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[Tutorials] Modding, Reference Files, Modeling, Texturing & Converting

[Tutorials] Modding, Reference Files, Modeling, Texturing & Converting

 

The Forge Tools 3 has modding documentation which is a good introduction, but much of the information is outdated and has changed for Entrenchment, Diplomacy and Rebellion. According to the original Sins Mod Set (2008), you will need to copy the 'entire' folder set from your SoaSE install directory to the created mod folder, then convert the files you wish to modify to text. Those which are not included will not be used by the game.

For the Entrenchment, Diplomacy expansions, and Rebellion, you only have to include the files that you want to change and if you want to "remove" an original file you have to remove it from the entity manifest (which is explained in the documentation). Also note that it includes some reference files which are outdated and you will need to create your own or download the archives for Rebellion or Trinity that includes all current versions.

Each faction can build a max of 9 tactical, 9 logistical, 1 titan, 9 capitals, 9 frigates and 9 cruisers (note that frigates and cruisers are the same, but they are just shown on different places in the U.I.). You can also place tactical modules in a logistics slot and vice-versa. An entity can have a max of 3 different weapons. As far as it is known there isn't any limit on research levels.

TECH = TEC
PSI = Advent
PHASE = Vasari

The first thing on a new modder's list should be the Developer.exe's. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to Enable Logging, then you can copy the information to paste into a thread in the modding forum.

 

See Also:


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Reply #79 Top

WTF, looks like there are lot of links broke, as soon as the SOA2 patch is released, this is the next priority. The reference files have been updated though.

Edit: All the modeling links are now working.

Reply #80 Top

OK, I think the site finally back to being fixed. Checked almost every link and page. All images will be hosted in the site root from now on.

From here I will start adding Rebellion info and some half done tutorials will be finished.

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Reply #82 Top

Ok.. All i want to do is edit entity files that already exist. Im brand new to the modding scene, and ever single tool ive found is not for rebellion. Ive scoured the net for anything that will let me just edit a entity file but no avail. The tools are outdated, the harpo thing doesn't let me do it and just errors, this is hair pullingly frustrating. If say i just wanted to lower a cooldown or increase a cooldown of an existing ability, I would edit an entity file correct? Is there absolutely anything out there that lets me do this? I cant just open it in a text editor as I get a jumble of random stuff, and notepad ++ just gives me voidvoidvoidvoid etc... Help

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Reply #83 Top

You need the Current reference files 1st


Reference Files

 Extract the Rebellion folder to your desktop or where ever your work space is.

Create a folder inside
C:\Users\[username]\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.52 Dev
The folder name will be your mod name

Inside your new mod folder create another folder called GameInfo (Case sensitive)

copy the files you want to edit from the current reference files to your mod and edit with NotePad++

Test using the dev exe located in the install directory usually
C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion\Sins of a Solar Empire Rebellion Dev.exe

I would make a shortcut to desktop of the Dev.exe

test your changes often as the dev exe will show many errors you will not understand

 

And yes those are the .entity files you want to edit.

 

Reply #85 Top

I'm trying to get the XSI scripts but i keep getting redirected to x90x.net, whats going on?

Reply #86 Top

Quoting shadowfax91, reply 85
I'm trying to get the XSI scripts but i keep getting redirected to x90x.net, whats going on?

Which one? I must have missed that page when updating all the links after the move. Page is also missing images so it needs a total rebuild. I can link you to what you want for now. Thanks for the heads up.

Reply #88 Top

Quoting shadowfax91, reply 87
i need all the scripts

o_O  What the ...

 

Reply #90 Top

out of date post

Reply #91 Top

This post by SZO might be a useful thing to add to the meshpoint tutorial.

 

Quoting SZ0, reply 8



To elaborate on hardpoints

Point
        DataString "Center"
        Position [ 0.000000 0.000000 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]

This point is at the origin. Position [ X = 0, Y = 0, Z = 0]

The models faces forward in the Z direction. So anything with a + Z value is forward of the center & anything with a -Z value is behind the center. Anything with a + Y value is above the center and anything with a -Y is below. Anything with a + X is to the right of center (looking at your model from the front view) and anything with a -X is to the left.

This point is also orientated pointing in the + Z Axis direction.  

