BingXueZhiYa

BingXueZhiYa

Joined Member # 5081031
7 Posts 36 Replies 549 Reputation

[quote who="myfist0" reply="11" id="3531953"] are you using xsi mod tool 7.5? http://gamergate.ca/SoaSE/Export.html all you need should be there [/quote] Thanks for your suggestion. But the problem now is that I could neither export the finished model nor load a saved file... Maybe some problems in dll. And due to the usually happened "not support this interface" all methods to solve the problem do not

12 Replies 12,079 Views

[quote who="Major Stress" reply="9" id="3531943"] You are correct the documentation is old, and meant for Original Sins/Diplomacy. However, Importing a mesh is no different for Rebellion. The only difference between Rebellion, and Trinity is that ConvertXSI_Rebellion will add some parameters for the newer shadow system. You dont have to worry about that, because ConvertXSI_Rebellion does it automatically. You follow the same steps as you would if you were importing for Diplomacy. [/

12 Replies 12,079 Views

[quote who="ZombiesRus5" reply="6" id="3531073"] You only need the documentation folder from here. The rest is outdated. https://stardock.cachefly.net/ForgeTools3.rar [/quote] I have just finished reading the file. I found it may be suit for the original version or diplomacy. But I'm not sure if it will be same way to create model for Rebellion. I heard about something that the we

12 Replies 12,079 Views

[quote who="ZombiesRus5" reply="6" id="3531073"] You only need the documentation folder from here. The rest is outdated. https://stardock.cachefly.net/ForgeTools3.rar [/quote] Thank you very much, that is what I need! Hope there will be less problems in the future.

12 Replies 12,079 Views

[quote who="Major Stress" reply="4" id="3530838"] ConvertXSI is the final step. Use it when you finish your mesh in XSI. Make sure you follow the modding documentation carefully when using ConvertXSI. [/quote] Thank you for the reply. May I ask you for the link of the documentation? There are too many webs about mod here. I found a ConvertXSI in the game file. But where could I found a help about how to use it? There is not a .bat file to assistant with it.</p

12 Replies 12,079 Views

[quote who="Major Stress" reply="2" id="3530727"] Many of us learned to model in 3dsmax. It was a requirement for modding Starfleet Command, and Bridge Commander back in the day. Some of us learned to model using Lightwave, or Maya, or Blender as well. [/quote] Thanks a lot for your reply. So you mean I could just finish my model in max without bones or dummy and import it in the XSI to finish the rest work. When everything is OK, the final step is just to launc

12 Replies 12,079 Views

Well, I have read some tutorial about modeling, especially this one: https://forums.sinsofasolarempire.com/176051/page/1/ But to be honest, this really helps less. The only progress now is that I could import a mesh in the software with the script provided from the link. The key point about how to create&

12 Replies 12,079 Views

[quote who="GoaFan77" reply="8" id="3515009"] No. -100% damage reduction doesn't mean the ship instantly dies, it means it takes twice as much damage. [/quote] No, I mean that 100% of this parameter leads to invincible. I wonder what are other cases that 100% or -100% means zero. Planet Population reduction may be one, as you say. I am interested in others.

10 Replies 16,023 Views

[quote who="GoaFan77" reply="6" id="3514676"] Indeed, it means one half for most things. There are a few things where -100% is zero. Planeet Population reduction I think for example. The exact formula for things besides those special cases is 1/(1 + n). [/quote] Thanks a lot. Are there other 'special cases'? I think the damageAsDamageTarget must be one, but I have no mind abo

10 Replies 16,023 Views

[quote who="Lavo_2" reply="3" id="3513979"] That's not how it works. It means that say Ship 1 and Ship 2 have an ability that does -50% acceleration to an enemy ship. If the stacking limit is 2, and both ships can cast the ability infinitely, with ForAllPlayers the enemy ship will experience -100% acceleration, as the buff can only stack two times. However, if the buff is set to PerPlayer, the ship will experience -200% acceleration, as both Ship 1 and Ship 2 each cast the abil

10 Replies 16,023 Views

[quote who="Lavo_2" reply="1" id="3513858"] buffStackingLimitType refers to the "owner" of the original caster. For example, with a stacking limit of one and a buffStackingLimitType of ForAllPlayers, a phase gate buff will only work for a single player, if there are multiple phase gates in a gravity well. However, with a buffStackingLimitType of PerPlayer means that each player has a stacking limit of 1, i.e. everyone can have a phase gate buff on that gravity well. [/qu

10 Replies 16,023 Views

Well, I have been studied modding in SSE for a long time. With the help of Eclipse plugin, I could edit the actions skilled. But I still not really understand the first few lines of a buff file. As the below: onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" buffExclusivityForAIType "NotExclusive" What are those mean in the game, or what will happen if I edit these lines. BTW, is there

10 Replies 16,023 Views

[quote who="ZombiesRus5" reply="3" id="3495725"] I'm not sure why the pics aren't visible to you unless dropbox is filtered on your end. If you understand English you might try the video below. http://www.moddb.com/mods/sins-of-the-fallen/videos/sins-eclipse-editor-tutorial I saved the install instructions to a pdf though if your having issues with dropb

5 Replies 19,519 Views

[quote who="GoaFan77" reply="1" id="3495598"] All the pics are still here for me. https://code.google.com/p/soaseplugin/wiki/InstallPlugin Also, you actually put it in the dropins folder, not the plugins folder. It doesn't appear to work with the latest version, Luna, but I can confirm it works on Kepler. [/quote] Oh no, seems like I choosed th

5 Replies 19,519 Views

Well, I have just started to use eclipse due to java class these days. So I want to try the SSE plugin to help my SSE modding. But I found most of pics in the web were unable to be seen. So it is hard to complete the install for me. I have copy the .jar in the "plugins" catalog but when I restarted the eclipse, the list of plugins did not change. If someone could re-upload the pics of the tutorial of tell me what to do next it will helps a lot. Thanks a lot.

