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

 

7,601,466 views 2,761 replies
Reply #2601 Top

Quoting GoaFan77, reply 2600


Quoting ZombiesRus5,

unit unlocks ignore priority



That hasn't been my experience actually. Of course I'm only doing this for special strikecraft research, so it may be different for required roletype frigates.

 

Talking about base sins here, I'm not familiar with your research XD

 

That being said, you, Lavo, & many others have done very impressive things, and it's been what, 10+ years y'all have been at it?

Reply #2602 Top

Quoting GoaFan77, reply 2600
That hasn't been my experience actually. Of course I'm only doing this for special strikecraft research, so it may be different for required roletype frigates.

Squadrons are the only unit that the AI doesn't think of as a "researchable unit". I don't really know why, just that this is how it is.

Reply #2603 Top

Hi Guys,

What are the current (Rebellion) hardcoded limits of Total Meshes, Total Textures, Total Sounds?

As per the (old) post https://forums.sinsofasolarempire.com/363233/page/1/ they are

enum { MAX_NUM_MESHES = 400 };
enum { MAX_NUM_FILE_TEXTURES = 1000 };
enum { MAX_SOUNDDATA = 2000 };

Currently Rebellion uses

Meshes: 430
Textures: 1303
Sounds: 1608

PS: ZombiesRus5 has indicated that MAX_NUM_MESHES = 800 meshes for Rebellion

Reply #2604 Top

Quoting vrishnak92, reply 2596

Quoting WA-Numenor,


So I read the best way to prevent them from building carriers is just to create a duplicate faction for the AI, and remove their ability to build carriers all together.

So I made a copy of the player entity files for faction and removed the ability to build and research carriers for the AI factions... now what do I need to edit or do to make these special races show up in game so I set the AI as them without overriding the ordinary factions?



 

I'd like to know where you read this, do you remember (or have access to) the link?

Here is the link... its a thread from 2012...

https://forums.sinsofasolarempire.com/420759/page/1/

 

Quoting ZombiesRus5, reply 2597

Adding a new player entity file is a little more complicated than you would think. You would need to extend or turn off the player selection popup that shows the Loyalist and Rebel race. After that you need to add it to the entity manifest then probably add a new stringinfo for a different AI player race name. Your biggest challenge is the player selection popup.

 

Can you elaborate on how to "turn off the player selection popup that shows the Loyalist and Rebel race."?

 

Quoting vrishnak92, reply 2598

I figured out a solution, gonna make a high priority no tier research where the ai declares itself to an ai only faction that ends up removing the carrier as a research and build option.

I don't understand what you mean there? Can you explain it in a different way?

Reply #2605 Top

He can faction lock the carrier out of the AI by switching factions with research in game.  Once the AI uses it, no more carriers.

Reply #2606 Top

How do you do that? can someone give me step by step instructions for it? I don't need pictures or anything, just some written instructions for an example.

Reply #2607 Top

If you look at the RESEARCHSUBJECT_DECLAREFACTION_*.entity files, that should help give you some idea.

Reply #2608 Top

Okay so is this I am suppose to do?

1. Duplicate the player race entity files, and rename the file to something else in GameInfo folder?

2. Change this value in the player race entity files?

 raceNameStringID "IDS_PLAYERRACENAME_PSILOYALIST"

to

raceNameStringID "IDS_PLAYERRACENAME_PSILOYALISTAI"

3. Then remove the carrier tech or the carrier itself from the frigateInfo or researchInfo lists in the player race entity files.

4. Then change the string info from

ID "IDS_PLAYERRACENAME_PSILOYALIST"

to

ID "IDS_PLAYERRACENAME_PSILOYALISTAI"

5. Then change the string id in RESEARCHSUBJECT_DECLAREFACTION_*.entity where it says

researchBoolModifiers 1
researchModifier
modifierType "SetFaction"
factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"

to

researchBoolModifiers 2
researchModifier
modifierType "SetFaction"
factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"
researchModifier
modifierType "SetFaction"
raceNameStringID "IDS_PLAYERRACENAME_PSILOYALISTAI"

Reply #2609 Top

GameInfo\GalaxyScenarioDef.galaxyScenarioDef

search for

playerTypeCount 7

validPictureGroups 5

validThemeGroups 6

these are values from our mod

try searching the file for PlayerTech or whatever they use, to see all the entries needed to make it work

 

any new entities created need to be added to the entity.manifest located in the root of Sins and needs to be copied to the root of your mod. Dont forget to a +1 to the top count for every entity added.

