Ace_Fighter

Ace_Fighter

Joined Member # 3793330
7 Posts 43 Replies 519 Reputation

Is there a "Bare Minimum" reference files for Sins of a Solar Empire Rebellion that I can download? What I mean by Bare Minimum is that all the races with there corresponding strings and entities have been taken out of the files so someone can just start adding in new races

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Getting this error after I added a whole bunch of research to a race. Error pops up ONLY if my mouse pointer goes over a research subject. Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/FixedVector.h(139) i Any help would be much appreciated. Thanks in advance.

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Ok, I will watch the video and follow it closely, hopefully somewhere in their is a solution to my problem, thanks for all your help.

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You are right, I didn't touch the entity or texture files. I fixed the Glossiness Value but the ship was still unusually bright, then I thought it was something I did like you said so I didn't change anything what so ever to the model, did my process of exporting it back into a mesh and it was still unusually bright.

2,761 Replies 7,624,916 Views

All the problems I stated above is fixed, thx for all the help, One last problem though, the model ingame is much more brighter now, any ideas?

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Alright guys another problem, I am trying to convert a model to a mesh, I have done a number of things to do this, one method didn't work and the other method messed up my model. The model is already in game and working fine but the textures are not in so I had to edit the UV Texture coordinates for the model, so first I opened up the model in 3DS MAX using the script "SinsOfASolarEmpire_Rebellion.ms" and then converted the model into an .obj file, Once converted I

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I have a problem when I GrayScale it, sometimes the image is too dark and when I transfer it to the Unit_Main and look in game you can barely see it. Is their any other way to do it... I was looking at STA 3 files and their icon in the textures folder do not look grayscaled almost Brightened up, How do I do it that way? Here is some of my Mods Icons done by p

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Yea sorry that's what I meant ( Unit_Infocard and Unit_Main) I can open them just fine in Gimp, I just don't know how to make the icons like they do so that the team colors show.

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How do I make Images for "Races_Unit_Infocard" and "Races_Unit_Main" I am familiar with using Photoshop and Gimp but I can't figure out how they made those Images

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[quote who="d_jackson" reply="2104" id="2830197"] Quoting ScifiFreak, reply 2102Hi, so I read the read me file and it said to Open the GS_Ship file located in the mods "PipelineEffect" folder, but i cannot find this folder (this is the first time this has happened because i have downloaded your previous version of the mod and i always found this folder) and it also said i should :you will need to copy/paste this file from your sins install PipelineEffect folder into the mods Pipel

2,178 Replies 5,314,695 Views

Hi, so I read the read me file and it said to Open the GS_Ship file located in the mods "PipelineEffect" folder, but i cannot find this folder (this is the first time this has happened because i have downloaded your previous version of the mod and i always found this folder) and it also said i should :you will need to copy/paste this file from your sins install PipelineEffect folder into the mods PipelineEffect folder: what does this mean?(What do i have to do to get this folder) &nbs

2,178 Replies 5,314,695 Views

[quote who="Carl" reply="1595" id="2768090"]Attention everyone. I love this mod. I love Star Trek, and I wanted to contribute something to the SoA2 Community. So, I have spent the past 3 days making something that should be appreciated. Using data I have trawled up from the Internet, I have made a map that is more or less accurate to the Star Trek Universe with a few exceptions. One of these is that the Alpha and Beta Quadrants are at the top of the map and the Gamma and Delta Quad

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