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

 

7,602,404 views 2,761 replies
Reply #1651 Top

Quoting Seleuceia, reply 1651
I thought about that too...but it uses the weapon 2 as it's index for range (not sure if that's the relevant thing to look at) so maybe that's why it works?

That's what I was thinking. Maybe just try giving your bombers a second weapon that deals 1 damage and use that for range, see if that changes anything.

Reply #1652 Top

Quoting Seleuceia, reply 1646
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Player/PlayerOrbitBodyInfo.cpp(187)
squad != 0

Still getting this issue again....thought it was because of the illusion entries but apparently not...

This time, I eventually did get a MD after 10 minutes or so of this error popping up every once in a while...I can only assume it is because of something to do with SC...

Still seems to be an advent only issue...

Reply #1653 Top

Judging by the error, it may have something to do with the squad entity somehow, rather than the SC entity.

Reply #1654 Top

It's the carrier.  I'm not really sure what the error is anymore, I knew at one point but the sleep cycle has been greatly disturbed.

 

I can point you in the right direction though.  It has to do with strike craft being on a ship that isn't properly set for them.  It's also an AI specific error.  To test out the problem, you can't just spawn your own ships and build strike craft.

 

I'd figure out what the error is again, but work of the paying kind has left spare brain cells in short supply the last few days.

Reply #1655 Top

It definitely is an AI issue...could it be the frigate role types on the carrier frigates?

Reply #1656 Top

Quoting Seleuceia, reply 1656
It definitely is an AI issue...could it be the frigate role types on the carrier frigates?

Doubtful; I haven't ever seen that error in SoGE, and we have ships with strikecraft that don't have the carrier role type, and ships that have multiple role types including the carrier one.

Reply #1657 Top

Well I never get the error from anything I do...if I turn off the AI, there error never comes up no matter what I do with SC....but some games the error just keeps coming up even if I'm doing absolutely nothing (like, I have no assets at all)....so, whatever it is, it does affect only the AI....

If it isn't roletypes, then I am at a complete loss....

Reply #1658 Top

Quoting Seleuceia, reply 1656
It definitely is an AI issue...could it be the frigate role types on the carrier frigates?

Actually, now that I think about it, maybe. The AI has big problems if you give a minelayer role to a carrier with strikecraft and then do not give it a minelaying squadron. Perhaps it is something like that?

Reply #1659 Top

It could have been...there was a time where I had removed the minelaying squadron from aerias, but hadn't changed the frigate roles....I have changed the frigate roles since then, but I also haven't really tested it since then either....if I don't see the problem again I'll assume it must have been that....

Reply #1660 Top

Was wondering if someone knows how to get an ability to fire from more than one point either simultaneously or in quick succession?

 

I'm wanting to make a dual forward beam weapon as an ability

Reply #1661 Top

Use a weapon effect, have multiple mesh points with the same ability name?

Most ships have a mesh point named something like ability 0...if you had 2 mesh points named that (or more) then the weapon effect should emanate from all those points....

Reply #1662 Top

Quoting Wintercross, reply 1661
I'm wanting to make a dual forward beam weapon as an ability

I don't think you can do dual means unless you make a custom particle effect.

Reply #1663 Top

Nah, I figured that out a year or two back. The trick is you need to have separate ability points called from separate files.  For the best coordination, I suggest one spawning file that calls the two(or more) files with the beam effects in them.  Beam effects, like persistent attached effects, are one per file.

 

Check out the designs for the beam weapon abilities in SGI if you need an example.

 

+1 Loading…
Reply #1664 Top

What's the easiest way to downscale particle files? I'm sure that this has been asked before, but I'm a fairly stupid guy when it comes to particles, having only edited ones that already exist to make "new" particles.

Reply #1665 Top

you can do that in the particle text file but I recommend Particle Forge as the lifetime of some of the emitters will need to be shortened as well.

Most emitters will have in the text file

ParticleWidth 500.000000
ParticleHeight 500.000000

when we half scaled all the ships I think psy just went though and halved all these values.

in Particle Forge those would be set by
Size-  Width
Size+ Hieght 

Check each emitter 

Reply #1666 Top

Yeah, I hand edited them all in text.

 

You have to be careful, some things are determined by velocity, a single point with particles shooting out of it needs all the particle sizes down scaled, along with their velocity.  Be wary of doubling your shrinkage too, oscillations and such that are based on the original size of the emitter they're adjusting can't be shrunk along with them, only the ones that set a particular velocity.

 

I never changed lifetimes, only sizes and speeds.

Reply #1667 Top

Gstar on particle meshes isn't producing any light or bloom. In fact, I can't get any textures to produce bloom at all. The data sheet's bloom channel is pure white, and I've tried having light pure white or variable or black with no change. What's wrong?

 

Yes, bloom is enabled, and the Undead work fine. But it's like the bloom doesn't want to display against the other meshes or something.

Reply #1668 Top

I figured that was likely the case... Time for experimentation I guess. That and trying to get this tractor beam ability to work right.

Reply #1669 Top

Hey guys, quick question for you! I have worked on some imported models in xsi and properly converted them into SOASE and everything is great except that when I choose to not give them a shield mesh....the models "hitbox" seems to always be a small circle to the right of the 0,0,0 (x,y,z) coordiates? and lasts until a ships shield hitpoints reach 0....then once the armor or hull takes hits the hitbox becomes fine and the lasers impact all over the model properly....so it seems to be the lack of a shield mesh that creates an off-kilter hitbox? I am certain the models are properly aligned in XSI etc I double checked the mesh's coordinates and the null-points etc for P001-Center and the rootpoint one etc? is there something I'm missing? I'd appreciate any and all assistance! thanks!

Reply #1670 Top

Yes, you need a shield mesh for that reason. You can always, as a temp measure, set the shield mesh to be the model's own mesh, just set the render shield option to false.

Reply #1671 Top

Is there a way to ensure that only a single super weapon can be built at once? Would setting cannonGravityWellRatioDenominator to an absurd number work? I know in 1.04 fixed limits could be applied, I'm wondering if something similar can be done in 1.1. Edit: Turns out this cannot be done, kudos to GoaFan for the help.

Reply #1672 Top

I suppose you could have an ability that disables all other friendly cannons so that only the first one works....

Reply #1673 Top

Is it possible to give population to a structure? I know there is an upgrade for starbases that does it, but i would like to give a structure pop from the beginning.

Reply #1674 Top

Quoting ParadePartizan, reply 1674
Is it possible to give population to a structure? I know there is an upgrade for starbases that does it, but i would like to give a structure pop from the beginning.

Not directly, best you could do is give it an ability that increased the population of the planet it is orbiting. 

Reply #1675 Top

Quoting GoaFan77, reply 1675

Quoting ParadePartizan, reply 1674Is it possible to give population to a structure? I know there is an upgrade for starbases that does it, but i would like to give a structure pop from the beginning.

Not directly, best you could do is give it an ability that increased the population of the planet it is orbiting.

Sounds fair enough. Would you mind giving me an example, how the ability has to look like? I dont know how to make abilities from scratch. I just copied already existing abilities and modified them so far.