 

Reply #2610 Top

No WA, that's not how you'd do it.

 

You'd create an invisible research that only the AI could do, by virtue of being unclickable for the player.  The invisible research would do that SetFaction thingy, and you'd make a duplicate of the carrier and lock one to the default loyalist, and one to the rebel.  Then when the AI changes it's faction, it's locked out of the carrier.

Reply #2611 Top

Quoting psychoak, reply 2610

No WA, that's not how you'd do it.

 

You'd create an invisible research that only the AI could do, by virtue of being unclickable for the player.  The invisible research would do that SetFaction thingy, and you'd make a duplicate of the carrier and lock one to the default loyalist, and one to the rebel.  Then when the AI changes it's faction, it's locked out of the carrier.

I know what you are talking about but the way you explained it I have no clue what yur talking about ;p

I have done this by making a null brush set for the button, make it reference the button sheet but use [0, 0, 0, 0] which is very top left of sheet but 0 px wide and 0 px tall, call it NULL_Brush. 

brush
    name "HUDICON_NULL"
    content "Simple"
    fileName "UI_SHARED-HudIcons"
    pixelBox [ 0 , 0 , 0 , 0 ]

I also use a Null_mesh, Null_String in the mod

 

Reply #2612 Top

Does anyone know exactly what the "renderShield TRUE" in the entity file does or means ?

I am removing just the actual physical shields from the game that you can see not the shield points. Planet modules have no actual shield meshes but they still say "renderShield TRUE".

Reply #2613 Top

Not having a shield mesh on a ship with shields is a bad idea. All the hits to the ship are at a single point away from ship until the shields are gone. The render lights up the shield when hit.

Reply #2614 Top

Quoting myfist0, reply 2613

Planet modules have no actual shield meshes but they still say "renderShield TRUE"

planet module 

MaxShieldPoints 0.000000
ShieldPointRestoreRate 0.000000
maxShieldMitigation 0.000000

so render true with nothing to render 

Reply #2615 Top

It is also worth nothing that even ships without shields should have a shield mesh as the shield mesh in Sins is actually the collision mesh. So if a ship doesn't have shields, make a copy of the main mesh, get rid of the hardpoints, and have the texture lines be blank, ex. ( DiffuseTextureFileName "" ), and use that as the shield mesh. This is also useful if you want to have "hull hugging" shields.

To answer the original question, if renderShield is set to FALSE, even if the ship has shield points, the shield shader will not show up and weapons will impact the shield mesh as if the shields were down.

Reply #2616 Top

Quoting Lavo_2, reply 2615

This is also useful if you want to have "hull hugging" shields.

That also makes for a huge poly count for a shield mesh. I don't recommend that for a lot of ships.

 

Better off doing what psy did for the Borg. No shields, lots of armour with regeneration...

Reply #2617 Top

Has anyone heard of this issue before? I saw it for the first time ever today.

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/List.h(431)

i != End()

Quoting myfist0, reply 2616
That also makes for a huge poly count for a shield mesh. I don't recommend that for a lot of ships.

It isn't a huge problem. Poly count isn't too much of an issue in Sins so long as they're under 25k or so.

Reply #2618 Top

Quoting myfist0, reply 2613

l

Interesting. This likely explains some of the odd hit effects I've seen with BSG ships with decimal point shields with no regeneration and shield mitigation.

Quoting Lavo_2, reply 2615

It is also worth nothing that even ships without shields should have a shield mesh as the shield mesh in Sins is actually the collision mesh. So if a ship doesn't have shields, make a copy of the main mesh, get rid of the hardpoints, and have the texture lines be blank, ex. ( DiffuseTextureFileName "" ), and use that as the shield mesh. This is also useful if you want to have "hull hugging" shields.

