ZombiesRus5 ZombiesRus5

ZombiesRus5's Mod Yard (Rebellion Titan Victory Mini-mod)

ZombiesRus5's Mod Yard (Rebellion Titan Victory Mini-mod)

//

This will be a place for me to ramble and post on whatever my current side project or experiment is in one place.

[video]http://www.moddb.com/mods/sins-of-the-fallen/videos/hypercorp-playthrough[/video]

Active Projects:

Sins of the Fallen Logo 
  
Sins of the Fallen is my main modding project which adds two new races to the sins universe with their own gameplay. 
 

Sins of the Fallen: Transhumans is the first expansion to the mod an introduces two new races Rogues and Hypercorp.

Sins of the Fallen: Blood and Chrome is the second expansion to the mod and introduces two new BSG races Colonial and Cylons.

How to add a race to Sins of a Solar Empire provides a starter race mod template based off the three built-in races of TEC, Advent and Vasari. This mod can be easily scripted to create add-on races for any mod and was used for SGI to create the Asgard and Goauld entities. I have an ant script if your interested for renaming the files and references automatically.

Entity Editor and Validation Tool provides an Eclipse plugin capable of advanced validation of all version of Sins of a Solar Empire. This is a moderately advanced tool requiring the ability to install and configure Eclipse. The tool becomes much easier to integrate and use after the initial setup is complete. For those that do not have the technical capabilities to setup Eclipse, a wiki version of the validation rules have been posted on the code.google.com project site.

 

Retired Projects:


Sins Flagship is a mini-mod that creates 5 Flagship Class Capital Ships for each race. Downloaded way more than I ever expected. Integrated as an addon with Sins of the Fallen.

Sins Pirate is a mini-mod that simulates random attacks against your enemies planets. This was more of an attempt to plan around with Insurgency and had a limited lifespan. Still if your interested in insurgency modding take a look.

Sins_Diplomacy_logo

Sins Technology Pacts is a mini-mod adding additional research options to the diplomacy tree based on pact types accepted. This mod is not complete and may never be, but if your interested in additional ways to mod pacts it's worth looking at.

121,914 views 146 replies
Reply #26 Top

Planets like this will be classified Exotic. I'm also working on toxic planets too.

Reply #27 Top

weird... nearly as trippy as my new toxic texture. lol

Reply #28 Top

Quoting NovaCameron, reply 27
weird... nearly as trippy as my new toxic texture. lol

Who says the universe is full of blue oceans and green forests :P

 

Reply #29 Top

well what makes the gold color oceans? not sure if there is an element that makes that color when it's liquid...

Sulfur maybe?

Reply #31 Top

Nicely done! Keep it up :)

Reply #32 Top

Exactly what we are looking for sir. Now how can we harmonize all these juicy new planet thingies!? So many pretties...we wantsess them alll! I want the moons, your planets and MyFist0's binaries, Celestial/DS black holes....sigh.

Reply #33 Top

lol SIN so do i for my mod the mealstorm also gave me permission n to use there planets so you might ask them

Reply #34 Top

Exactly what we are looking for sir. Now how can we harmonize all these juicy new planet thingies!? So many pretties...we wantsess them alll! I want the moons, your planets and MyFist0's binaries, Celestial/DS black holes....sigh.

It's a nice thought... My problem is I don't have the patience to wade through everyone's work assuming they gave permission.

Reply #35 Top

and my planets won't be compatable with his anyway. i'm not doing a retexturing but a whole reworking. started from scratch and bult up a whole different planet system. so it will look, feel, and play differently from zombie's. if you merged them they would stand out from eachother substancually. highly unrecommended due to balencing and other fdactors such as file size.

Reply #36 Top

Quoting NovaCameron, reply 35
and my planets won't be compatable with his anyway. i'm not doing a retexturing but a whole reworking. started from scratch and bult up a whole different planet system. so it will look, feel, and play differently from zombie's. if you merged them they would stand out from eachother substancually. highly unrecommended due to balencing and other fdactors such as file size.

The real issues would be dealing with any modifications to balance you have made which is why I'm separating my new planets from my main mod initially.The advantage of course is that the planets can be easily integrated with any mod without having to decipher against other modifications I've made.

I'll bridge them into my Sins of Fallen mod when I'm happy with the overall look. I already had plans for moons and space junk but they are on a lower priority currently. I've considered broader variations in planet size, but don't personally feel they are needed at this time, but I may re-evaluate this after I have more components completed.

