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

 

7,600,093 views 2,761 replies
Reply #51 Top

Ah, I see. Makes sense.

Reply #52 Top

Edit: Delete this >_<

Reply #53 Top

Hey guys, me again. I've got a question concerning the creation of effects, specifically explosions with burst-fire weapons. I made a torpedo that has a burst fire of 3 (it is a slow traveling weapon), but the explosion only happens on the 1st and 3rd torpedoes, and nothing happens on the second, as if the damage was transferred, but no explosion. do you know why it does this? is it a hardcoded limit in the game? thanks! here's the pastebin:

http://pastebin.com/jagGpUdE

Reply #54 Top

Okay my turn to ask a question now. 8O

Does anyone know what map the game uses to create the little solar system in the background before you launch a game? If we could determine which one it was (assuming its with the rest) we could create some awesome background battle scenes such in Empire at War.

Reply #55 Top

Quoting GoaFan77, reply 54
Does anyone know what map the game uses to create the little solar system in the background before you launch a game? If we could determine which one it was (assuming its with the rest) we could create some awesome background battle scenes such in Empire at War.

The backdrop is randomly generated each time... This means that it either draws upon one of the Random maps or has some sort of internal map generator.

I got a question as well. Say I have a laser weapon that has a Damage value of 100 (same for all Banks) and the weapon has a burstCount of 2, this weapon would do 200 damage per volley (aka. 100 damage/shot), correct?

Also, on Entity modifiers, there's modifiers such as ShieldPointRestoreRate and MaxHullPoints, and I was wondering if there's any sort of Shield Point modifer, like MaxHullPoints, out there?


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Reply #56 Top

Quoting Lavo_2, reply 55
and the weapon has a burstCount of 2, this weapon would do 200 damage per volley (aka. 100 damage/shot), correct?

No. Burst count is purely cosmetic, the game does not associate damage values with individual shots. All it is used for is spawning multiple lasers/missiles etc. with each volley.

Quoting Lavo_2, reply 55
Also, on Entity modifiers, there's modifiers such as ShieldPointRestoreRate and MaxHullPoints, and I was wondering if there's any sort of Shield Point modifer, like MaxHullPoints, out there?

Look at the Advent hangar shield bestowal ability. If its possible you'll find it there.

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Reply #57 Top

Quoting GoaFan77, reply 56

No. Burst count is purely cosmetic, the game does not associate damage values with individual shots. All it is used for is spawning multiple lasers/missiles etc. with each volley.


Hrm. Thanks, I have some changes to do then.

Quoting GoaFan77, reply 56
Look at the Advent hangar shield bestowal ability. If its possible you'll find it there.

Indeed it exists; called MaxShieldPoints no less, thanks. For reference, I'm using this in an attempt to give fighters shields, via ability, will post if it works out. Edit: And it seems it works, I think. Will see if the shielding works properly however.

Reply #58 Top

Quoting Lavo_2, reply 57
Indeed it exists; called MaxShieldPoints no less, thanks. For reference, I'm using this in an attempt to give fighters shields, via ability, will post if it works out. Edit: And it seems it works, I think. Will see if the shielding works properly however.

Holy $%!#, that's awesome. \o/ I guess it just got so ingrained in people's heads that fighters can't have shields that no one bothered to try. If it works k1 and I've got some new features to add to my mods.

Reply #59 Top

Quoting GoaFan77, reply 54
Okay my turn to ask a question now.

Does anyone know what map the game uses to create the little solar system in the background before you launch a game? If we could determine which one it was (assuming its with the rest) we could create some awesome background battle scenes such in Empire at War.
 

I think I might have stumbled across something referring to this in the diplomacy.user file. But, I think that would be either to generate or not to generate a system instead of pick and choose what you want there. You could use that as an angle to look into it maybe.

 

Reply #60 Top

Okay guys, my turn for some help.

I am trying to develop a method through an ability/buff setting using the Fleet Beacon concept that when a ship dies another ship is called in. I got it "stable" but it doesn't call in a ship when it dies. This is the coding I have.

http://pastebin.com/25B9ArYs

Reply #61 Top

Quoting Ryat, reply 60
Okay guys, my turn for some help.