To answer the original question, if renderShield is set to FALSE, even if the ship has shield points, the shield shader will not show up and weapons will impact the shield mesh as if the shields were down.

Do you mean for collision detection when ships are moving? I've seen odd behavior even with ships that have shields that makes it appear Sins is assuming a certain size for collision detection.

Reply #2619 Top

Quoting Lavo_2, reply 2617

It isn't a huge problem. Poly count isn't too much of an issue in Sins so long as they're under 25k or so.

It is a big waste of RAM though. We've seen noticeable performance improvements since switching to Sins style shield meshes, especially by players on the lower end of PCs.

Ideally the shield mesh should be specially made as basically an extremely low detail outline of the hull even for "hull hugging" style shields, but that of course requires modeling skills and time a lot of us don't have. :p

Reply #2620 Top

I have a few questions please. :)

 

Can buff entities be applied to certain ships without using invaluable ability slots?  For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates.  I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled."  Or a buff that increases mitigation.

 

Can planets be made to generate a set amount of crystal, metal, and credits?  What about buildings and Starbases?

 

Can ships (such as the Constructor Frigate) be made to start constructing items in a gravity well, even if it's not colonized?

 

Is it possible to construct buildings through a Starbase?

 

Where is the location of the Neutral Extractor in the files?

 

I would greatly appreciate some help from the titans of modding. :D

Reply #2621 Top

Can anybody tell me what are the last limits with the amount of weapons by type of units? how many points can I add by space model?

The point is how I am making a new mod from a non-Star Wars universe and I would like know it.

Reply #2622 Top

Quoting JoshuaTedder, reply 2620

Can buff entities be applied to certain ships without using invaluable ability slots?  For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates.  I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled."  Or a buff that increases mitigation.

Use an orbital structure that uses the ability on the ships in range or in the planets well.

 

Quoting JoshuaTedder, reply 2620

Can planets be made to generate a set amount of crystal, metal, and credits?  What about buildings and Starbases?

Make a copy of the planet entity, add it to the entity manifest and in the GSD templates, set each how you like.

Resources are only allowed to be set in planet entity. You could apply bonuses to structures in the well that increase that like a tec refinery.

 

Quoting JoshuaTedder, reply 2620

Can ships (such as the Constructor Frigate) be made to start constructing items in a gravity well, even if it's not colonized?

not sure

 

Quoting JoshuaTedder, reply 2620

Is it possible to construct buildings through a Starbase?

No

 

+1 Loading…
Reply #2623 Top

Can buff entities be applied to certain ships without using invaluable ability slots?  For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates.  I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled."  Or a buff that increases mitigation.

 

I've done quite a few of these, but you need ways to get them on the ships.  See AbilityJemHadar in SOA2 for an example.  It restricts the Jem'Hadar related abilities to only their ships, excluding the Cardassians and Breen.

 

Can planets be made to generate a set amount of crystal, metal, and credits?  What about buildings and Starbases?

 

Yes, but this could be a very bad idea.  There are buffs you can use to create resources and money, but you need to be careful about throwing periodics on everything for CPU utilization reasons.

 

Can ships (such as the Constructor Frigate) be made to start constructing items in a gravity well, even if it's not colonized?

 

No.  Construction via the constructor frigates is a hardwired behavior, you can only "build" through the menu that requires an owned planet to access.  You can however build without them using abilities to spawn specific structures with a ship.

 

Is it possible to construct buildings through a Starbase?


Yes, indirectly.  You could construct buildings with an ability.  You'd spawn a frigate with an ability, and then use that frigate to make the structure desired.

 

Where is the location of the Neutral Extractor in the files?


I believe that is the TECH version of the extractor.

+1 Loading…
Reply #2624 Top

Thanks for the help!

Quoting myfist0, reply 2622


Can buff entities be applied to certain ships without using invaluable ability slots? For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates. I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled." Or a buff that increases mitigation.


Use an orbital structure that uses the ability on the ships in range or in the planets well.