The only mod I've specifically rebalanced Sins of the Fallen for is Distant Stars which mainly impacts research trees and capital ships.

 

 

 

Reply #37 Top

This package contains the standard Terran, Desert, Ice and Volcanic planets optimized to a 2048x1024 texture using file'o'soft's Planet model.

The planet textures where baked from the original Sins texture files onto the new model.

The approach taken reduces the original source textures from appx 5.3 meg to 2.7 meg while utilizing roughly the same amount of texture space.

The mesh and planet textures included in this package may be used in any mod with references provided back to Thoumsin for the model and ZombiesRus5 for the mesh and texture optimizations.

Use of this model and texture may reduce the amount of memory utilized when rendering these planets. The mesh however does work really well with planet textures easily found such as for our solar system (I'll be releasing some textures for the planets in ours system using this mesh after a bit more testing).

Optimized Sins Planet Textures

contents of the package include:

Mesh

Planet_Desert_[0..3].mesh
Planet_Ice_[0..3].mesh
Planet_Terran_[0..3].mesh
Planet_Volcanic_[0..3].mesh

Textures

PlanetDesert01-cl.dds
PlanetDesert01-da.dds
PlanetDesert02-cl.dds
PlanetDesert02-da.dds
PlanetIce01-cl.dds
PlanetIce01-da.dds
PlanetIce02-cl.dds
PlanetIce02-da.dds
PlanetTerran01-cl.dds
PlanetTerran01-da.dds
PlanetTerran02-cl.dds
PlanetTerran02-da.dds
PlanetVolcanic01-cl.dds
PlanetVolcanic01-da.dds
PlanetVolcanic02-cl.dds
PlanetVolcanic02-da.dds

Reply #38 Top

Released a modding resource of Sol planet textures (see OP above or the show off your sins model thread). Will hopefully release some custom planet packages soon.

Reply #39 Top

Looking forward to them Zombie worlds (and Nova ones).

I am still tweaking mods and mini-dumping left and right. Just when I think I get something, something else breaks.

I'm trying to get  a basic  Dyson sphere done..one that is only partly finished so the sun and construction parts can be seen inside.

Reply #40 Top

Ok... getting back to planets. But I hate doing repetitive things I can automate. So here is the rough draft of requirements to create a planet generation script using templates and ant.

So the basic idea is to start with a set of Planet[Type].entity files and then execute a ant script to link the texture files and generate the relevant entries.

Planet_Toxic_01-cl.dds
Planet_Exotic_01-cl.dds

IDS_PLANET_TOXIC_01_NAME

Generates string entry
IDS_PLANET_[TYPE]_NAME

Randomizes asteroid template
Randomizes dustcloud template

Generates mesh name and file and sets the color file and optional data file
Planet_[Type]_[#].mesh

sets cloudColor from template
sets nullMeshRadius from template (default 0.00000)
sets nullMeshParticleEffect (defaults "")

Generates hud icon entry
HUDICON_PLANET_[TYPE]_[#]
HUDICONSMALL_PLANET_[TYPE]_[#]
MAINVIEWICON_PLANET_[TYPE]_[#]
MAINVIEWUNDETECTEDICON_PLANET_[COLOR]_[#]
PICTURE_PLANET_[TYPE]_[#]

script will generate the meshInfo element
and will use MergeData to build the meshInfoCount entries

templates needed
Planet[Type].entity


string templates needed
IDS|Planet|Exotic|something|something

brushes template needed
icon_planet_brush.csv - will map to custom texture file
picture_planet_brush.csv - will map to custom texture file

galaxy scenario def requirements

generate orbitBodyTypes for planetType: (modify merge galaxy scenario def)
designName.orbityBodyType
- will merge additional orbityBodyType entries with the base expansion or

mod

WeightedNonIce
WeightedRandom
WeightedColonizable
AsteroidOrDead
Random - All
RandomTrue - No asteroid
RandomTrueNonIce - No asteroid or ice
RandomTrueNonTerran - No asteroid or terran
RandomSpecial
RandomUncolonizable
RandomIceVolcanic
Terran
TerranHome
Ice
Desert
DesertHome
Volcanic
Asteroid
AsteroidBelt
AsteroidSpaceJunk
PlasmaStorm
MagneticCloud
GasGiant
Wormhole
PirateBase

generate obitBodyType for: (modify merge galaxy scenario def)
Toxic - maps back to entries in planetTypes
Exotic
etc


Reply #41 Top

Really nice textures Rus.  I've had a couple of days free so I'm working on another uplifted or two for you now.  I'll make a thread on the Invader Zim ships so you can see what's there as both you and Harpo inquired.  I am working on a SOASE sound catalog but it's a piecemeal effort on my schedule and I am a quality freak...sigh.