I am trying to develop a method through an ability/buff setting using the Fleet Beacon concept that when a ship dies another ship is called in. I got it "stable" but it doesn't call in a ship when it dies. This is the coding I have.

http://pastebin.com/25B9ArYs

This works for me as a passive ability.

http://dl.dropbox.com/u/5790092/Temp/AbilityNephilimImmortality.entity

http://dl.dropbox.com/u/5790092/Temp/BuffNephilimImmortalityOnDeath.entity

 

Edit - De nada... Let me know if it works for you.

 

Reply #62 Top

Thanks, I will give it all a try.

Reply #63 Top

It didn't work. :&#39;(

Reply #64 Top

Are you spawning a capital ship or a frigate. It works well with a capital ship because fleet supplies are ignored.

If you are spawning a frigate are your min/max supplies right?

 

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Reply #65 Top

The frigate is only at 1 supply and I am a 75 supply available. I almost get that feel that it happens to slow. Will remove any delay and see if that helps.

Reply #66 Top

:rofl:

I forgot to put in a point for it. That explains why it didn't work.

:rofl:

Works now thanks.

Reply #67 Top

Quoting Ryat, reply 66

I forgot to put in a point for it. That explains why it didn't work.
Works now thanks.

I see...so it was your fault.

Reply #68 Top

Quoting Sinperium, reply 67
I see...so it was your fault.

Yeah I was used to my settings which was set to fixedlevel0 setting. I just copy/pasted ZombieRus5's and didn't see that change up to intrinsic setting. But I fixed it and it works great.

Reply #69 Top

What exactly did you change?

If I had read, I'd have seen.

x_x


Reply #70 Top

Quoting Sinperium, reply 69
What exactly did you change?

levelSourceType... Intrinsic is only for leveling capital ships. Setting it to FixedLevel0 allows the ability to be used without any pre-requisites.

 

 

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Reply #71 Top

I've asked this before and I got two contradictory answers from two different people.

If I make a basic capital ship hull, I know I can use the same mesh and just provide different textures if I wanted a "generic" ship.

Can I use the generic mesh/hull for all ships and allow each ship to have a unique mesh model for a superstructure?

The idea is to use a single model for the main part.

Reply #72 Top

It is easier to make multiple models use the same texture sheet.  than to use multiple textures, and one mesh to represent different units. The requiem mod, and SotGE ships share many textures. A Sins mesh cannot "switch" textures through scripting (afaik). How sins is set up now each unit is represented by a separate mesh with a separate texture for each mesh.

Tec, Pirates, and planetary defenders pretty much share the same meshes, and resources. However Pirate meshes share some textures with each other. This is something you may be interested in checking out.

As far as making a single hull mesh, and having mesh add ons called for to represent different units.. Aint gonna happen. If you look at the starbase, and structure upgrade meshes, each upgrade mesh is the whole structure with the add on that represents each upgrade added to the mesh. So tech, advent, and vasari starbases have 3 meshes of the whole starbase the only difference is the add ons. It is kind of stupid imo how they did it, but i didnt build the game. Homeworld 2 does the same thing with some units with its module upgrades. If it was possible to have small module upgrade meshes added to a single main hull it would save so much in system resources.

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Reply #73 Top

Well that answers the question.  Simple enough.  I'm looking down the road at making a Minimal Sins with the same models for all sides just using the textures to differentiate them and dumbing down the models.

Maybe I'll sit down this summer and really try to dig into it.  Thanks for the reply.

 

Reply #74 Top

Not a question, but I recall awhile ago one or more people were wondering if it is possible to play with the backdrop that shows up when the game boots up. I'm pleased to say that this is possible, and that I have done so. The scene generator or whatever it's called uses the Random, WeightedRandom, and RandomStar (groups from GalaxyScenarioDef) to generate the backdrop. An example with a blue star and only asteroids for planets.

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Reply #75 Top

Quoting Lavo_2, reply 74
Not a question, but I recall awhile ago one or more people were wondering if it is possible to play with the backdrop that shows up when the game boots up. I'm pleased to say that this is possible, and that I have done so. The scene generator or whatever it's called uses the Random, WeightedRandom, and RandomStar (groups from GalaxyScenarioDef) to generate the backdrop. An example with a blue star and only asteroids for planets.

Hmm, interesting. Do you know if it uses a specific map to pick those groups? Because I really can't apply custom templates to random worlds without changing the template for every individual planet in those groups. I suppose I could just make copies of the original weighted random/random and change every map to use those, then make some new planets with the desired default template to put under WeightedRandom/Random, so thanks for the info.