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

 

7,610,379 views 2,761 replies
Reply #2251 Top

Cheers, your a star *Hugs*

 

Note for anyone else reading this, the above will convert the contents of the file, but they'll still be listed as.entity files ;).

Reply #2252 Top

Quoting KarlBar99, reply 2251

Cheers, your a star *Hugs*

 

Note for anyone else reading this, the above will convert the contents of the file, but they'll still be listed as.entity files .

Isn't that what your old one did? Your files should always stay as .entity files.

Reply #2253 Top

Isn't that what your old one did? Your files should always stay as .entity files.

 

Probably, it's been over a year so i only remember bits and pieces, mostly the nuts and bolts of the files themselves. It was just that if someone finds this after finding the drag and drop .bat version they'll be used to conversion changing them to .txt files ;).

Reply #2254 Top

Quoting KarlBar99, reply 2253


Isn't that what your old one did? Your files should always stay as .entity files.

 

Probably, it's been over a year so i only remember bits and pieces, mostly the nuts and bolts of the files themselves. It was just that if someone finds this after finding the drag and drop .bat version they'll be used to conversion changing them to .txt files .

There's a difference between txt and .txt files. Entity files have two forms, bin, which is unreadable, and txt, which is readable, but they are still .entity files. If your files have a .txt extension, the game will not read them when you mod them.

Reply #2255 Top

There's a difference between txt and .txt files. Entity files have two forms, bin, which is unreadable, and txt, which is readable, but they are still .entity files. If your files have a .txt extension, the game will not read them when you mod them.

 

Sorry to be clear, the drag and drop .bat's i'd been using previously, (i.e. while in searched for the mass converter, which as i said where too slow), the bin to txt converter will convert the entity files to .txt, (with  txt content), but when you use the txt to bin converter file it changes the extension back along with the contents. Hope that makes sense.

Reply #2256 Top

the game CAN read both TXT and BIN mode entity files, so while testing it is easier to test wehile the files are TXT, but when you want  to release you can BIN the files

and there is also my text bin gui (https://forums.sinsofasolarempire.com/353296)

harpo

 

Reply #2257 Top

Quoting KarlBar99, reply 2255
Sorry to be clear, the drag and drop .bat's i'd been using previously, (i.e. while in searched for the mass converter, which as i said where too slow), the bin to txt converter will convert the entity files to .txt, (with  txt content), but when you use the txt to bin converter file it changes the extension back along with the contents. Hope that makes sense.

Quoting harpo99999, reply 2256
the game CAN read both TXT and BIN mode entity files, so while testing it is easier to test wehile the files are TXT, but when you want  to release you can BIN the files

You could technically still release your mod with your .entity files in txt, but having them in bin for your release version reduces your filesize and loads your mod slightly faster.

If you dislike the way the .bat files work, you could always just edit them to produce results to your liking, eg. having your txt entities saved in a separate folder (just change the second %%a in the syntax to <directory>\%%a), the entity's extension (this one's a bit more complicated and involves splitting the substring via tokens and delimiters, you'd have to change the command from 'for %%a' to 'for "tokens=1,2 delims=." %%a', with the caveat that having a period in your filename will mess up the command), etc. Replacing .entity with .txt is a bit trickier, but is still doable, though you'll have to read up on replacing substrings in batch files.

 
Reply #2258 Top

Way back at the beginning of Diplomacy, I added a Convert folder to each folder in SOA2 that had convertible files, so any of our users could modify our files easily FOR PERSONAL USE, (ya, apparently I need to state that everywhere now  :annoyed: .)

 

 

Any of our users can easily drag and drop 1 or more files in the Convert folder, double click the appropriate BAT, and whala, everyone is a modder. :)

EDIT: BTW, here is the guide to do it old school 

Convert Data Steam Guide


Looks like it needs a little editing, part of the old trinity tutorial is still in there. If a knowledgeable modder would like to contribute to the guides I have up, let me know and I will add you.

Reply #2259 Top

Is there  a possibility of Changing ABILITY under an other effect, like the impact on the overcharge influence on Titan buff** content. but on ability (range, targets, conditions)?+

And  instantActionTriggerType "OnChance" works like random Chance?

"periodicAction
    actionCountType "Finite"
    actionCount
        Level:0 n.000000

actionIntervalTime
        Level:0 0.250000"

and explain how it works if possible.

