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

 

7,606,503 views 2,761 replies
Reply #1851 Top

Quoting GoaFan77, reply 1850


Quoting teeheez, reply 1849
Anyone know where the code for Galaxy Travel (aka between stars) is located? I dont mean the research or artifact entities. I just want to try changing the code that actually controls the parameters of the interstellar phase jumps.

To do what exactly? You cannot access the game's source code directly, but depending on what you want to do there are a handful of modifiers scattered about you can modify.
wow quick reply thanks, im trying to make every planet jumpable to every other planet. ive tried changing the entity type of the planets from "planet" to "star" thinking that might allow them to jump between any 2 planets on the map after you research the long range jump tech, but the game wont load when I tried that so I was hoping to edit the actual AllowGalaxyTravel bool modifier thingamajig and maybe change the way it operates to allow long range jumps between planets not just stars.

Reply #1852 Top

Quoting teeheez, reply 1851


wow quick reply thanks, im trying to make every planet jumpable to every other planet. ive tried changing the entity type of the planets from "planet" to "star" thinking that might allow them to jump between any 2 planets on the map after you research the long range jump tech, but the game wont load when I tried that so I was hoping to edit the actual AllowGalaxyTravel bool modifier thingamajig and maybe change the way it operates to allow long range jumps between planets not just stars.

Yeah, the game defines a galaxy/solar system around each star, and you can only have 1 star per system. You cannot simply change the entity type, and as I said the source code is not available so you cannot change how any modifiers work, you can only change their values.

Other mods have taken two approaches to do what you are trying to do. One is to simply change all the maps in galaxy forge to have all planets connect to each other, and to tell your users to hide the phase lane lines in the options. The only real downside to this is that this will not work in random maps. The other way involves making a custom ability on scouts (or special ships, but scouts usually work best) that create a phase node every time the scout arrives at a planet. Since both the player and AI tend to first encounter a system with scouts, this lets the player jump to any discovered planet from any other planet.

Reply #1853 Top

Yes I have done the first of the two approaches you describe already, at least all the planets within a single system have been connected. In my larger maps connecting each planet to each other planet in every other star system would seemingly take a lifetime (around 100 planets in one of my maps). Is there any quicker way of accomplishing a total connection between every planet in every system with every other planet in every other system without simply sitting in Galaxy Forge and drawing thousands of phase lines? Can Galaxy Forge be programmed to do this automatically or maybe write something like a batch file that would automate that process within Galaxy Forge?

Reply #1854 Top

Quoting teeheez, reply 1853
Can Galaxy Forge be programmed to do this automatically or maybe write something like a batch file that would automate that process within Galaxy Forge?

Galaxy files are actually simple text files; maps were originally made in notepad prior to the release of galaxy forge. I probably wouldn't use a batch file but if you're good with programming some scripts you could indeed automate the process. I do something similar with a Python script that automatically changes the planet bonus/artifact density of every map in the directory, though what you want to do is significantly more complicated.

Reply #1855 Top

Quoting Seleuceia, reply 1848
Lots of things can cause the first error, so I'd say focus on the 2nd....

Hmmm...seems like you have a situation somewhere where the "min" value is bigger than the "max" value...could be something in the gameplay.constants file (marketDef?)...could be in a planet entity (resource asteroid counts?)....could be in the asteroiddef file, you have min/max counts there as well...maybe something in the GSD (can't remember if min/max counts crop up in that anywhere)....

The first two make tons of sense; those are likely a source of many of them as they are heavily modified. Thanks!

As for the first one, the reason I ask is that I've parse through all the mod's ability/buff files, and ensured that they won't give off any errors, so I'm at a loss as to what could cause that sort of error, save mesh issues.

Reply #1856 Top

Quoting teeheez, reply 1853
Is there any quicker way of accomplishing a total connection between every planet in every system with every other planet in every other system without simply sitting in Galaxy Forge and drawing thousands of phase lines?

If you are willing to kill phase nodes as a unique research item, then yes there is a way to do so that works for any map, random or premade; I've done it.

Reply #1857 Top

Quoting Lavo_2, reply 1855
As for the first one, the reason I ask is that I've parse through all the mod's ability/buff files, and ensured that they won't give off any errors, so I'm at a loss as to what could cause that sort of error, save mesh issues.

I one time tried to use the corvette meshes as SC and got that error with the TEC one...there's a limit on how many exhaust points an SC can have and the TEC corvette has like 6....

So yes, mesh errors definitely can cause it....

Reply #1858 Top

I might be really late on this, but I just noticed something really cool. Sins' screenshots (i.e. using the ingame tool) have alpha channels. This might seem random, but it's notable for the fact that blank space is all white, but the ships are full form black. Which, in short, means they could theoretically be used to make detailed icons with little effort.



Reply #1859 Top

If a mod was to be released, and nobody played it, did it ever exist?

Reply #1860 Top

Releases are just a bonus to making a mod.

Reply #1861 Top

Personally speaking though, I'd be disappointed if I made a mod and nobody bothered to play it after the effort I put in.