If you have a logo or insignia in mind for these let me know. I can take the "SpaceGerbil" off the other as well and ad things like insignia or a mod logo to the images. Not hard at all with these as I am recycling Tron pics. This is a "Space Crow" so now we have a gerbil, crow and camel. Next I will do a pig I think (Hehe...Pigs in Space)

Here's "Space Goast"...

 

 

+1 Loading…
Reply #42 Top

I've got some better ones in waiting! Plus I think I'll do moons too, lol!

 

So I've finished the hard part of the script.

    <target name="generate_planets">
        <generatePlanet
            asteroidtemplates="Empty,Dense,Sparse,Wall"
            cloudcolor="ffffffff"
            defaultdatatexture="PlanetBlack-da.dds"
            dustcloudtemplates="Empty,Sparse,Dense"
            meshdirectory="${mymod.dir}/Mesh"
            planettemplate="PlanetFallenIce"
            tempdirectory="${basedir}/Temp"
            texturedirectory="${mymod.dir}/Textures"
            planetmeshheaderfilename="${basedir}/Templates/Planet_Base_Header.mesh"
            planetmeshfooterfilename="${basedir}/Templates/Planet_Base_Footer.mesh"
            >
            <fileset dir="${mymod.dir}/Textures" includes="Planet*Ice*-cl.dds"/>
        </generatePlanet>
    </target>

generated:

PlanetFallenIce0.mesh
PlanetIce01.mesh
PlanetIce02.mesh

and generated the meshInfo's that will be merged via MergeData ant task.

TXT
meshInfoCount3
meshInfo
    typeNameStringID "IDS_PLANETTYPE_FALLENICE"
    asteroidTemplate "Sparse"
    dustCloudTemplate "Sparse"
    meshName "PlanetFallenIce0"
    cloudColor ffffffff
    nullMeshRadius 0.00000
    nullMeshParticleEffect ""
    hudIcon "HUDICON_PLANET_FALLENICE0"
    smallHudIcon "HUDICONSMALL_PLANET_FALLENICE0"
    infoCardIcon "INFOCARDICON_PLANET_FALLENICE0"
    mainViewIcon "MAINVIEWICON_PLANET_FALLENICE0"
    undetectedMainViewIcon "UNDETECTEDMAINVIEWICON_PLANET_FALLENICE0"
    picture "PICTURE_PLANET_FALLENICE0"
meshInfo
    typeNameStringID "IDS_PLANETTYPE_ICE"
    asteroidTemplate "Sparse"
    dustCloudTemplate "Dense"
    meshName "PlanetIce01"
    cloudColor ffffffff
    nullMeshRadius 0.00000
    nullMeshParticleEffect ""
    hudIcon "HUDICON_PLANET_ICE01"
    smallHudIcon "HUDICONSMALL_PLANET_ICE01"
    infoCardIcon "INFOCARDICON_PLANET_ICE01"
    mainViewIcon "MAINVIEWICON_PLANET_ICE01"
    undetectedMainViewIcon "UNDETECTEDMAINVIEWICON_PLANET_ICE01"
    picture "PICTURE_PLANET_ICE01"
meshInfo
    typeNameStringID "IDS_PLANETTYPE_ICE"
    asteroidTemplate "Sparse"
    dustCloudTemplate "Sparse"
    meshName "PlanetIce02"
    cloudColor ffffffff
    nullMeshRadius 0.00000
    nullMeshParticleEffect ""
    hudIcon "HUDICON_PLANET_ICE02"
    smallHudIcon "HUDICONSMALL_PLANET_ICE02"
    infoCardIcon "INFOCARDICON_PLANET_ICE02"
    mainViewIcon "MAINVIEWICON_PLANET_ICE02"
    undetectedMainViewIcon "UNDETECTEDMAINVIEWICON_PLANET_ICE02"
    picture "PICTURE_PLANET_ICE02"

 

Reply #43 Top

Quoting ZombiesRus5, reply 26
Planets like this will be classified Exotic. I'm also working on toxic planets too.