Reply #2261 Top

I've been trying to build (as a separate piece of software) a mini-simulator and optimal solution solver for stand-and-shoot matches (see https://forums.sinsofasolarempire.com/453834/). One critical constant that I'm unable to find is how much shield mitigation goes up or down (i.e. its slope values) in response to damage taken or lack thereof. I know that the maximum mitigation is a per-ship/entity value. But what about its rate of change? That doesn't seem to be set per-ship and I can't find anything in Gameplay.constants either. One thing I was able to guess is that the mitigation is changed proportionally (I suppose linearly) to the pending damage. The latter figure can be displayed in the dev exe for each ship/object. The game updates this pending damage roughly once per second or so (again, how often this gets updated seems to be a hardcoded constant, although if someone knows otherwise, please reply...)

Reply #2262 Top

The amount it increases per damage is defined in a faction's PlayerRACE.entity file.

Reply #2263 Top

Quoting Lavo_2, reply 2262

The amount it increases per damage is defined in a faction's PlayerRACE.entity file.

Thanks for the pointer. I'm guessing shieldAbsorbGrowthPerDamage is the mitigation increase rate per unit of damage (normally this parameter has a value of 0.001000) and shieldAbsorbDecayRate is the decrease rate (normally 0.012500), this one per second I presume. That would explain why a Cobalt firing on another makes the mitigation hover around 15-17% because 9.5 * 0.001 = 0.0095 is slightly less than .0125. The burst damage from a Cobalt is 52.25 though, which would push the instant mitigation to 20.225%, but I'm guessing there either a delay or fudge factor I'm missing.

I've done another calculation for two Cobalts firing on one, and it seems to match the experimental observation that it takes about a full minute for the shield mitigation to rise to the (max of) 57% under these circumstances. Two Cobalts output about 19 * 60 = 1,140 damage in a minute, which would rise the mitigation to 114 (were it not capped or subject to a constant decreasing per time), but in the same amount of time mitigation naturally decreases by 75, which gives a difference of 39, which added to the base of 15 gives a final mitigation of 54%, which seems close enough to the number observed in the game.

Also, after no longer being fired upon, I've measured it takes 32 seconds for the Cobalt's shield mitigation to decrease from the max value back down to the base level, which again fits the assumption that shieldAbsorbDecayRate is per second, as 0.0125 * 32 = 0.4 gives a decrease of roughly 40% ~ 57% - 15 %.

Reply #2264 Top

Ok, on a different tack, I'm having trouble adjusting the explosion from the Corsev demolition team. It does a lot less than the rated value even against pirates, who don't have shield mitigation.

For example: a serious upmodded bang of 1800 raw damage does 957 actual damage to an armor of 4 and 833 damage to armor of 6, both of which correspond to a damage before armor of 1148 (or 1147.9). So what causes the drop from 1800 to 1148 (before armor) on a pirate? There is a DamagePercentBonus:CAPITALABILITY:Pirate 0.75 in Gameplay.constants, but that's not what's getting applied, because it should be bit more in that case (1350 not 1148). And it doesn't seem to be modulated by the DamagePercentBonus:ANTIHEAVY:Pirate 0.60 (I'm blowing up a board Cobalt amid pirates) because that's a bit less (1080 not 1148). The bang percentage is actually 63.77% of rated dmg vs. pirates (before armor), but I have no idea where this is coming from. Any ideas?

Update: DamagePercentBonus:CAPITALABILITY:Pirate definitely affects the outcome. Increasing it to 1.0 result in a big shazzam on all the pirates in my previous test, so I had to lower the demo team damage to 1000 to see what happens. And it's still intriguing. From a damage of 1000 with DamagePercentBonus:CAPITALABILITY:Pirate set to 1.0, on an armor of 4 the bang did 709 damage, and on an armor of 6 it did 654 damage, both corresponding to a damage before armor of 850.8 (or 850.2). So it seems that besides the multiplier from DamagePercentBonus:CAPITALABILITY:Pirate, there's another 15% damage reduction from something affecting the pirates. So it seems all pirates get a 15% damage mitigation from their non-existent shields (??) except this mitigation doesn't go up under fire?

Anyway, the math checks out for the previous test as well (the one with with DamagePercentBonus:CAPITALABILITY:Pirate 0.75), because 0.75 * 0.85 = 0.6375, which is almost precisely the 63.77% reduction observed there. So the 15% minimum damage mitigation provided by shields appears to apply to all ships in this game, regardless whether they actually have any shields and possibly to structures as well (that remains to be tested)...

