Mesh Points - Bad Names and Missing Points for Sins Ships

http://soase.weebly.com/meshpoints.html

But the documentation states   x_x  ?

Frigate_PhaseUtility0 but Frigate_PhaseUtility1 does have 1

Frigate_PhaseUtility0

has no DataString "Center" 

 

Frigate_PirateLight

DataString "Centered" should be  DataString "Center"

 

Frigate_PsiColony

Uses 2 sets of materials but 1 set is

  • DiffuseTextureFileName "" 
  • SelfIlluminationTextureFileName "" 
  • NormalTextureFileName ""

also

  • DataString "Aura1"
  • DataString "Above1"

Frigate_PsiSiege

  • DataString "Exhaust1"

Frigate_PsiUtility0

  • DataString "Exhaust-2"  x2
  • DataString "Exhaust-1"

Frigate_TechColony

  • DataString "Centered"

Frigate_TechHeavy

  • DataString "Flair_Blink1"
  • DataString "Flair_Blink2"
  • DataString "Flair_Bowtiespin1"

Frigate_TechLight

  • DataString "Centered"

 

CapitalShip_TechColony

  • DataString "Exhaust2"  x4 of these  should be  DataString "Exhaust"
  • DataString "Flair_Blink1"  should be  DataString "Flair-Flair_Blink"
  • DataString "Flair_Blink2"  should be  DataString "Flair-Flair_Blink"
  • DataString "Flair_Blink3"  should be  DataString "Flair-Flair_Blink"
  • DataString "Flair_Bowtiespin1"  should be  DataString "Flair-Flair_Bowtiespin"

 

CapitalShip_TechCarrier

P001-Flair_Blink thru P004-Flair_Blink

P001-Flair-Flair_Blink


CapitalShip_TechBattleship

  • DataString "-Weapon-1"
  • Position [ -34.720844 -130.671677 168.227509 ]

Should read DataString "Weapon-1"  :annoyed:  . The Major thinks Weapon 1 was commented out for the BFG abilities. All 3 data strings are at the same location.

  • DataString "Ability-0" 
  • Position [ -34.720844 -130.671677 168.227509 ]
  • DataString "Ability-1" 
  • Position [ -34.720844 -130.671677 168.227509 ]

 

CapitalShip_TechSiege

  • DataString "BuffAttachPoint_Aura"  should be  DataString "Aura"
  • DataString "BuffAttachPoint_Above"  should be  DataString "Above"
  • DataString "BuffAttachPoint_Center"  should be  DataString "Center"

 

CapitalShip_PhaseScout

  • DataString "Ability0"   should be   DataString "Ability-0"
  • DataString "Ability3"   should be   DataString "Ability-3"
  • DataString "Ability2"   should be   DataString "Ability-2"
  • DataString "Ability1"   should be   DataString "Ability-1"
  • DataString "Ability1"   should be   DataString "Ability-1"

It must work tho or this would be a useless ship.

 

PlanetModule_PhaseOrbitalCombatLaboratory

  • DataString "BuffAttachPoint_Above"
  • DataString "BuffAttachPoint_Aura"
  • DataString "BuffAttachPoint_Centered"
  • DataString "Flair0"  x2. Not sure what to put for this one so I used Flair-Flair_Blink.

And 2 sets of materials?

  • "ModulePhaseLaboratory-cl.dds"
  • "ModulePhaseLaboratory-da.dds"
  • "ModulePhaseLaboratory-nm.dds" 

I used...

  • "ModulePhaseLaboratoryMilitary-cl.dds"
  • "ModulePhaseLaboratoryMilitary-da.dds"
  • "ModulePhaseLaboratoryMilitary-nm.dds"

 

PlanetModule_PhaseOrbitalFleetCommandCenter

  • DiffuseTextureFileName "ModulePhaseFleetcommandcenter-cl.dds"   does not exist
  • SelfIlluminationTextureFileName "ModulePhaseFleetcommandcenter-da.dds"    does not exist
  • NormalTextureFileName "ModulePhaseFleetcommandcenter-nm.dds"    does not exist
  • DataString "Flare1"    Not sure what to put for this one so I used Flair-Flair_Blink.

Searched for a reference to this model but didn't find any.

 

PlanetModule_PhaseOrbitalNonCombatLaboratory

  • DataString "BuffAttachPoint_Above"
  • DataString "BuffAttachPoint_Aura"
  • DataString "BuffAttachPoint_Centered"
  • DataString "Flair0"    x2

 

PlanetModule_TechOrbitalHyperspaceDetector

I guess I am going to learn Creating a Second Set of Materials. This module has 2 sets hooked up.

  • ModuleTechShieldgenerator0
  • ModuleTechShieldgenerator1

and a 3rd one "ModuleTechShieldgenerator" thats not for nothin' ???

No Nulls at all either?

PlanetModule_TechOrbitalHyperspaceDetector and PlanetModule_TechOrbitalJumpBlocker look the same and use the same 2 material sets but it looks like the later is half the size.

 

PlanetModule_TechOrbitalTradePort

  • DataString "Flair_Dblblink"  x2
  • DataString "Flair_Blink"  x5
  • DataString "Flair_Lighthouse"

 

 



 

 

 

 

I wanted to add the Center, Above & Aura to the missing meshes and the doc states

a) Buff Points - common to all ships and modules in the game and must have no rotation value

  • Above   (shares the x and z value of the center)
  • Aura     (shares the x and z value of the center)

There own models don't follow those 2 rules or Rule A

  • No Above   
  • No Aura     
  • No Center

on...

