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[Rebellion Modding] Rebellion Modding Q, and A.

[Rebellion Modding] Rebellion Modding Q, and A.

Specific discussions about Rebellion Modding here.

As the title says. Discuss Rebellion Specific modding.

For Example: Some say they have had success converting, and importing Rebellion meshes in game with the current version of ConvertXSI, but they had to use a text editor for the new shaders to work.

This is kind of important information for the modding community to know. We don't know if the Forge Tool set will be updated for Rebellion, or not.

The ones that did have success importing meshes into Rebellion can you explain to the community what you did, and how you did it? This will help us all greatly. Especially Me for the resurrection of TSOP, and it will help the Sins modding community in general. If you want to post tutorials, and/or links to tutorials. Even better.

I would like this topic to be an open topic on Rebellion Specific Modding. Any, and all information regarding Modding Rebellion specifically post it here. Hopefully it will get a sticky.

Thanks

Edited to reflect this topic as a general question, and answer topic specifically for Rebellion Modding.

344,682 views 115 replies
Reply #101 Top

Quoting LeonDeGrelle, reply 101
AI is building a large number (just huge) ships of certain types.

This cannot be changed in all truth. Sometimes adding/changing frigateRoleTypes helps, and some statCountTypes are defined to be built in larger quantities, ex. the AI tends to build more CapitalShipBattleship than CapitalShipUtility1, but that's it.

Reply #102 Top

I'm working on a mod entitled Capital Combat, and the intent is to double all capital ships' durability, and increase their weapon damage. I have modified all 6 TEC Cap Ships to have the boosted defensive attributes and antimatter numbers I wanted. Took me a minute or two to realize I need to put the 6 entity files into a GameInfo folder in the mod folder, but even thought the checksum reflects a change, the TEC ships don't reflect the stat change when I play as TEC. Do I need to include an entity manifest with just those 6 files?

Reply #103 Top

Nevermind, creating a new entity manifest and placing it in the mod folder got me a mini-dump. took it out, loads again. Is it just not showing in the info card that the stats are updated? I also boosted the cost of each ship to compensate, but it is still using all the old costs, instead of my new ones.

 

Reply #104 Top

Only need to include the manifest if you want to add or remove an entity. Modifying existing entities should not be a problem.

Rebellion actually uses 2 mod directories. 

Mods-Rebellion v1.1
for running a regular game 

Mods-Rebellion v1.1 Dev
for developing and testing with the DEV.exe 

 EDIT: Are you sure you are using proper reference files?

Is the GameInfo folder spelled exactly like in the install folder? with the Captilal "I"?

[Tutorial] Placing Mods

Reply #105 Top

It is indeed spelled exactly the same, and as far as reference files, i'm pretty sure, they had the 6th cap ship that we didnt have in non-rebellion. I am also placing and running non-dev version. I'll try it in dev mod folder and running dev exe.

 

Reply #106 Top

hi all im trying to just make one race to show up right now so any help would be great :) 

thanks 

Palaisy

Reply #107 Top

Quoting palaisy, reply 106

hi all im trying to just make one race to show up right now so any help would be great  

thanks 

Palaisy

All you need to do for a race to show up is...

 

A. Have a race.entity file for that race with the line "isSelectable TRUE"

B. Edit the "PlayerSetup.window" file in the Window folder and change this line to "useRaceSelectDialog FALSE".

 

Reply #109 Top

Just a quick question... is it possible to have transparency in a mesh if its set as a particle?

I know meshes cant have transparency directly, but was wondering if I set one as a particle can I make it partially transparent?

Reply #110 Top

Quoting Wintercross, reply 109
Just a quick question... is it possible to have transparency in a mesh if its set as a particle?

I don't think so, but if you explore this, let us know.

Depending on what you want, PF is very versatile without a mesh. Describe what you are trying for.

A lot of particles use a planer mesh, 9 square 3x3 flat surface, on this you can place a transparent tga anim and set to rotate to camera. I would explore that 1st as I don't think dds uses transparency.

Reply #111 Top

Well, I'm importing the nomad ships from freelancer. Problem is the models rely on transparency, so I'm trying to think of a way to make it work. I was wondering if I made the 'model' as a particle effect could I use a transparent tga as its texture? Maybe I should just give it a try if no one has done this before?

Reply #112 Top

Did they change something all my mod versions are crashing? As in did they do an update in the last few weeks that I need to change my mod to make it work again last i remember it was fine :( 

Reply #113 Top

Quoting myfist0, reply 110


Quoting Wintercross, reply 109Just a quick question... is it possible to have transparency in a mesh if its set as a particle?

I don't think so, but if you explore this, let us know.

Depending on what you want, PF is very versatile without a mesh. Describe what you are trying for.

A lot of particles use a planer mesh, 9 square 3x3 flat surface, on this you can place a transparent tga anim and set to rotate to camera. I would explore that 1st as I don't think dds uses transparency.

 

I have tested my theory and it works! using a mesh in a particle, the Alpha layer becomes transparency.

Here's an example of it in game:

 

 

Reply #114 Top

You can also use the warp effect particle, what soa2 uses for cloaked ships

Reply #115 Top

Quoting myfist0, reply 114

You can also use the warp effect particle, what soa2 uses for cloaked ships

 

Of course! I completely forgot about that... Though I'm still pleased with my achievement... Might try that method and see how it looks...