Reply #2265 Top

Yep, shield mitigation is always active. I would personally recommend just to disable shields entirely to any mod looking for real numbers balance in Sins.

Reply #2266 Top

Quoting IskatuMesk, reply 2265
Yep, shield mitigation is always active. I would personally recommend just to disable shields entirely to any mod looking for real numbers balance in Sins.

You can disable shield mitigation entirely by removing the minimum 15% from each PlayerRACE entity.

Reply #2267 Top

Quoting Lavo_2, reply 2266


Quoting IskatuMesk, reply 2265Yep, shield mitigation is always active. I would personally recommend just to disable shields entirely to any mod looking for real numbers balance in Sins.

You can disable shield mitigation entirely by removing the minimum 15% from each PlayerRACE entity.

 

That's what I've done in SotSS. removed the minimum and the mitigation growth from the player entity too. No mitigation at all (except through special abilities >=D )

Reply #2268 Top

Someone LIED TO ME then. Those scoundrels. It sure seemed like more than 15%, anyways.

 

Ah well.

Reply #2269 Top

Is there a mod out there that increases game speed? So maybe "fastest" setting instead of "faster"?

Reply #2270 Top

Quoting Bartowski, reply 2269

Is there a mod out there that increases game speed? So maybe "fastest" setting instead of "faster"?

1) You can always increase in-game speed to 2x, 4x, or 8x via the tiny buttons right above the unit portrait icon. At least I think that's where they are, it's been a while since I've last used them. IIRC, PageUp and PageDown are the hotkeys, though you should probably make sure by checking the game's hotkeys section in the options menu.

2) If you want to tweak the various speed settings of a mod, open up its Gameplay.constants file in the GameInfo folder and scroll down to the 571st line or around that area to find the xyzSpeed entries, where you can edit to your heart's content. For example, if you want Build Rate on Faster to have double the effect on the game's build rates, just multiply shipBuildRateGameSpeedScalar and moduleBuildRateGameSpeedScalar under buildSpeedData-Faster by two (note this won't double the build rate, it'll double the difference between Slow and Faster for build rates instead). If you want to create your own mod with these settings instead of modifying an existing one, create a new folder in your Sins mod folder, name it whatever you want (this is your mod folder), create a new folder called GameInfo inside your mod folder, copy over Gameplay.constants from [SoaSE base directory]\GameInfo to your mod's GameInfo folder, and make all your edits there. Don't forget to enable your mod once you're done, else you won't see any of your changes in-game.

 
Reply #2271 Top

Is it possible to hide the effects of a buff from the info card? I have a vague remembrance that I did this or tried to do this at one point, but I do not remember the results or even what ability I tried to do it on.

Reply #2272 Top

Hello.... i'm creating a mod for multiple titans for rebellion 1.80... Gaofan has enlightened me to use summoning titans instead on creating them in the foundry... However i'm a bit green on modifying skills and putting new skills on the existing buildings...

 

how do i do this?

Reply #2273 Top

Hi, new to models and how to convert to a Sins format. Got a question. I got some models from EvE Online, managed to sort out the textures etc by using Zombies video on moddb but he didn't cover what a "root point" is. Kind of lost on that front, can anyone help? Bit confused by it, something about auras as well.

Reply #2274 Top

Quoting simonak, reply 2273

Hi, new to models and how to convert to a Sins format. Got a question. I got some models from EvE Online, managed to sort out the textures etc by using Zombies video on moddb but he didn't cover what a "root point" is. Kind of lost on that front, can anyone help? Bit confused by it, something about auras as well.

 

A rootpoint is just a null named rootpoint which is used as the 'parent' of all other hardpoints

 

Think of it like a folder structure. the 'rootpoint' is the folder, all the hardpoints (weapons, exhaust etc) go into the 'rootpoint'

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Reply #2275 Top

Sorry for slow reply, work shifts got me buggered. Cheers for reply man.

Um, I'm like really rookie with this stuff, how do I make those, is there a tutorial around you could suggest?

 

Also got a new question, this ones a bit of a doozy though. I've been exporting models from EvE Online and a few of them are multi texture models. I get the basics of how to make alpha layers, data maps and normal maps from the video, but what do I do with multi texture objects, how do I try get all those textures onto one model? I hope I'm explaining ok as I don't know much in the way of terminology or how this all works, real work in progress learning if you get me ;p

 

Thanks for your patience gentlemen.