Nice, That certainly works partly the way I want it! Thanks Tobi Kenobi/Geofan, I just wish now that I could figure out how to keep the mesh on with the icons. Here is what I am trying to do: http://www.youtube.com/watch?v=I1B8Cj-kKvs having icons like boxes to represent fleet ships but at the same time able to see the ships if desired. At least I can have just the boxes now which is a big step forwar
Hartwich
roger that GeoFan, Going to try to dispher the Gameplay constants file this afternoon. The answer must be there or not at all. just need to figure out what some of these things mean like, veryDistantIconFadeNearThresholdDistance 100000 veryDistantIconFadeFarThresholdDistance 10000000 capitalShipRadiusMultiplier 100 entryVehicleRadiusMultiplier 50000 frigateRadiusMultiplier 180 Will let y
Yup GeoFan, I am trying to have it like Defcon/wargames where they are always on no matter what level of zoom...I guess that I am out of luck in this instance. thanks for the help though!
[quote who="GoaFan77" reply="3" id="3087387"]All I've done is change the view distance with individual entities, which have a line like "minZoomDistanceMult 1.500000". I don't think anyone has tried on a global scale. Really I don't see why you'd want to do that unless you want to have a game with icons only sort of like DEFCON.[/quote] ok Geofan, so with the minzoomdistancemult I was restricted to how close I could zoom in on one particular unit (hence the name minzoo
wow, this stinks, that site was influential in getting me started with modding just two short weeks ago!
Thanks guys! will give it a try tomorrow.
Thank you so much Seleuceia, that is perfect! Additionally, If anyone can help me with the icon visibility/distance stats I'll give yah some FREE Karma [e digicons]k1[/e] [e digicons]:grin:[/e]
Hi again guys! sorry that I am not asking this in the question and answers thread because this question is quite lengthy. I am wondering two questions for this week in editing. the first is that I am trying to determine the "color code" of the color.color file. I understand that ffffffff is white and 00000000 is black but I am uncertain to how other variables effect the color schemes such as: playerColor:3 ff8FD81D playerColor:4 ff007037 playerColor:5 ff0EA
Hi again guys! I have made a ton of icons now and I am looking to figure out how to have these icons always viewable no matter what distance the camera is at. I have found that to do this I need to edit the gameplay.constaints file in the Gameinfo directory. I need to edit this information: VisibilityDistanceData capitalShipRadiusMultiplier 100 entryVehicleRadiusMultiplier 50000 frigateRadiusMultiplier 180  
Thanks guys! sorry that I am so slow at catching on, Karma For yah both! Oh and I got it working using the "Sins of a Solar Empire Data Converter V1.2!" One small step for Hartwich one giant leap for modding kind!!!
[quote who="GoaFan77" reply="707" id="3085443"]You need to convert brush files to text just like with entity files. [/quote] Ok, I think I am in trouble because the mod that I was playing around with has all of the entity/brushes files already converted. do I need to use the convertdata.exe that comes with the forgetools package? If so I am in even more trouble because when I click on "run" it opens the commandprompt then closes down without actually opening?
Hey guys, I am working on playing around with the icons.tga(s) and .brushes files this week. I have been having trouble opening some of the .bruhes files in the original sins directory, such as HUDIcon-ship .brushes. I get this view of a string of words with Notepad++ NUL'NUL NUL NUL NUL RS NUL NUL NULH NULU NULD NULI ------------------------------------------------------------------------------- and this view with regular notepad B
[quote who="myfist0" reply="671" id="3080973"]there is 5 brushes for every ship, each is used in a differnt part of the screen, you need to do them all. mainViewIcon "MAINVIEWICON_FRIGATE_TECHANTIFIGHTER" picture "PICTURE_FRIGATE_TECHANTIFIGHTER" hudIcon "HUDICON_FRIGATE_TECHANTIFIGHTER" smallHudIcon "HUDICONSMALL_FRIGATE_TECHANTIFIGHTER" infoCardIcon "INFOCARDICON_FRIGATE_TECHANTIFIGHTER" fleet tree and main window zoomed out are shades of whit
Dang, Thanks again myfisto, http://soase.weebly.com/add-planets.html#Textures & Icons this one is great with all of the pictures to explain the layers to me. I'll try to get working on editing tomorrow to fix some of my problems. thanks Again! --------------------------------------------------------------------------------------
Hello guys, I am looking for a good step by step tutorial on to how to change unit icons in the game. I found one tutorial and it made me more confused in terms of what alpha layers mean. All that I am trying to do is to replace the ship icons with different sized boxes which I thought would be easy, but no luck so far. I am using Gimp and the Races_Unit infocard and Races_Unit_Main.tga files from the sins of New Eden mod. Any Further explanation
[quote who="myfist0" reply="9" id="3078734"]Hmmm it shouldn't really. try replacing designName "Amarr_Frigate_Executioner" with designName "Amarr:Frigate:Executioner" What group? people mess those up all the time. The other stuff in the group showing? Try adding Amarr:Frigate:Executioner to the start or quickstart template to see if you get it at the games start. Just a test to see if it will accept the new desi
Hi meanspringer, Here is a link that "myfist0" gave me with lots of helpful material: http://soase.weebly.com/ Look under "placing mods." Good Luck!
[quote who="Hartwich" reply="7" id="3078075"]Thanks for all the help Geofan! will look into the steps *Update, Made some progress today as I figured out that I can change the designName in the GalaxyScenarioDef File so that it will appear differently in the Galaxy Forge editor but not corrupt the data: planetItemType designName "Phase:Frigate:Utility0" entityDefName "FrigatePhaseUtility0" First small step forward! [/quote]
Thanks for all the help Geofan! will look into the steps *Update, Made some progress today as I figured out that I can change the designName in the GalaxyScenarioDef File so that it will appear differently in the Galaxy Forge editor but not corrupt the data: planetItemType designName "Phase:Frigate:Utility0" entityDe
hmmmm ok, what I might do is redownload Sins of New Eden and try to change 1 of the classes/ship files to see how that goes and how long it takes to do. Thanks for all of the help! AND THANKS FOR THE TUTORIALS MYFIST0!
ok, so if I read this the right way there is really no way to tell the Game/editor that the files have changed but only under a new name? or are you saying that I can change this below, but it will be really time consuming? (change entityDefNames of all categories)? This: TXT entityType "Player" raceNameStringID "IDS_PLAYERRACENAME_PHASE" canColonize TRUE isPsi FALSE isSelectable TRUE selectablePriorty 0 randomCapita
~~~~SORRY DIDN'T SEE QUESTION AND ANSWERS THREAD WILL USE NEXT TIME SORRY~~~~ Hi all! First time posting here, I tried searching for this answer via forum but could not find it. I am currently play the Sins of New Eden Mod for Entrenchment and I am having a blast. I am