Sinperium Sinperium

Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

OTHER SINS HELPFUL MODDING LINKS*

*Links are updated when requested.





The Soase Idiot's Guide

Confused?  No idea where to even start?

Determined to work at it?

This is the place!

 


 

 
   

Sins Modding Wiki

ZombieRus's Eclipse Wizardry

 

     


Tutorials

MyFist0's full modding site.

Emphasis on modeling  and

texturing.                            

 

 

 




                    

REBELLION MODDING TOPICS

Rebellion Modding Q & A

Mesh Editing

Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

MyFist0's Modding Megasite!

MOD DOWNLOADS

ZombieRus5's Mod Yard

Directory of Planet Mods

STEAM

STEAM Sins Forums

DEVELOPERS

Sins Developer Journals Forum 2007 to Present

REFERENCE FILES

Research Modifier List

MyFist0's Exported Models & Files

Modifier List

Harpo's Converted Sins Reference Files 2011

THIRD PARTY TOOLS

3dS Texturing Toool & Tips

Ship Fleet Calculator

SoaSE Eclipse Plugin Project

Mesh Resizing Tool--courtesy of the Reqiuem team.

Harpo's Sins Utility Package -- Dropbox

The Sins Optimization Project (TSOP)

Artificial Unintelligence (Mod and AI info)

Sins Data Converter by BCXtreme

EXPLANATIONS & DISCUSSIONS

Rebellion Updates by Blair Frazier

How to Add a Fourth Race

User-updatable Ship Reference Chart

Sins Modding Dictionary

Adding phase Effects to other weapon types

Culture, Explanation/Discussion

Weapons, Explanation/Discusion

Shield Mitigation & Armor, Explanation/Discussion-1

Shield Mitigation & Armor, Explanation/Discussion -2

Graphic Chart of Sin's Counters

Annotated Guide to the Developer.exe

In-Game Map Creator

Weapons Banks & DPS

Combat Mechanics

Rebellion Shield Mitigation & Focus Fire testing

PARTICLE FORGE

Particle Forge Help Thread

GALAXY FORGE

Adding Artifacts

Working Template Examples

SemazRalan's Template Guide

Pirates Base Start Template

SOUND RESOURCES

[SFX] Black Sun SFX/Music Resource for Modders

MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX

XSI Texturing, Tutorial

3dS Model Exporter

3DS Max Rigging, Texturing & Exporting, Guide

Modding/Modelling/Texturing/Converting, Tutorials

WIKI'S

Sins of a Solar Empire Official Wiki

 

7,606,041 views 2,761 replies
Reply #1376 Top

Scratches head.  Looks puzzled.  Understands but does not comprehend.

Reply #1377 Top

Quoting SpardaSon21, reply 1376
My memory is a bit hazy, but did Vong ships really start blowing up as soon as their dovin basals went down?  I thought yorik coral was stronger than that.

They didn't, however, I'm limited by Sins' mechanics. As well, Vong vessels didn't have shielding in the traditional sense of SW shielding, with the dovin basals essentially being mini-black hole projectors. The only reason I'm using shields is because hull regeneration in Sins only runs at 10% efficiency (modifier in gameplay.constants) while in battle and so I can use shield mitigation. The Vong will have less total health than their galactic counterparts, however it regenerates much faster, is all shielding, and they are the only race with shield mitigation (outside of a small tier 8 research item), which acts as their armor.

In short, they have "shields" in name only, it represents the total health of the vessel and allows me to use game mechanics I cannot use with hull.

Reply #1378 Top

I see what you've done, and I like it.

 

Reply #1380 Top

Quoting Lavo_2, reply 1377
They didn't, however, I'm limited by Sins' mechanics. As well, Vong vessels didn't have shielding in the traditional sense of SW shielding, with the dovin basals essentially being mini-black hole projectors. The only reason I'm using shields is because hull regeneration in Sins only runs at 10% efficiency (modifier in gameplay.constants) while in battle and so I can use shield mitigation. The Vong will have less total health than their galactic counterparts, however it regenerates much faster, is all shielding, and they are the only race with shield mitigation (outside of a small tier 8 research item), which acts as their armor.