5 Replies 19,519 Views

[quote who="GoaFan77" reply="1" id="3493842"] Unfortunately, my attempts to do something similar to the Diplomacy tree also failed. It seems these two tech trees will only recognize one block for whatever reason. Fortunately you can make the single block as big as you like, so you can leave a blank row to sort of simulate a new block. [/quote] Yes I have to give up my former plan about blocks now. But a new question, just like ZombiesRus5 said, the position of

3 Replies 4,709 Views

Defense blockCount 3 block area [ 50 , 93 , 690 , 235 ] backdrop "ResearchScreenBlockBackdropDefense0Phase" tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorDefense0Phase" title "IDSResearchScreenBlockTitleDefense0Phase" picture "ResearchScreenBlockPictureDefense0Phase" block area [ 50 , 338 , 690 , 150 ] backdrop "ResearchScreenBlockBackdropDefense0Phase" tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorDefense0Pha

3 Replies 4,709 Views

[quote who="RespawnedTitanL10" reply="36" id="3473657"] Sins does benefit from a SSD more than most games; its loading times are pretty slow from a HDD. [/quote] Can' t agree more, due to the window show when SSE crash is "minidump" by the program instead of the "runtime error, oxXXXXXXXX can not be read only" or so on by OS. We could see it is not a RAM leak or limit error (just I guess). BTW, some of my friends have tried

48 Replies 51,527 Views

[quote who="Delnar_Ersike" reply="31" id="3473187"] Wouldn't compiling the game's source for an x86_64 target allow the game use more than 2GB? Even if Ironclad are busy with other projects, having someone go back and do a recompile would take a few hours at max (and it would be a recompile, since all x86 instructions are fully supported in x86_64), though I understand you'd still need to do QA and Steam certification. Maybe release it as a beta the way the 1.82 patch was fo

48 Replies 51,527 Views

[quote who="RespawnedTitanL10" reply="29" id="3473090"] You can't just mark the exe as /LAA, there are some technical gotchas to test/prepare your 32-bit app for 3GB, which may need source code changes. Which is why devs don't spam this LAA bit willy-nilly. See http://books.google.com/books?id=wYrCitbs5PQC&pg=PT451 for instance. [/quote] Yes, either 4GB patch or LAA could work

48 Replies 51,527 Views

[quote who="soase-maelstrom" reply="25" id="3470508"] Have been testing Rebellion (Malestrom) 1.82 with the "4GB patch". Random Huge and Vast maps, 10 players, highest settings for all graphics effects. Whereas normally Rebellion (without the patch) would crash around 1.7GB RAM usage with the '4GB patch' I can get stable operation to about 1.95 GB. I have had RAM usage peak just above 2GB before a crash. PS: My System is as follows: OS is Win 7 6

48 Replies 51,527 Views

[quote who="Major Stress" reply="26" id="3470542"] That only concludes that sins still will not go over 2 gigs. These "patches" may give sins the 2 gigs of "room" it needs in your system, but they will not force sins to use more than what is hardcoded into it. Kind of like trying to force a square peg into a round hole. Other games like the X3 series were patched by the developers over time to use more than 2 gigs of ram. I believe like how it was explained before by making i

48 Replies 51,527 Views

[quote who="Seleuceia" reply="23" id="3469235"] https://forums.sinsofasolarempire.com/400175/page/1/#2823654 This isn't the only thread on the issue, but it does summarize some of Thoumsin's findings...look at reply 5...as you can see, it is possible to exceed 2GB but it is by no means an easy feat, and it has huge limitations (mainly no MP)... In short, the naysayers are technically wrong but fundamentally right...this issue gets brought up from time to ti

48 Replies 51,527 Views

[quote who="Seleuceia" reply="21" id="3469065"] If I remember his discussions correctly, I think you can get 3 GBs on windows...I am less sure about 4 GBs, people have done it using Linux but that doesn't mean it requires Linus....[/quote] Indeed, 'could' doesn't mean 'require'. But I didn't see anyone could get 3GB yet. The modder of maelstrom said he could only drive it a little bit more than 2GB in a huge map (while in Diplomacy).

48 Replies 51,527 Views

[quote who="Seleuceia" reply="16" id="3468918"] I won't speak for the success of this particular patch, but I will contest the notion that Sins cannot use more than 2 GBs... Several people have been able to cap at 3 or 4 GBs using various tricks...Thoumsin was able to get it up to 12 GBs and had screenshots of his resource manager...IIRC, his computer used a Linux OS and he was running the game through Wine... [/quote] So, it depends on the OS, ri

48 Replies 51,527 Views