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

 

7,603,840 views 2,761 replies
Reply #1526 Top

Quoting GoaFan77, reply 1518
It was unchanged and thus causing reflective hulls to show the green from this file. However, on copying a 256x256 section of the skybox I replaced it with and replacing the default cube

I did have a great video on environment cubes but I searched and search, no go :(

So, is your EnvCube texture 256x256 now?

it should be 6 frames, 1 for each side of the cube. Best to just try and paint the existing file and keep its format I think.

A good example of what the environmentcube does

 

 

Reply #1527 Top

Well, I confirmed for a fact that XSI 2012 exports don't work (or at least not with my pipeline/changes). I'm pretty sure that, if it's just the order that got changed, that it was related to how the material information was conveyed.

Now, I'm currently trying to figure out why sins keeps crashing 30 seconds - a minute in, regardless of races, new games, or saves. I thought it was the corvette roletype not existing, but I added that back in, and it's still exploding.

 

SZ0 > Alright, when I get to textures I'll try grayscaling the first channel, copying it to the other 2, then inverting that for the alpha and will see what happens.

myfist0 >

You cannot fly inside a model, you are limited to the bounding box size. You can manually change the bounding box size in the text .mesh if you want to experiment. I added binary planet, 1 orbiting main, if the camera gets close and you're inside you are looking at the back of the poly which shows as see through, every poly would need to be double sided. Imagine a 1 way mirror, the mirror side shows the texture and the other side shows through.

 

Alright, pretty standard fare for what I expected. I was more curious if the entire mesh would just vanish because the "origin" (aka the center of the model) was not in camera view. This is a huge problem in other games, like blizzard games, that cull regardless of other meshes or parts on the screen if the origin leaves the camera.

For tangents, I just assign the tangent map to the same UV's generated through max. It isn't perfect, but it does look a lot better in rebellion. I also figured out how to get hard edge smoothing going on, so no more broken smoothing. Progress!

The texture animation limit I'm referring to is the limit that texture animation-based particles seem to run into if the frame count exceeds a certain number. I've tried having some exceptionally large texture sheets run through particles but it always seemed like after a certain # of frames they roll back and freak out. I haven't tried with Rebellion yet, though. I'll have a look at the txt and give it another shot sometime.

Reply #1528 Top

Quoting IskatuMesk, reply 1527
SZ0 > Alright, when I get to textures I'll try grayscaling the first channel, copying it to the other 2, then inverting that for the alpha and will see what happens.

The channels are all already gray scale. What I do is make a standard normal map with an alpha, make an inverted version as well, change them both from RGBA to Greyscale then the original back to RGBA. This removes all colour info so everything is effectively grey scale but with the extra channels needed. Copy the inverted grey scaled normal map to the alpha channel only of the original and save as dds.

Another way, perhaps the original way, is to copy the red channel to the alpha, then duplicate the green to be the red and blue, so effectively you have 3 green channels and the red as an alpha. All blue info will be lost, though I suppose you could blend the blue and green with a screen filter or something, then insert that as your R,G & B channels.

Which ever way you find easiest I guess.

Reply #1529 Top

Well, by grayscale I meant.... butts.

 

At some point I'll give this a shot and massacre the trial of Filter Forge for textures.

 

Meanwhile, I am curious if I am lump all 4 roletypes of the Envoy, Colony ship, starbase builder, and siege onto one ship to free up slots for non-AI behavior intermingled ships.

 

/e

 

Well, giving the scout 7 roletypes ended in unceremonious crashes.

 

/e 2

 

Oh. The AI doesn't read roletypes, at least not exclusively. It also reads statCountType. This puts a real dent in my plans.

Reply #1530 Top

You could lump the colony, starbase builder, and siege ship, together for a human player easily, use the FrigateSiege statcounttype so the AI will use it as a siege ship, and using 3 NotOnPage frigate slots, make an envoy, colony ship, and star base builder for the AI's exclusive use, which would free up 3 slots for you to use.

Reply #1531 Top

Oh really, do the NotOnPage frigates count towards the AI statcounttype build list? That is some very, very useful information. I will test this ASAP.