Not sure if its something you'd care to consider, but one guy was playing with "inverse shield mitigation", where shield mitigation started out high but went down as it took more damage from more ships. I seem to remember one of the things about the Dovin basals was that they didn't seem to get worn down out like shield but if too much fire was directed it couldn't keep up with it all.

I'm not sure if he was successful, and as the shield mitigation increase/decrease values are in the gameplay.constants file you'd have to make it a universal change, though that shouldn't be a problem if they are the only ones using shield mitigation.

+1 Loading…
Reply #1381 Top

That's pretty much the antithesis to the idea I had for shield mitigation; make it their equivalent of armor. Though that could still work, come to think of it. The value in question is actually in the player files, not gameplay.constants. I know sloose, one of the SoGE coders, was attempting to do something along the lines of what you are describing, though he wasn't particularly successful.

Reply #1382 Top

I just looked through Gameplay.constants and it says nothing about shield mitigation.  Shield mitigation is handled in PlayerRace.entity files.  Look for the shieldData section which has entries for shieldAbsorbGrowthPerDamage, shieldAbsorbDecayRate, and shieldAbsorbBaseMin, as well as shieldColor which is in a hexadecimal format.  Maximum mitigation for ships and structures is handled in individual .entity files.

EDIT: Ninja'd by Lavo, dammit.

Lavo, how did sloosecannon modify the entries?  Did he make the growth and decay both negative?  It seems that if Sins accepts negative entries for those sections that would work.  It would take some number jiggering and playtesting to get the correct values though.  Let me think on it.

Reply #1383 Top

Quoting SpardaSon21, reply 1383
I just looked through Gameplay.constants and it says nothing about shield mitigation.  Shield mitigation is handled in PlayerRace.entity files.  Look for the shieldData section which has entries for shieldAbsorbGrowthPerDamage, shieldAbsorbDecayRate, and shieldAbsorbBaseMin, as well as shieldColor which is in a hexadecimal format.  Maximum mitigation for ships and structures is handled in individual .entity files.

Well never mind, even better then, so you could implement it on a per race basis.

Quoting Lavo_2, reply 1382
That's pretty much the antithesis to the idea I had for shield mitigation; make it their equivalent of armor. Though that could still work, come to think of it.

It just depends on if you want it fluctuating or not. The way I described would encourage focus firing, but you could set the mitigation values high enough that you'd need to focus fire to take them down. And that could lead to some nasty synergies (say a tank like ship buffs the defense of everything but itself, forcing you to focus on them first while other vong ships do all sorts of nasty things to the enemy). If you just left the shield mitigation values static, it would sort of function like armor, with 50% mitigation equaling 20 armor, though keep in mind it doesn't change on a linear scale.

Reply #1384 Top

Quoting GoaFan77, reply 1384
It just depends on if you want it fluctuating or not. The way I described would encourage focus firing, but you could set the mitigation values high enough that you'd need to focus fire to take them down. And that could lead to some nasty synergies (say a tank like ship buffs the defense of everything but itself, forcing you to focus on them first while other vong ships do all sorts of nasty things to the enemy).

Might go this route. The shield decay bit is interesting as well, you can give it a negative value which would essentially replenish shield mitigation, though the problem with doing this is that it bypasses a ship's max mitigation, and increases without stopping, which is unfortunate.

If you just left the shield mitigation values static, it would sort of function like armor, with 50% mitigation equaling 20 armor, though keep in mind it doesn't change on a linear scale.

The non-linear aspect is what makes it interesting, and different. I'll let them be dynamic, increasing slowly from the initial 15% to the initial 30% maximum.

Reply #1385 Top

Quoting Lavo_2, reply 1385
The shield decay bit is interesting as well, you can give it a negative value which would essentially replenish shield mitigation, though the problem with doing this is that it bypasses a ship's max mitigation, and increases without stopping, which is unfortunate.

That sounds like a nasty bug.  You should probably post it somewhere the devs pay attention.

Reply #1386 Top

hi, i an currently trying to convert ships from the eve mod to rebellion.  this is the first time i've attempted something like this and to be honest i have no clue really where to begin, at first i just renamed to files from the mod to the rebellion ship i wanted it to replace, (ship mesh, shield mesh and textures) it shows up in game but it is black, no texture.  I have looked at tutorials but they wern't very clear to me, any help would be greatly appreshiated.

