Theophantus

Theophantus

Joined Member # 3475570
6 Posts 231 Replies 968 Reputation

Sinperium, As the mod stands now, if i launch fighters and bombers the Hive ship will launch F-302 and puddlejumpers, because i have replaced the meshes with these. It applies to all of the Stargate ships that can launch fighters & bombers. I want the Hive ship to launch Wraith darts, without affecting the other capital ships. What does your fighter mini-mod do? Have you do anything on the other stuff, loading screens etc. Theo

634 Replies 1,613,513 Views

Tobi, do you mind if i ask the community to re-size the Shadow battle crab down so as i can add it to my mod as a fighter. Ive tried and failed and im hoping somebody with a bit more knowledge will do it for me and send me the stuff so i get an understanding of how its done. Please[e digicons]:grin:[/e] Theres some Karma in it for you! Theo

5,473 Replies 14,190,432 Views

How would i intergrate this into a mod. File by file, i would imagine? I wouldn't want to replace the mesh or textures folders completely. Im using Zombies races mod for Entrenchment V 1.051 as the base. At the moment im having no problems with my mod CTD wise and ive got the best part of 6 races in. I've only had 1 CTD in 2 months of modding and that was when i tried to reduce the size of the Shadow battlecrab, so the mothership could have littl

1,134 Replies 2,238,117 Views

Ive added an allied Wraith Super Hive ship to my mod in the Stargate Capitals. I need something in each race to be able to a least put up a challenge to the Super Star Destroyer, for balance, but also almost-canon wise, it could be feasible for a Wraith Super Hive ship to go toe to toe with the SSD. In the main fighter slot(Supportship_fighter) for the Stargate race, ive added the F-302, so the other stargate capitals can launch them and in the bomber slot (Supportship_bomber),

634 Replies 1,613,513 Views

Really sorry, I've been borrowing stuff from both mods, SGI's for entrenchment and yours for diplomacy, I got confused looking at all the files and folders open for hours. I feel and look like an idiot [e digicons]:blush:[/e]

1,775 Replies 3,750,119 Views

Well, I thought it was funny. I feel a strange posting in this thread now, to talk about the mod, almost like I'm de-railing it somehow!!!! I'm still on it, but I find the process of constant loading the game to check the changes I've made a chore. I have asked before, isn't there an easier way to check the stuff. I've heard of a Dev ex. Or something. What is this?

634 Replies 1,613,513 Views

Aplos it's nothing to do with your mod I'm sure. I've done something my end, with all this messing about! Great mod really polished. My mod would be awesome merged with yours. :)

263 Replies 835,795 Views

Harp thanks that's a lot better. I've been playing this game for years like that. The suns are solid now and I have the colourful planets when I zoom away. The planets are still transparent even on the highest setting. I even tried it on low to no effect. Have you got any other ideas?

263 Replies 835,795 Views

Nope, still transparent. I've deleted the files from Stars pipeline effect folder and diplomacy aswell. If I delet them from the core game files it mini- dumps.

263 Replies 835,795 Views

All the planets are transparent. Is that normal?

263 Replies 835,795 Views
Reply to Skin_tech in Sins Modding

Ok thanks, I will bear that in mind.

15 Replies 23,104 Views

@whiskey, I need you to write an introduction to the mod, lore wise. @Sinperium, got any loading screens?

634 Replies 1,613,513 Views

Well lets stop talking about it and give me a hand in making the bloody thing! Great Vid, how would you get that into the game as the opening video. Actually we would need a video with Star Wars Vs Star Trek Vs Stargate Vs Battlestar G Vs Babylon 5, with the borg chucked in. I've got the Youtube downloader, i might give it a go. What format does it have to be in for sins to read it? I need a break from all this code i'm trying to understand. Now that i'm th

634 Replies 1,613,513 Views

Lavo, could you be a bit more specific, if you don't mind. Where do i start to look for the research files. In the gameInfo folder? Thanks Theo

634 Replies 1,613,513 Views
Reply to Skin_tech in Sins Modding

@rjhughes67, Thanks i will have a go at adding them as noted. I have to change the FileName "Skin_Tech" to "Skin_Tech02", Skin_Tech03" etc and the code in the Player entity file under hudSkinData. as follows: BottomWindowBackdrop "BottomWindowBackdropRace4" BottomWindowOverlay "BottomWindowOverlayRace4" TopWindowBackdrop "TopWindowBackdropRace4" TopWindowOverlay "TopWindowOverlayRace4</p

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

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?

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

Ok, so that code is telling me that the stock races use the same skintech/HUD. 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.

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

Thanks I will have a look at it tomorrow.

15 Replies 23,104 Views