  • PlanetModule_PhaseOrbitalMarket
  • PlanetModule_PhaseOrbitalExtractor
  • PlanetModule_PsiOrbitalMarket
  • PlanetModule_PsiOrbitalExtractor
  • PlanetModule_TechOrbitalMarket
  • PlanetModule_TechOrbitalExtractor
  • ResourceAsteroid_Crystal
  • ResourceAsteroid_Crystal2
  • ResourceAsteroid_Crystal_Depleted
  • ResourceAsteroid_Metal
  • ResourceAsteroid_Metal_Depleted

AsteroidBig01 thru AsteroidBig03 have -da textures but the mesh file uses black-da

Black-da is used on regular Big Asteroids and the 3 other -da files are for the crystal and metal asteroids.

The regular asteroids have center, above and aura nulls but the crystal and metal asteroids do not??????????? 


A lot of models have bad lights and there are some other lights not listed in the documentation.

  • P001-Flair-Flair_OrbGlow
  • P001-Flair-Flair_OrbGlow_Small
  • P001-Flair-Flair_Extraction
  • P001-Flair-Flair_PirateFlagMed
  • P001-Flair-Flair_PirateFlagSmall
  • P001-Flair-Flair_PirateTorchMed
  • P001-Flair-Flair_PirateTorchSmall

Quoting SpardaSon21, reply 16
Check out the GalaxyScenarioDef file and so a search for "Guass".  IC screwed that up too.

Quoting ZombiesRus5, reply 15
Nice work! Here's some more stuff they have missed... Missing sounddata entries and miss-spelled effects (Entrenchment 1.051).

22,254 views 20 replies
Reply #1 Top

Yep! blinking lights

Reply #2 Top

You need to name your mesh nulls P001, 2, 3 etc. etc. so as ConvertXSI doesnt get confused over the mesh null names. P001-Flair-Flair_Blink is the proper name for the lights. So those mesh nulls "should" be named P001-Flair-Flair_Blink thru p004-Flair-Flair_Blink in XSI. IC has many flairs, and other mesh nulls miss-labled on the vanilla meshes. Which are corrected in The Sins Optimization Project.

Correct the miss labels yourself, and see the results ;)

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Reply #3 Top

Thanks a bunch.  :D

I am almost done my script that does it all except the tangent pick I'm not sure on until testing. Figuring out how to rename the mesh points took the hole damn day but I finally got it. Importing from the 3DS script renames all the points with seemingly random numbers. Less than 30 secs I have a complete ship FINISHED is XSI from mesh.

Before

Reply #4 Top

The "Exhaust" should be named the same way as the other nulls. Example P001-Exhaust through P003-Exhaust. Not Exhaust1 through Exhaust3. Same with Bomb1 change it to P001-Bomb. Otherwise Sins wont recognize the nulls

Reply #5 Top

It is Major, in the top 1 is the new 1. There a little hard to see because I made them orange.

Except for the blue ones in the bottom pic, I renamed those by hand, that how 3DS Import named them. The top pic is after running the script. Ya i added custom colours to help me see wat wat.

The ship does have a P001-Weapon-1 and P001-Weapon-2 but I can't yet figure out how to tell other than the coordinates. See the bottom pic does not differentiate. So the script does them all P00X-Weapon-1. The odd mesh point will need to be done by hand but it still a lot less work.

 

EDIT: haha, I see what you mean Major. IC naming mesh points wrong. Oh well, my script will fix.



Reply #6 Top

Ah, I was confused by the order of the pics. I see you labeled the before pic. The top pic has the correct names.

Reply #8 Top

DataString "-Weapon-1" on the Kol should read DataString "Weapon-1"  :annoyed:

Reply #9 Top

Watch out there is an extra Weapon-0 (autocannon) null on the kol where its BFG is that shouldnt be there. In TOP i removed the null. On the original mesh file the null is commented out. More like "typo-ed" out. That may mess up your script. I dont know why it wasnt just removed.

Reply #10 Top

Thanks Major, I will look into it. I did see the BFG there.

CapitalShip_TechSiege

  • DataString "BuffAttachPoint_Aura"
  • DataString "BuffAttachPoint_Above"
  • DataString "BuffAttachPoint_Center"

Added the wildcard symbol to fix these names

SetValue "rootpoint.*Center1.Name", "P001-Center"

 

Reply #11 Top

Frigate_PhaseUtility0 has no DataString "Center" but Frigate_PhaseUtility1 does have 1

AsteroidBig01 thru AsteroidBig03 have -da textures but the mesh file uses black-da

More just notes for me but I thought I would keep all posted.

 

 

 

 

Reply #12 Top

I corrected all of the bad nulls in the opti mod. Including the marzas missing bomb null that it had in original sins, but didnt have in entrenchment/diplomacy.

all ships should have Above, Center, Aura nulls. This is for the buff/debuff effects to have spawn points.

Reply #13 Top

Did IC actually create a naming system for nulls that was so complicated not even they could get nulls added properly?

Reply #14 Top

Updated main post with lots more "UM WTF"s   :annoyed:

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Reply #16 Top

Check out the GalaxyScenarioDef file and so a search for "Guass".  IC screwed that up too.

Reply #17 Top

I think IC needs a full time proof reader :p

Reply #18 Top

Well, we have Blair Fraser looking into a few things now so, we'll see how this all comes along. Is this going to be updated into the Sins Optimization Project?

Reply #19 Top

It is already in the Optimization Project. I was checking the models and thought I would document what I found.

Quoting Major, reply 17
I think IC needs a full time proof reader

Just imagine whats in the code we cant see  x_x

 

Reply #20 Top

What i have found so far which you pretty much covered in another topic was just in the mesh, and particle files. We still did not look in the brush files (everything in the "window" folder), pipeline effects folder, Misc game info stuff. I would assume if anything there was typo-ed it would show up on developer.exe.