Reply #1862 Top

That's the way the things were in Starcraft. With the kind of effort you put into total conversions like I did, you had to be doing it for yourself. I really can't even comprehend the mindset behind people who do it just for the publicity (which was the excuse many mappers gave me for making maps).

That's also the reason why I only build original projects and not based on someone else's world.

Reply #1863 Top

hey so i have the new expasion for sins but non of my mods are working. i know that it is a different version im just trying to figure out how to update my mod im working on.

Reply #1864 Top

Quoting palaisy, reply 1863

hey so i have the new expasion for sins but non of my mods are working. i know that it is a different version im just trying to figure out how to update my mod im working on.

Look at this thread.

Reply #1866 Top

Alright, here's an odd one. I've got a mesh that despite triple checking it over in XSI, gets its mesh points reversed in ConvertXSI. It may have something to do with the fact that some of these points are at odd angles. Anyways, I don't suppose anyone can tell me how to flip the orientation of mesh points in the .mesh file manually? I've messed with the orientation before but just the basic forward/backwards/left/right, but I don't know how to handle directions in between those.

Reply #1867 Top

Ask Semaz, he flat out rigs things in Notepad. If the angle is flat out reversed, ex. something straight up is pointing straight down, I would guess reversing the signs of all the orientation values (ex. positive to negative) would do the trick.

Reply #1868 Top

Quoting GoaFan77, reply 1866

Alright, here's an odd one. I've got a mesh that despite triple checking it over in XSI, gets its mesh points reversed in ConvertXSI.

 

This is due to xform data in 3ds max (no idea what the equivalent is in XSI). It happened to me several times in Salvation when I mirrored instances of hardpoints and then changed them. Even though their axis in XSI and max was correct, ingame it was flipped. To fix this, I had to reset the xforms of those points and re-orient them. It's really weird.

Reply #1869 Top

Quoting Lavo_2, reply 1867

Ask Semaz, he flat out rigs things in Notepad. If the angle is flat out reversed, ex. something straight up is pointing straight down, I would guess reversing the signs of all the orientation values (ex. positive to negative) would do the trick.

Huh, I guess I should have tried the obvious thing before posting. That worked, though bizarrely angled weapons seem to fire in both directions its in between, but that's fine with me. I wish I would have known that in advance.

Quoting IskatuMesk, reply 1868


This is due to xform data in 3ds max (no idea what the equivalent is in XSI). It happened to me several times in Salvation when I mirrored instances of hardpoints and then changed them. Even though their axis in XSI and max was correct, ingame it was flipped. To fix this, I had to reset the xforms of those points and re-orient them. It's really weird.

Ah, yeah I'm not sure what property it is, I'll bug Myfist or Zombie and hope they know later, but I'm glad I didn't just mess up with a newb mistake.

 

Reply #1870 Top

Check your root point. If it was rotated in any way it messes up all the points contained in it when you export to xsi.

Reply #1871 Top

What sort of abilities are supported for what planet modules in Rebellion? Specifically factories and labs...the Vasari factory has the protected shutdown ability, but even copying it over the Advent Factory results in a MD which is I think strange...

A repair ability I added to factories in Trinity MDs in Rebellion (altered for Rebellion of course).

Reply #1872 Top

Quoting CoronalFire, reply 1871
What sort of abilities are supported for what planet modules in Rebellion? Specifically factories and labs...the Vasari factory has the protected shutdown ability, but even copying it over the Advent Factory results in a MD which is I think strange...

Have you checked if the ability/buffs have effects that reference ability point(s), and if so, that the Advent's factory has said ability mesh point(s)?

Quoting CoronalFire, reply 1871
A repair ability I added to factories in Trinity MDs in Rebellion (altered for Rebellion of course).

Odds are you messed up in the conversion; I suggest rebuilding the ability from scratch. Any Trinity ability should work in Rebellion with the appropriate additional lines.

Reply #1873 Top

I removed the effects for that purpose on the repair ability. However that was the problem with the protected shutdown...so it must be the conversion...but I don't see how.

 

Edit: nope the ability was fine it just took a reboot to work haha. Not a sins reboot, a computer reboot. That makes no sense to me but whatever its works great now.

Reply #1874 Top

I have noticed that sins can have very severe issues with reloading old data or even data out of the wrong directories. When updating a particle effect, I was noticing that it wasn't updating ingame. The non-Dev version of the game was loading only the old textures from the Dev version of the mod, and nothing else; I confirmed this through Process Monitor.

To resolve that particular issue I just deleted that dev folder's contents because I never put it there to begin with.

Reply #1875 Top

Quoting GoaFan77, reply 1866
I've got a mesh that despite triple checking it over in XSI, gets its mesh points reversed in ConvertXSI.

I have gotten this when copying points and pasting them on the op side, rotating the point had no effect. To fix it, I made a new null, typed in the transform values of the odd one and then deleted the odd one. I know you cant do freeze all transforms on a null but I did do freeze scaling on all the nulls when I scaled down soa ships, so I think freeze rotations may work as well, I just haven't tested yet.

Also, FreezeM only affects the mesh, Make sure you do FREEZE which is the entire scene.