rjhughes67

rjhughes67

Joined Last seen Member # 3400872
13 Posts 393 Replies 1,352 Reputation

[quote who="harpo99999" reply="1" id="3180861"]there was a utility for xp that could re-size meshes, but from what I remember it has issues on vista and 7 and 64bit. [/quote] I have that mesh resizer on an old computer setup with xp . If you want them resized pm me.

21 Replies 72,603 Views

The mods you download need to be for your version of the game. The hangar capacity mod is for vanilla sins v1.12 I believe. You can find some that will work here.... ricksgalaxy.com click on the mod links page.

8 Replies 9,244 Views

I took a look at your mod and i think i might have an idea of what the problem is. 1st you have 3 Buff files with errors Buff_BonusModuleDamageTarget ----> attach type "Surface" ( needs to be Above, Center or Aura ) Buff_DisruptiveStrikesTarget -----> attach type "Surface" ( same as above) Buff_CannonShellPhaseSpawn -----> space "Phased" ( needs to to be "Phase" ) 2nd, I see you converted all your textures to .dds . Some of your particle fi

298 Replies 751,833 Views
Reply to Skin_tech in Sins Modding

[quote who="Theophantus" reply="9" id="2948570"]I've got the first 3 races done, I have 6 races in total in my mod. How do I reference the other 3 races? Do I add a line under the existing brushes ex. BottomWindowOverlayRace4? Then reference back to the player entity?[/quote] You will have to add a new brush entry to the HUD window file. like this: brush name "BottomWindowBackdropRace4" content "Simple" &nbsp

15 Replies 23,104 Views
Reply to Skin_tech in Sins Modding

[quote who="Theophantus" reply="8" id="2948533"]Ok, so that code is telling me that the stock races use the same skintech/HUD[/quote] Yes [quote who="Theophantus" reply="8" id="2948533"]If I want the advent to have a different HUD, I name my texture to skintech02, and change the window reference to suit for both the top window and bottom window brush.[/quote] Yes

15 Replies 23,104 Views
Reply to Skin_tech in Sins Modding

The first code is located in the Player entity file under hudSkinData . Here is an example: BottomWindowBackdrop "BottomWindowBackdropTech" BottomWindowOverlay "BottomWindowOverlayTech" TopWindowBackdrop "TopWindowBackdropTech" TopWindowOverlay "TopWindowOverlayTech" This tells the game what to look for in the "HUD" window file. Then look in the "HUD" file in the Window folder fo

15 Replies 23,104 Views

I've updated my Ricks Galaxy version. The pirates are still a work in progress and i have not tested a full game yet so if you play it give me some feed back on the pirate raids and any errors. Thanks.

3 Replies 4,230 Views

Somebody double check me on this but i don't have this entry in my Entrenchment or Diplomacy ,but it does appear in my original sins. effect name "WEAPON_PHASECAPITALWAVEHEAVY_MUZZLE" fileName "Weapon_PhaseCapitalWaveHeavy_Muzzle.ogg" type "Effect" is3D TRUE priority 5 threshold 30000.000000 minAttenuationDist 1200.000000 maxNumPlayingSimultaneously 5 isLooping FALSE<

1 Replies 4,475 Views

While optimizing some particle files i ran across this in a couple of the "Exhaust" files. Here's an example from the "Exhaust_PhaseBattleship" ParticleSimulation HasInfiniteLifeTime TRUE TotalLifeTime 10.000000 NumEmitters 4 EmitterType "Point" EmitterContents Name "flames" &n

4 Replies 8,615 Views

Actually the problem is in the "ScreenInGame " Window file.... brush name "PlayerScreenAlliancesBackdropLong" content "Simple" fileName " Buttons_Backgrounds.dds2.dds " pixelBox [ 276 , 15 , 737 , 383 ] It should look like this: brush name "PlayerScreenAlliancesBackdropLong" content "Simple"<b

1,134 Replies 2,238,175 Views

[e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] ......... [e digicons]:rofl:[/e] ....... Classic ! lol

153 Replies 96,199 Views
Reply to Old Kol in Sins Modding

Move the whole folder into the mod directory. Don't merge any files. Then enable it 1st, then enable the DS mod and click apply. It should look something like this....

110 Replies 203,016 Views
Reply to Old Kol in Sins Modding

High_Guard, I just re-checked the files and it works fine for me. Something you can also try is to take the "DS-Beta-AddOn" folder and put it in your Entrenchment 1.051 mod folder. Then stack it first with your Distant Stars mod 2nd and apply. You should see 7 capital ships that you can build. If that works then maybe we can figure out what you are doing wrong.

110 Replies 203,016 Views
Reply to Old Kol in Sins Modding

High_Gaurd, I made some files for you. Just overwrite into the proper folders. Let me know if this helps. Files

110 Replies 203,016 Views
Reply to Old Kol in Sins Modding

I've noticed that theres a problem with the "da" textures for the 2 beta ships. If you use these ships in a mod that uses any visual enhancement mods such as bailknights or ManShOOters Volumetrics where you need to enable the bloom to get the full effect of all the visuals, the beta ships put off a real hazy glow. This is because the alpha channel in the da texture is all white. So heres a quick fix i made for it. Link http://www.me

110 Replies 203,016 Views

If you want you can use the one i made in my Dark Secret mod for a reference. It's called " AbilitySelfDestructVampire " and there's 2 buffs that go with it. If you need more help than that let me know and I'll do what i can.

9 Replies 32,462 Views