I'm trying to disable the jump drives of all frigates and corvettes in the game, as soon as they are produced and as long as they live, to simulate the fact that jump drives aren't installed on smaller ships (in my mod). I would then create an ability for the Mothership that temporarily enables their jump drives with the remove buff property and extends a particle effect (particle effect already created) around the ships, simulating it creating a "Jump Portal" for the smaller ships to enter. Would the best way be to create an ability for every entity like planets, suns, asteroids, etc., disabling the jump drives of all frigates and corvettes with the target filter property, or is this even possible?

Quoting myfist0, reply 2622


Can planets be made to generate a set amount of crystal, metal, and credits? What about buildings and Starbases?


Make a copy of the planet entity, add it to the entity manifest and in the GSD templates, set each how you like.

Resources are only allowed to be set in planet entity. You could apply bonuses to structures in the well that increase that like a tec refinery.

I was trying to allow planets to generate credits and resources all on its own, independent of population, extractors, refineries, or trade hubs to simulate planetary mines while the asteroids above the planet represented asteroid fields. I'm thinking a possible way is through planet bonuses or planet upgrades. There's a planet bonus for x more tax income per second, but planets automatically receive these bonuses and the player doesn't have to pay anything. Plus it doesn't give x amount of resources per second. The only other possible way I can think of is through planetary upgrades, specifically the "Home" one. But it seems that the modifier used can only modify the home planet, of which there can be only one I'm guessing?

homePlanetTaxRateBonus 4.000000
homePlanetMetalIncomeBonus 0.400000
homePlanetCrystalIncomeBonus 0.400000

So I can't just add these to another ability and remove the "home" part in these lines. Maybe there is a way to make every planet able to be set to "Home" or even a different way to generate x credits and resources?

Reply #2625 Top

Quoting psychoak, reply 2623


Can buff entities be applied to certain ships without using invaluable ability slots?  For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates.  I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled."  Or a buff that increases mitigation.



 

I've done quite a few of these, but you need ways to get them on the ships.  See AbilityJemHadar in SOA2 for an example.  It restricts the Jem'Hadar related abilities to only their ships, excluding the Cardassians and Breen.

 

 

Would applying such an ability to all galactic bodies such as planets, suns, etc. work?  I could set the target filter to only frigates and corvettes and the owner to neutral, enemy, friendly, and self (I think?).

 

Quoting psychoak, reply 2623


Can planets be made to generate a set amount of crystal, metal, and credits?  What about buildings and Starbases?



 

Yes, but this could be a very bad idea.  There are buffs you can use to create resources and money, but you need to be careful about throwing periodics on everything for CPU utilization reasons.

 

 

Yeah this would be a bad idea, especially since the player should pay for these super abilities and wait a long time for them. :)

 

Quoting psychoak, reply 2623


Can ships (such as the Constructor Frigate) be made to start constructing items in a gravity well, even if it's not colonized?




No.  Construction via the constructor frigates is a hardwired behavior, you can only "build" through the menu that requires an owned planet to access.  You can however build without them using abilities to spawn specific structures with a ship.

 

 

So whichever ship is assigned the module construction and deconstruction abilities has access to the build menu?  Does the ship have to have these properties?

frigateRoleType "ModuleConstructor"
statCountType "FrigateConstructor"

 

Quoting psychoak, reply 2623

Is it possible to construct buildings through a Starbase?






Yes, indirectly.  You could construct buildings with an ability.  You'd spawn a frigate with an ability, and then use that frigate to make the structure desired.

 

 

How would you do this?  I played around with it for a little while and only got to spawning the siege and combat turrets, which are defined as frigates and are spawned in with the "create frigate" ability, which is very interesting.  Can you spawn in buildings directly without turning the buildings into frigates?  If not, then how could you spawn a defense hangar or a refinery as a frigate for example?

 

Quoting psychoak, reply 2623

 

Where is the location of the Neutral Extractor in the files?






I believe that is the TECH version of the extractor.

 

I cannot find anywhere where it makes it invulnerable, capturable, and not able to be scrapped.  It has to be somewhere in the haystack. :D

 

Thanks!!