did you make the logo in rgb and in alpha channel, too??? and you have to make the the medium and the small logo in apha channel (at least... I never met the smallest /4th size/ logo in the game)! if you wish a multi-colored logo, then you need to draw the colored logo in alpha channel... that's for the colors (as I said before... the rgb of the RaceLogo is for fading)
neterw
open player[...].entity, about the 600th line there is the "researchScreenData" modify the Defense / blockCount 1 for 2 and add that block, similar to the Combat/NonCombat!
oh, now I see what you're saying. but! i tried to make colored logos, and it's possible, I never tried before, I tought it's impossible. for the large logo is simply... just draw the colored logo in good place... for the smaller logos search the right place (by making the alpha channel visible, but still the rgb is active for working) and you can draw the smaller logo ther... no matter what color you choose in the game... it will always multicolored as you made it in phot
I think you can't do multi-coloured theme logos, but I'm not 100% sure. The 4 different sized logos in alpha channel are for the color only. The large size has rgb, it provides the fading for the large logo... (for smaller logos don't needed... you wouldn't even notice the fading) [e digicons]:grin:[/e]
ohh, yeah... i wrote it wrong... that stardock link is for 1.15/1.01... and I wanted to say that there is unofficial reference data for 1.16/1.02.... or just wait for the 1.17/1.03... maybe there will be official reference data and developer for it sorry... [e digicons]:pout:[/e]
If you want to add more logos you have to convert the PlayerTheme[...].windows and the PlayerThemesDef into txt, I think in these files are the positions for logos. But, if you want to replace an existing logo, that is much more easier. Just make a copy of RaceLogos.tga (it's in the Textures folder) and open it with photoshop or with gimp. As you said you're familiar with 2D, so just delete an existing one, and draw your new logo. You can play with fading (as the originals are
I'm saying that making new meshes (ship's models) is the hard part of a new mod. The existing mods lack in new meshes (exept one or two) and proper textures. (Our mod is waiting for new models, too...) Patch your game to 1.16/1.02 and download the forgetool for it ( https://stardock.cachefly.net/ForgeTools3.rar ) There is a Documentation folder and in it the SINS_modse
there are changelogs for patches... sins 1.16: https://forums.sinsofasolarempire.com/343750 entrenchment 1.02: https://forums.sinsofasolarempire.com/?aid=343535
I'm pretty sure the modders have their own ideas. But as you can see, the the modeling part is the tricky part, not many guys doing that job. I think the point of a good game is the system of it. Okay, it's better with new meshes and textures. But if just want to make new meshes, for the same game... you can't enjoy for a long time. Or, if you make a new concept for the mod (gameplay, races, differences, ships, etc) and you open a new post for it, maybe new modders and old mod
It's not so hard. You can check the abilities that have 2 buffs (one [...]Self and one [...]Target) And there is a MakeDead buffInstantActionType and a ChangePlayerIndexToFirstSpawner buffInstantActionType. Good luck
I used the "Audio MP3 WAV WMA OGG Converter" program. And I made a new mod for the music and I named as I said to you. It worked for me. If you named it correctly then, the game will load it, doesn't matter if it's good or nor. I messed up an ogg once, and the game loaded that noise in the game.
make a new mod and create in it a folder named "Sound", place in it your ogg (if want that music in the menu, than call it "Opening Theme"). after you apply that mod, the background music will be your music or write over the game's music, if you don't want to mod (c/program files/stardock/sins of a solar empire/sound or something like that)
without developer it's not so easy. if someone want to mod the game, nessesary to buy the game. anyway... there is different between the 1.16 reg and the 1.02 ent. files (as you said) I downloaded the mods. Tthere is a SSD (Sovereign Star Dreadnought) and an Executor (Executor Star Dreadnought) ship. Which do you want? As I see , the Requiem mod is for Entrechment, it means, there is the entity.manifest, and you should update that with your new entitie
Compatible with SoaSE Enrenchment v1.02 there is a readmetxt in the rar... this info is in it
do you have the newest .net framework? i think the forge needs it.
i'm sorry. did it crash? or you just can't build the ship in the game? maybe try with smaller steps. first just clone a frigate.entity, and name it for [...]2, and add this ship to the player.entity. than check it, if it works. after that give the new mesh to the ship (MeshNameInfo, MeshName "..."). After that add new name and description to it... and so on... if you run the game with the developer exe, it can tell why it's craching. or just send me the ship'
the nvidia plugin is for photoshop. the dll plugins (gimp's and photoshop's, too) are for x32, they don't work in 64bit
no, GIMP does not open DDS like any other formats, you should add the dds plugin... check my previous reply. follow that 3 steps and GIMP will work: https://forums.sinsofasolarempire.com/346180/page/1/#2161820
hi 1. if you figured out which ship you need, than go to that mod's gameinfo and open that ship's player.entity (for example: PlayerTech.entity) after that roll to the capitalShipInfo (~31th line) or to the frigateInfo (~39th line) and memorize the ships entityDefName you wish to copy (there are in order as in the game, for example my new ship is FrigateTechLightRev). 2. open your new (mixed) mod's player entity and add that line in the frigateInfo Page:0 (is for sma
I never met such lines in the gameinfo folder, and I think there is no way to say which specific ships to build (by specify which ships to build, I mean specify the frigateRoleType the AI should build). I never saw a whole AI code, but I'm sure that is so complex, with many variables and with many if-then causality, this is propably hundred, unless thousand lines and commands. So, I think that's why I never met with exact ships or roletypes commands for the AI in the ga
if you make the weights equal to each other and set the fleet points (the min and the max, too) exactly as they are together then you will get one of each. if you change one of them for 2, and raise the fleetpoints (min and max) by the ship's slotcount then you get 2 of that ship and 1-1 of the others. and so on... you can set the fleet as you want. I'm not 100% sure... just 98% [e digicons]:grin:[/e] good luck neterw
yes, you can tell. check the gameplay.constants! about the 480th line. there are the ai types, and below them are the priorities. just raise the tactical and the upgradestarbase weight. and/or change the others as you wish. neterw
copy the galaxy file in your game's directory, where you installed it. ( c/program files/stardock/sins of a solar empire/galaxy for example) if you use entrechment, then there is a galaxy.manifest, you need to update that file with your new map's name and increase the countnumber with one (copy your map in the enrechment/galaxy... but as I know it will start from the default galaxy folder too) i recommend you to check this post: https://forums.sinsofasolaremp
hi which version do you use?if it is 1.01, then download the forgetool under the DOWNLOADS menu (in it you will find the reference data for entrenchment) or if you use 1.02 then there is an unofficial reference data: https://forums.sinsofasolarempire.com/349832/page/1/#2179792 neterw
you can download the mod now, it's working (in ie7, firefox and chrome) [e digicons]:grin:[/e] yeah, as Unknown924 suggested, you can try narrow down the bad file as the simply searching algorithm works... copy over half of the remaining, and check if it's crashing... I think you pictured your day in o