Reduced 55%Original 1024 x 768

One could imagine Saturns Moon Titan looking like that if it's clouds weren't in the way ;)

Reply #44 Top

Script is finished. Added some new planets to my Sol package with it and tested it out :P

Here's the basic end result which generates everything I need off a single Planet[XXX]-cl.dds texture. I have a couple more tasks that merge the rest into the galaxy scenario def. The only files I have to edit currently are the textures, planet icons when adding a new planet that is supported by an existing template.

    <target name="gen_terran">
        <mkdir dir="${project}/Temp"/>
        <generatePlanet
            asteroidtemplates="Empty,Dense,Sparse,Wall"
            cloudcolor="ffffffff"
            defaultdatatexture="PlanetBlack-da.dds"
            dustcloudtemplates="Empty,Sparse,Dense"
            meshdirectory="${mymod.dir}/Mesh"
            planetentity="${project}/mod/GameInfo/Planet${race.name}Terran.entity"
            planettemplate="${project}/Templates/PlanetTerran.entity"
            texturedirectory="${mymod.dir}/Textures"
            planetmeshheaderfilename="${project}/Templates/Planet_Base_Header.mesh"
            planetmeshfooterfilename="${project}/Templates/Planet_Base_Footer.mesh"
            planetTypes="WeightedNonIce,WeightedRandom(2),WeightedColonizable(2),Random,RandomTrue,RandomTrueNonIce,RandomTrueNonTerran,RandomIceVolcanic,Volcanic"
            defaultTemplateName="Template:DefaultStart_Asteroid"
            tempdirectory="${project}/Templates"
            >
            <fileset dir="${mymod.dir}/Textures" includes="*Planet*Terran*-cl.DDS"/>
        </generatePlanet>
    </target>

Reply #45 Top

Here's a few new textures I found that are futuristic/fictional versions of our planets.

Reply #46 Top

Very nice looking. Love the look of these.  These are the optimized sort of textures you mentioned above?

Reply #47 Top

Quoting Sinperium, reply 46
Very nice looking. Love the look of these.  These are the optimized sort of textures you mentioned above?

Yes, these are optimized to medium resolution (2.7 meg) compared to sins which are (5.4 meg). I have some textures that are 1.3 meg which look good, but I'm going with the medium resolution going forward.

I can downstep the medium resolution one lower if needed to around 1.3 meg, but I don't think that will be necessary at the moment.

What I think I'm going to do is provide some universe packs that can change some of the Sins aethesics. Hardest part with the script in place will be adding the specular to the cl files and creating the matching icons.

I also want to setup new categories of planets (have started some new categories) and balance them against the base game. This is similar to my mods which are also balanced against the base game. I'm going to look over what some of the other mods like SinsPlus or DistantStars have done which will be more closly aligned with this effort. I'll also look at optimizing the SinsPlus/DS

Reply #48 Top

very nice future earth planet zombies, it almost puts me into a state of depression now thanks to the thoughts of our most likely doomed existence.

anywas, what do you mean when you say you are making NEW categories of planets?

Reply #49 Top

Quoting ZombiesRus5, reply 47
Yes, these are optimized to medium resolution (2.7 meg) compared to sins which are (5.4 meg).

Well, original sins texture are 2048x2048, it is 4.19Mpx... but 4/9 of the surface is wasted, who mean that the real resolution is 2.33Mpx... the 2.7 Mb texture are 2048x1024, it is 2.097Mpx where nothing is wasted... it is a drop of 10% resolution with a 50% sparing of memory... these 10% drop is not enough for call them medium resolution...

With the babylon 5 mod, they work the other way... don't try to reduce the size of the texture but optimize the UV in a way  that more pixel can be used for the same surface, reducing wasted space at a maximum... identical piece using identical surface on the map... in some case, a 700% increase of quality is possible with the same size dds...

Very important, don't throw stone to the Ironclad devs... was a little team ( maybe 10 people ) working during 1 year who have create sins... we are hundred of modders, working since sins is released ( 3 years )... so, it don't surprise me that modders can reach quality that the original devs was not able to reach...   

+1 Loading…