Terraziel

Terraziel

Joined Member # 2392017
1 Posts 45 Replies 716 Reputation

[quote]How many emitters can you put on one mesh file?[/quote] As far as I am aware, there is no hardcoded limit on emitter numbers (Atleast I haven't reached it) [quote]I have a little problem with step 11 and 12 can someone tell me how to apply the material to the meshim using 3ds max 9 and im having some difficulties with it[/quote] Again taken from the exporter help [img]http://janvanderweg.com/SOASE/sins_img/mat_pic2.png[/img][img]http://janvanderweg.com/SOASE

20 Replies 13,525 Views

Ok, having some issues with version 2.0a, Firstly i get the same sMesh- SplitMesh() error mentioned by others, though i did find that re-running the script bypasses this error somehow. Secondly for some reason the game is no longer picking the textures from the exported mesh files, if I use version 1.0 of the exporter textures work fine, but if i use version 2.0 even though the textures are defined in the mesh file (I checked with a file editor) the ships show up in g

202 Replies 384,821 Views

My guess for what your looking for is the last 30% of the GalaxyScenariodef.GalaxyScenariodef file, which defines all the Local Milita fleets amongst other things (atleast one entry references buildings)

10 Replies 6,820 Views

OK, some fairly disparate questions here so... First, an explanation of what the following actually means. buffInstantActionType "ApplyBuffToTargetsInColumn" instantActionTriggerType "AlwaysPerform" buffType "BuffBeamBlastDamage" targetFilter numOwnerships 1 ownership "Enemy" numObjects 1 object "Frigate" numConstraints 0 columnRadius Level:0 10

1 Replies 3,162 Views

Is there any default information attached to the various WeaponClassTypes or is it solely a way of seperating weapons out for research purposes? Basically can i make PhaseMissles ignore shields by default rather than having to have a research for it?

1 Replies 3,077 Views

For the splitmesh error, although I have absolutely no idea Why it happens (it seems to be a bug in the latest version of the script), i have found that if you simply run the script again it should allow you to export. To link the dummys to the mesh you simply need to select All the dummy objects and then click the "Select and Link" icon (Two Squares chained together) in the toolbar, then click and drag from any of the dummy objects to the mesh (You will see dotted lines going from each

20 Replies 13,525 Views

As this question seemingly got lost in talking about textures. [quote]Is their A main file in the Gameinfo folder that I need to add to before I add Entity files for my 4 planets.or will they just show ?I really just want them to be choices to populate random maps or that i could just change via text editing the galaxy file . [/quote] You [I]simply[/I] need to add your new planets into the GalaxyScenarioDef.galaxyScenarioDef file (its in the gameinfo directory) this in

35 Replies 22,195 Views

[U][B]Basic Weapon Adding Guide[/B][/U] (adds an anti-fighter weapon to the TEC Light Frigate) [I]I'm assuming you already have created the basics of a mod in the relevant folders, If not there are other guides out there covering that. I'm also assuming some knowledge of 3ds Max[/I] Things you require - 3ds Max and Stannum's Script, and the Beta Mod tools [color="#FFFF00"][U]Step One[/U][/color] In your mods folder Create a subdirectory called "Mesh", The

20 Replies 13,525 Views

Firstly [b]adding[/b] any weapon requires you to edit the ship in questions mesh file, and the only successful importer that i am aware of is for 3ds Max. Secondly, you can only have 3 discrete weapons per ship (Noting that a single weapon can have multiple instances) If you're fine with those two, I can give you a brief run through of what it takes.

20 Replies 13,525 Views

I know the question has been asked a great many times, but so far i have yet to find an answer that wasnt just a guess So any definitive answers on how armour works? HullPointPercentageIncreasePerArmorPoint 0.05 That line is the only obvious reference that i am aware of, but if all it does is add an extra 5% HP then its sort of pointless. The reason I ask is because I'm creating a new race from the ground up, and i'd rather not complicate my lif

10 Replies 9,686 Views

[quote]The script doesnt work with the latest version of 3ds max [/quote] For the record I'm using 3ds Max 2008 32-bit, in vista no less, and the script works perfectly (I have imported, edited, and exported pretty much every mesh that came with sins), so i dont think its anything to do with the version of Max.

202 Replies 384,821 Views

You need to replace the default GalaxyForge GalaxyScenarioDef.GalaxyScenarioDef with, in this case, Uzii's GalaxyScenarioDef.GalaxyScenarioDef file.

7 Replies 5,497 Views

Largely because i want to be able to do it with multiple buildings. specifically each planet can only have 1 factory and 1 culture centre but can still have as many of any other buildings as its slots would normally provide, so balancing the slots out is impossible (unless i make factories take up half of your civilian slots, and culture centres half of the tactical slots, but id really rather not do that).

5 Replies 3,614 Views

Has anybody determined any way of limiting a structure to 1 per planet? all the ways i can think of aren't feasible with the current modding tools. but i figure i might be missing something obvious (no just making it cost more than 50% of a planets tactical\civilian slots isnt an option)

5 Replies 3,614 Views

What texture problems are you having with the 3ds Max script? From the first post it sounds like the problems are whilst exporting rather than ingame, and the only error i have seen whilst exporting is related to not having all 3 textures setup, which is rectified by pointing them to "black-da.dds" until you have created the texture in question.

5 Replies 6,623 Views

Look for "PlanetItemType" about a quarter through the file, and it gives a list of the galaxyscenariodef references (e.g Tech:Frigate:Light) and beneath it the entity file to which the reference refers

20 Replies 5,993 Views

Ok, it goes PLANETMODULE_PHASEORBITALCANNON to AbilityPhaseOrbitalCannon to BuffPhaseOrbitalCannon to CannonShellPhase to BuffCannonShellPhaseSpawn to BuffCannonShellPhaseOnShips AND BuffCannonShellPhaseOnStructures The last two are the ones which control damage, and yes i admit it is more complicated than i remember

10 Replies 7,806 Views