                   X Axis       Y Axis      Z Axis

Point's

X Direction  [ 1.000000 0.000000 0.000000 ]  =    point's X direction is the same as X Axis
Y Direction  [ 0.000000 1.000000 0.000000 ]  =    point's Y direction is the same as Y Axis
Z Direction  [ 0.000000 0.000000 1.000000 ]  =    point's Z direction is the same as Z Axis

                                                Pointing forward

 

so            [ -1.000000 0.000000 -0.000000 ] =  point's X direction is opposite to X Axis   }  Is rotated
               [ 0.000000 1.000000 0.000000 ]    =  point's Y direction is the same as Y Axis }180 degrees
               [ 0.000000 0.000000 -1.000000 ]   =  point's Z direction is opposite to Z Axis } on the Y Axis

                                                 Pointing backward

 

&             [ 1.000000 0.000000 0.000000 ]  = point's X direction is the same as X Axis    } Is rotated
               [ 0.000000 -0.000000 -1.000000 ]  = point's Y direction is the same as -Z Axis } 90 degrees
               [ 0.000000 1.000000 -0.000000 ]   = point's Z direction is the same as Y Axis   } on the X Axis

                                                 Pointing upward

 

&             [ 1.000000 0.000000 0.000000 ]   = point's X direction is the same as X Axis  } Is rotated
               [ 0.000000 -0.000000 1.000000 ]  = point's Y direction is the same as Z Axis  } 90 degrees
               [ 0.000000 -1.000000 -0.000000 ] = point's Z direction is the same as -Y Axis } on X axis

                                                 Pointing Downward

 

&             [ -0.000000 0.000000 1.000000 ] = point's X direction is the same as Z Axis } Is rotated
               [ 0.000000 1.000000 0.000000 ]  = point's Y direction is the same as Y Axis } 90 degrees
               [ -1.000000 0.000000 -0.000000  = point's Z direction is opposite to X Axis  } on Y Axis

                                                Pointing Left

 

&             [ -0.000000 0.000000 -1.000000 ] = point's X direction is the opposite as Z Axis } Is rotated
               [ 0.000000 1.000000 0.000000 ]   = point's Y direction is the same as Y Axis    } 90 degrees
               [ 1.000000 0.000000 -0.000000 ]  = points Z direction is the same as X Axis    } on Y Axis

                                                Pointing Right

   A lot of the hardpoints you see on the Sins models are not rotated at 90 degrees, but if you just look at where the values are and whether they are + or - in relation to the above, you can work out what direction they are facing and where they are situated.

Reply #92 Top

Thanks Goa, real busy with the next SOA2 update, after that I will put it up.

Reply #93 Top

Hrm, the import tool no longer seems to import meshes correctly.  It gives me a floating point error. :annoyed:

 

I'm using 3dsMax and the maxtool v1.1

Reply #94 Top

its for old dip models, need to convert mesh to txt,

remove that new line 
maxDiffuseMipLevel 0

then convert back to BIN

import to max

Reply #95 Top

Is your site down against myfist?  :(O

Reply #96 Top

We have received report from H24Staff that your website has been involved into illegal activity that violates our terms of service. More details from the report: Phishing, scam or hacking activities.  


So... they can pound salt.

 

EDIT:

Dear Hosting Customer: 

On December 31, 2013 we will shut down the servers listed below forever. Please make sure to you copy and transfer all your files to a new provider before December 31st. On January 1, 2014 you will no longer be able to recover anything from the server. 

If you are a paid customer you should have already received a refund via PayPal for the months after January that you pre-paid to us earlier in the year. We completed this process about a week ago. 

Thank you. 

Reply #97 Top

Repost as apparently forum decided to poop on my original post.

 

It's a real shame to lose the sites, as it was a wonderful repository for knowledge. I understand how annoying it would be to have to constantly fix links, but would you perhaps consider atleast releasing a document with all the information in, even if it's just a copy and paste? As to be honest, and I think I am speaking for not just myself but many other amateur modders, to lose the information you provided is a loss to the community as a whole.

 

Just my two pence. Hope you perhaps consider it. Even if not, thanks for the work you put into it while it was up, it was greatly appreciated.

 

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Reply #98 Top

Too bad for the link if you could upload the file from the website i'm sure people will make a document of it or at least will be able to learn from them :)

Reply #99 Top

And... we're back from the dead. People finally made sacrifices in blood to revive this beast.  }:)

 

Their may be the odd broken link, or out of date sections for Trinity releases only that need to be updated. If anyone has some knowledge of HTML, or just wants to submit something in a post, feel free, I could use all te help I can get.

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