gruntmaster1

gruntmaster1

Joined Member # 3451919
15 Posts 413 Replies 428 Reputation

Hey, I am thinking of having a weapon as an ultimate ability and though that I might be able to do this through the fireconstraint. However I haven't seen any examples of how it should look or if it is even possible. So I hope some fo you guys can help with it.

2 Replies 1,858 Views

Hmmm would probably be a good idea if you made it as a mod, and don't change the game files. First make a folder in your mod folder (you can find it by going to options and then mods, then find folder, inside the game). The name of the folder you make will be the name displayed in the mods menu in the game. Now go to your install folder and copy your gameinfo folder over to your mod folder (if it is for entrenchment the copy the gameinfo folder in your entrenchment folder).

7 Replies 7,493 Views

[quote who="Aractain" reply="2" id="2403733"]Dont forget you can export the mesh with the correct new point positions and copy past the points to a diffrent file! (This is probably the easiest way) [/quote] Ty for the help both of you, though I figured most of these things out in the mean time. The thread with the matrix directions will be a big help since it seems that I will have to add the points manually. I have tried to export the models from 3ds using the soase script, but

3 Replies 2,934 Views

I think you can use the windows 3d object converter and convert it into an .hrc file (or save it as an .obj file) which you can open in xsi mod tool (it is free) and then follow the documentation that follows with Forge Tools 3.

3 Replies 3,521 Views

[quote who="Mortexx" reply="2" id="2402946"]They were the newest set of reference files (entrenchment 1.041), and I still have no idea why they weren't working. Luckily, I found a way to sidestep the issue by converting my own files into txt form. Thanks for trying to help, though. [/quote] Oh, I were thinking of telling you how to do that, though seems as that won't be necesary XD. btw, where did you get the reference files from?

5 Replies 1,286 Views

First you have to convert it into an .ogg file. You can do that by opening the song in audacity and then export it as an .ogg file. In this folder Vista: C:\Users\"your username"\AppData\Local\Ironclad Games\Sins of a Solar Empire\ or XP: C:\Documents and Settings\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\ There will be some mod folders open the one that fits the version of your game and make a new folder with the name of your mod, could be star wars music. In th

67 Replies 167,582 Views

Hey, after finally finding out how I could import .mesh files into 3ds max, I am kinda lost in what to do next. What I want to do, is adding some new ability null points and change some of the old ones (this could also be done by opening them in notepad though adding new points would be quite hard). So, can someone tell me how to add null points in 3ds max or if I can export it into a file format and then open it with xsi mod tool (since the documentation was made for this program,

3 Replies 2,934 Views

[quote who="numerarius5988am" reply="17" id="2402431"] Quoting Will the Great, reply 16 Giving it the same fire rate as the Kortul's pulse beams is way way too much, too. It'd be fun, sure, but it wouldn't make for an interesting game. Now, a dedicated capital with nothing but that superlaser and with a cooldown (30 seconds, say), THAT would be a good idea. Well, the reason for that idea is that I'd want the Vasari batt

18 Replies 16,587 Views

A good way to find out what is causing an error, is to move the files away from your mod folder and then find out when the error stops appearing, then you will atleast know which file is causing this problem (I have only worked with entity files till now so might not work for all kind of mods).

1 Replies 3,527 Views

[quote who="Teal_Blue" reply="7" id="2402011"]Ahhhh..... enlightenment!!! Haha, i appreciate the responses. I've been modding, haha, if you can call the file tweaking and mesh resizing what i do as modding, about a year now, haha, i feel like an old timer. Anyway, i always thought the minidump file had everything we could possibly want in it. Problem is of course i have never seen one to know, i just thought, well... i got it to work, i dont need it NOW! But i g

12 Replies 7,095 Views

Man, been a decade since I las t was here xD, you can find them in the C:\Users\"your username"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Debug note that this patch is for Vista and the XP is a little different. The debug folder is in the same folder as the mod folder if this helps :)

12 Replies 7,095 Views

Well if you don't know what it is then you probably haven't added it and that is the problem, go to the install folder and then entrenchment, there should be a file named entity.manifest. When you add new entity files you need to edit this file or you will get this error. You won't have to convert it in order to open it, just use the program you normally use to edit txt files. It has to be placed in the mod folder where you have all the other folders. When you open it, it should be clear enou

5 Replies 2,670 Views

Argh, I have seen the "ref not found" error before, hmm I think it has something to do with the entity.manifest Did you replace the other ability or could you have forgotten to add the entity file to/change the entityNameCount in the manifest?

5 Replies 2,670 Views

hmm, sorry I don't think I can help you with that one, but hopefully someone else can.

8 Replies 3,643 Views

hmm sounds strange, have you only added the model? Also how does the error/errors look, especially the last one.

8 Replies 3,643 Views

Hmm, one thing confuses me. what do you mean with you copied the folder to your ship? Did you copy the folder to the your mod? This is how you replace a model in the game with yours through a mod: First make a folder in the C:\Users\"username"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03 folder, fx "custom ship". After that, make a folder named "Mesh" and one named "Textures". Now add the mesh file in the Mesh folder and the t

8 Replies 3,643 Views

NP man, since people seemed like they were screaming for a list and the download speed from your site rules! (have 10 mbit so only took 12 mins). All the programs is not that usefull for me (since I suck at moddeling and texturing), but programs such as notepad++ and the txt files helped out well, also the two updated dev.exe worked for me, which the others didn't. It is definitely a god all-around pack for a mod starter or "would be modders", like myself xD. On another note

12 Replies 21,278 Views

copy the files to the requim folder, convert the folder and you should be able to edit them now. If you want to make mods in the future make a folder in the mod folder and copy the gameinfo folder to it, then convert it.

7 Replies 6,222 Views

Hmm I am not 100 % sure, but I think you can alter it in the mesh files at the weapon points. Acording to the documents there is a minimum angle. I have never touched models, and I haven't tried to experiment with them mesh files yet, so I am not sure how changes affect the weapon fire. Sorry that I can't be of more help.

2 Replies 979 Views

Note that there is different versions of mods for different versions of the game. For requim I think you need the version 2.3 for entrenchment, I haven't tried the other mods. Also note that there is several mods folders, remember to put the mod in the right one.

6 Replies 3,028 Views

You need to first convert the entity files into txt files. You can use Harpo's utility: https://forums.sinsofasolarempire.com/353296

7 Replies 6,222 Views