to follow to add new ship names. 1. Open the English.str file and add your new ship names. Remember to update the string count at the top of the document. 2. Open each ship .entity file and change the name and description stringID in the ship .entity to your new stringID's.

13 Replies 5,387 Views

I dont really know what you're saying, Sem... are you saying that Sins only supports 3 race's worth of capital ship names? If so, this isn't true. I have added a 4th race and they have capitals with unique names from the other 3. You just have to add the string in the proper 3-line format, and update the string count on the top. I can get more indepth if you need it, but I know for a fact I have 4 races working ingame and the 4th race has it's own names. ;D

13 Replies 5,387 Views

I haven't actually tested this. If I am going to add a ton of new strings and can't figure out the number, there is a simple math equation you can do to figure out exactly how many strings are in your .str file. This is assuming you are using Notepad++ to do your text editing. In Notepad++, it shows how many lines of text you have. There are 2 lines at the very top that are never repeated and don't add to the .str count. Each .str entry after that is made up of 3 lines. For ex

4 Replies 1,465 Views

What I've been doing for my 4th race is a bit hack-ish, but it worked great so far and hasn't cause a crash. For your player.entity, duplicate one of the existing ones instead of starting fresh. This will give you a great framework to start creating from, as you can just replace references as you go along. I created my 4th race using PHASE as a template, and have since created new frigates and battleships. All I had to do was update the entity and it now refers to the new .entity file

6 Replies 1,896 Views

[quote who="legenedofbreed" reply="11" id="1954740"]Ok, so I am running Vista on my pc. I download the mod from say file front, for example the mod "7 deadly sins". Then I us Winrar and extrat it into my mod folder: "c:\user\admin\local settings\application data\Ironclad games\Sins of a Solar Empire\mods". I then start the game, go to options and go to the mods tab, but there is nothing that appears. Anyone have any idea what I am doing wrong, or why the mod is not app

54 Replies 147,457 Views

As far as .mp3 - .ogg conversion goes, refer to this thread for programs that can do it. All music needs to be .ogg as far as I know. I just modded my music and sounds yesterday, and I didn't acutally alter SoundMusic.sounddata at all. If I am going to use 'Opening Theme.ogg' as an example, I just created a Sound folder in my mod directory, renamed my custom theme to 'Opening Theme.ogg', and dropped it into my mod's Sound folder. Worked like a charm. This

5 Replies 4,309 Views

So while we're on the question... if you can do 3, I'm assuming you can do 4? 3 would work on my mod; 4 would be best. This has worked previously?

5 Replies 3,843 Views

Hey guys, I'm a big Maya user and since I havenever used XSI, my art workflow for getting custom models into the game is rather slow. I used an .obj converter to get my models into XSI, but was wondering if anyone has had any luck with a dotXSI converter plugin for Maya 8? If you found a converter, have you successfully used it and gotten ships and models ingame? I found this, which is the plug-in I'll be trying later this week: <a title="http://softimage.wi

1 Replies 2,894 Views

Thats OK. I will just use Shield and Hull for now. Thank you. :) Once I have made some decent progress, I'll make an announcement as to what I'm working on here.

13 Replies 7,063 Views