Reply #1387 Top

ladyarcueid, you do NOT need or want to rename textures for ships/structures/planets/stars as the mesh file is the direct reference to the textures and there is no reference to the textures in the entity files.

hope this helps

harpo

 

Reply #1388 Top

Anyone ever seen this before? I tried to give a titan with 4 weapons a 5th one, but despite increasing the weapon count and adding the mesh point right I get this error.

Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)

Mesh = C:\Users\Nathanael\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.04 Dev\Enhanced 4X Mod Dev\Mesh\Titan_PhaseLoyalist.mesh
MeshPointString = 'Weapon-4'
Parsed Weapon Index = 4
Max Weapon Index = 3

Reply #1389 Top

I've seen that before. It happened when I was playing around with weapon counts in Rebellion's beta; iirc it happens when you forgot to properly add in a point in the mesh file, and increase the points count, or you accidentally forgot to increase numWeapons. If you can pass me the entity/mesh files in question I can take a look at it.

 

Reply #1390 Top

Quoting Lavo_2, reply 1390
I've seen that before. It happened when I was playing around with weapon counts in Rebellion's beta; iirc it happens when you forgot to properly add in a point in the mesh file, and increase the points count, or you accidentally forgot to increase numWeapons. If you can pass me the entity/mesh files in question I can take a look at it.

 

I don't think its that. The weapon works perfectly fine, it just still gives the error, so the counts can't be the problem and they fire from the location I expect. I think it might be because the weapon point isn't actually on or in the mesh but hanging you of it a ways, so perhaps that's confusing it.

Reply #1391 Top

Send me the two files, I'll take a look.

 

Reply #1392 Top

Quoting Lavo_2, reply 1392
Send me the two files, I'll take a look.

 

Alright, its actually a modified Vorastra titan with an extra weapon coming out where the maw comes from.

entity

mesh (vertexes have been left out to save space)

Reply #1393 Top

I'm baffled by this. There shouldn't be anything like that error showing up. You have five weapons, and accordingly have five weapon points. The last time I saw that error, iirc, it was due to having five weapons in but I forgot to put in a mesh point for the fourth weapon.

Reply #1394 Top

Quoting Lavo_2, reply 1394
I'm baffled by this. There shouldn't be anything like that error showing up. You have five weapons, and accordingly have five weapon points. The last time I saw that error, iirc, it was due to having five weapons in but I forgot to put in a mesh point for the fourth weapon.

Yeah. It doesn't affect gameplay in any way though, so I'm ignoring it for now. The weapon is fully functional, that's the important thing.

 

Speaking of annoying errors, anyone seen this one? It only appears in the log file generated by the dev.exe, not as an error message, but over the course of an hour game I got a 1.5 MB log file, 99% of which was this line being repeated over and over. Again no noticeable impact on gameplay, but I'd like not to have to clear my debug folder every week. ;)

 

C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Player\PlayerOrbitBodyInfo.cpp(187): assert! [squad != 0]

Reply #1395 Top

I also have seen that error in entrenchment AND diplomacy as well, the way I read it is that the engine expects there to be either no squads or squads of strikecraft at each GW.

harpo

Reply #1396 Top

Quoting harpo99999, reply 1396
GW

Its Sunday, my internal list of acronyms are failing me. What's GW?

Reply #1397 Top

He must mean gravity well since I know he doesn't mean Games Workshop. :P

Reply #1399 Top

Hi all long time player but new to modding. I have just bought rebellion and started playing the real sins mod. though I love rebellion I do not like having two factions of all the races and decided to try to merge the rebel factions into the loyalist factions. this is for a personal mod for me to play of course. my issue is with the titans. I want to allow the new merged factions to be able to build two titans one of each I have managed to make the rebel titans show up as build able but am limited to building one titan or another. anyone have any idea how to raise the cap on amount of titans you can build? any help would be great

Reply #1400 Top

You can only get around the Titan unit's hardcap (that is, cannot be changed), by making Titans buildable via ability. You cannot make it so that you can build multiple Titans from a Titan Factory.