Reply #1532 Top

Quoting IskatuMesk, reply 1532
Oh really, do the NotOnPage frigates count towards the AI statcounttype build list? That is some very, very useful information. I will test this ASAP.

Yes, and the AI can build not on page frigates too. So if you don't want them actually built you need to lock them out with cost or unobtainable research.

Reply #1533 Top

Quoting ZombiesRus5, reply 1533
Yes, and the AI can build not on page frigates too. So if you don't want them actually built you need to lock them out with cost or unobtainable research.

Though to note, the AI needs ships with the FrigateScout, FrigateSiege, and FrigateColony statCountType in order to function properly. Envoys and FrigateStarBaseConstructor aren't necessary, however it's been noted that the AI does not work too well when you give another ship a starbase building ability and the appropriate frigateRoleType.

Reply #1534 Top

Quoting ZombiesRus5, reply 1533

Quoting IskatuMesk, reply 1532Oh really, do the NotOnPage frigates count towards the AI statcounttype build list? That is some very, very useful information. I will test this ASAP.

Yes, and the AI can build not on page frigates too. So if you don't want them actually built you need to lock them out with cost or unobtainable research.

 

So technically, I can bypass the buildspace limitations altogether and give the AI-controlled factions an unlimited ship build list?

Oh hell yes. Progress in America, brothers.

Reply #1535 Top

Not unlimited, unfortunately, NotOnPage frigates are limited to a total of 9, just like regular pages, and 3 slots are taken up by constructors and cargo ships. Though that still leaves you 6 slots to work with.

I believe putting ships with a FrigateSiege or FrigateAntiModule statCountType, forget which of the two, likes to crash the game.

Reply #1536 Top

Quoting myfist0, reply 1526
So, is your EnvCube texture 256x256 now?

Yes, its 256x256. However, I'm not sure what you mean by frames. Is that six separate 256x256 texture for each side or what?

Reply #1537 Top

If you open 1, you will see 1 texture with 6 squares lined up horizontally, UVed to a cube. This tries to match the skybox texture which is spherical but is strictly for the reflections. Different programs put the cube UVs in different locations. I did have the one for XSI but I cant find it. Here is another example.

To make a new map like above, make a cube in xsi and UV it to one of the environment cube textures. Flip or move the uvs till the edges match, keep track and post the findings.

I will do one tonight and make a new post.

Reply #1538 Top

Quoting myfist0, reply 1538
If you open 1, you will see 1 texture with 6 squares lined up horizontally, UVed to a cube. This tries to match the skybox texture which is spherical but is strictly for the reflections. Different programs put the cube UVs in different locations. I did have the one for XSI but I cant find it. Here is another example.

Hmm, interesting, I opened up the green skybox (I think thats cube4) and I only saw one square. I'll check the others later today.

Reply #1539 Top

Okay so, I'm working on this buff chain, and something baffling is happening. I'm getting the window below, followed by a minidump after I hit cancel or continue. This happens in a specific point in the buff chain, when the SPAWN buff hits it's time limit. Edit: In order, the files are (paste link here): BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_I, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_II, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_III, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_IV, BUFF_SUPERCAPITAL_CAPOFFOUR_DISABLECONSTRUCTION, BUFF_SUPERCAPITAL_ALLINDEPENDANCE_PLANET, BUFF_SUPERCAPITAL_ALLINDEPENDANCE_SPAWN, ABILITY_BUILDSUPERCAPITAL_ALLINDEPENDANCE.

Reply #1540 Top

Sinperium moonlighting as a coder on your mod Lavo?

Reply #1541 Top

No, he isn't. Though it would be interesting to see him working as a coder, albeit not near something that can be easily broken...

Reply #1542 Top

Quoting Lavo_2, reply 1540
Okay so, I'm working on this buff chain, and something baffling is happening. I'm getting the window below, followed by a minidump after I hit cancel or continue. This happens in a specific point in the buff chain, when the SPAWN buff hits it's time limit. Edit: In order, the files are (paste link here): BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_I, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_II, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_III, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_IV, BUFF_SUPERCAPITAL_CAPOFFOUR_DISABLECONSTRUCTION, BUFF_SUPERCAPITAL_ALLINDEPENDANCE_PLANET, BUFF_SUPERCAPITAL_ALLINDEPENDANCE_SPAWN, ABILITY_BUILDSUPERCAPITAL_ALLINDEPENDANCE.

 

o.O  Have others repro'd this weirdness?

Reply #1543 Top

Well. Like I was telling the guys in TS, I've been trying to pinpoint that odd crash. It's not throwing any errors, just minidumping. I think I've narrowed it down to the Gameplay.Constants file which, if memory serves correctly, gave me issues in Salvation, too.

 

I've only changed the damage values (they are all 1.0 now) and the income from population, and the AI retreat threshold down to 0.01. The game crashes within 30 seconds to a minute or so - I would swear it has something to do with them discovering planets with scouts, but I don't really know for sure. It crashes on all of my saves in about the same time anyways. I thought it was due to the AI profile changes I had made (all tac structures/research and ship building with no mines) but restoring the defaults didn't fix anything. I think I also changed the critical hit sounds to use nothing.

Could any of these easily crash?

Reply #1544 Top

Are there any statCountTypes or RoleTypes (for frigates) that you are not using?  Did you change the construction frigates or their spawn times?

Reply #1545 Top

As far as I can tell, the AI stuff is all accounted for. Without the gameplay.constants file there is never any crashes (at least none I've run into), but the second I re-enable my changes it goes back to constantly crashing.

 

I see some of the construction frigate files in here, but I don't know if/what I changed on them. Do they have relationships with the constants file?

Reply #1546 Top

Quoting Lavo_2, reply 1540
BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_I, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_II, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_III, BUFF_SUPERCAPITAL_CAPOFFOUR_COUNTER_IV, BUFF_SUPERCAPITAL_CAPOFFOUR_DISABLECONSTRUCTION, BUFF_SUPERCAPITAL_ALLINDEPENDANCE_PLANET, BUFF_SUPERCAPITAL_ALLINDEPENDANCE_SPAWN, ABILITY_BUILDSUPERCAPITAL_ALLINDEPENDANCE.

Little did I know when I developed that monstrosity of a buff chain that it would it lead to an error that shouldn't officially exist. ;) That's extremely bizarre, considering I don't think Sins has ever required the CD to be in the drive. Binary decay seems a nice answer at this point...

 

Your other super capital abilities work fine though, right?

Reply #1547 Top

Post your gameplay.constants file so we can have a look at it...it is very possible there's just a typo somewhere...

Reply #1549 Top

Quoting GoaFan77, reply 1547
Little did I know when I developed that monstrosity of a buff chain that it would it lead to an error that shouldn't officially exist. That's extremely bizarre, considering I don't think Sins has ever required the CD to be in the drive. Binary decay seems a nice answer at this point...

 

Your other super capital abilities work fine though, right?

You have no idea...

They do, for the most part... The cap of four version, as previously mentioned, is giving some serious issues; recently a bad bug was found with all the others, related to the "build time" simulation I put in, and a solution for that was finally found yesterday. Edit: Seems the cap of four version, with some slight tweaking, is working now... Sins never ceases to confuse and bewilder me.

Reply #1550 Top

Some things I've noticed IskatuMesk:

For "allegianceEnemyMaxLossRate", you simply have a value of "0"...try making that value "0.0000000000", giving it the same number of digits as the original value....

A similar thing with "baseTaxRatePerPopulation"....may want the value to be "1.000" instead of just "1"...

Likewise for all your allegiances (use "3.00" instead of 3)...

I wouldn't be worried about your damage tables, I've never had a problem so long as all of them had at least 2 digits so I doubt you need to change those...

Very good chance the problem is here :  "NumCriticalHitEffectSoundIDs 3"

If the game is crashing every time a ship engages in combat (which for new games would correspond to when scout ships start losing shields and taking hull damage), this may be why...either set the Num to 0 or actually put sound files there....I'm not sure if this is actually a problem but it could be so might as well change it...

Last but not least, make sure your file ends with a blank line if it doesn't already...probably not a problem, but it never hurts to check....