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

 

7,610,164 views 2,761 replies
Reply #2301 Top

I am trying to get this file into Sculptris.  it's part of a multisection model and I managed to get all the other sections in after debugging them.  This is a simpler piece and I still can't seem to workaround what's wrong with it.

It's an obj file and Sculptris reads it as having "too many tris connected to a vertice".

I know the Mod Tool (which I am only good on the baby basics off) can flag things sometimes like this and wondered iff anyone would take a crack at fixing the obj?

I've gone over it visually, disassembled it, re-rendered it, decimated it, etc.  and can't find the problem which is annoying because I did find the other three with little issue.

It's just a small, low poly file.  If you want a look at it, here's my DB link: 

https://www.dropbox.com/s/u50jgg5ufakolnr/too_many_edges.obj

 

 

 

 

 

Reply #2303 Top

Quoting Sinperium, reply 2301
It's just a small, low poly file.  If you want a look at it, here's my DB link: 

Gimme a bit, I will fix  <_<

 

Reply #2304 Top

Quoting Sinperium, reply 2301
I am trying to get this file into Sculptris.  it's part of a multisection model and I managed to get all the other sections in after debugging them.  This is a simpler piece and I still can't seem to workaround what's wrong with it.

It's an obj file and Sculptris reads it as having "too many tris connected to a vertice".

I know the Mod Tool (which I am only good on the baby basics off) can flag things sometimes like this and wondered iff anyone would take a crack at fixing the obj?

I've gone over it visually, disassembled it, re-rendered it, decimated it, etc.  and can't find the problem which is annoying because I did find the other three with little issue.

my 1st time talking into a video tutorial, be gentle 

+1 Loading…
Reply #2305 Top

Quoting GoaFan77, reply 2223


Quoting ParagonRenegade, reply 2222I wrote "start ConvertData_Rebellion.exe entity CAPITALSHIP_TECHBATTLESHIP"

Close.

"ConvertData_Rebellion entity CAPITALSHIP_TECHBATTLESHIP.entity CAPITALSHIP_TECHBATTLESHIP.entity txt" should do the trick.

 

You may also find this bat file easier to use. Put it and the ConvertData_Rebellion.exe in the same directory, double click "Convert.bat" and it will automate all the command prompt commands to convert all the entity files in that folder.

Thanks. It was very useful. 

Reply #2306 Top

So, there's this Boolean in star entity files called isWormhole...anyone know what it does or how it works?  I've set it to true for every star, but ships still do the normal jumps between stars...I even put a lone wormhole in a map to see if it would pair with the star and it doesn't... 

Reply #2307 Top

Teeny toes?

Reply #2308 Top

Ok, I keep having a issue with Particle forge, upon clicking on the .exe, it boots up but does nothing but sit there without actually opening the program itself. I have tried validating my game files multiple times to no avail, and I am at a loss on how to fix the issue.

Anyone who can lend a hand pleas do! 

Reply #2309 Top

Quoting Cole_Protocol, reply 2308
Anyone who can lend a hand pleas do! 

I think it uses windows files that may be missing or out of date. Make sure you have netframework and all that jazz in your windows updates

 

Here's is a tutorial if you get it running, the top section is for older Trinity/Diplomacy versions.

http://soase.esy.es/?i=modding/ParticleForge.html

Reply #2310 Top

Quoting Seleuceia, reply 2306

So, there's this Boolean in star entity files called isWormhole...anyone know what it does or how it works?  I've set it to true for every star, but ships still do the normal jumps between stars...I even put a lone wormhole in a map to see if it would pair with the star and it doesn't... 

You might have to create a custom map and actually create a wormhole link between the Stars (create as phase lane, then select the phase lane and change its type to wormhole... assuming it'll even let you create the phase lane between stars like that).  Additionally, you may need to manually tell your ships to fly at the star as if it were a wormhole (for the first run).

I have a custom map/mod I use for myself where I have some worlds that are completely isolated from the rest of the map save for a wormhole link, and then modified their entity files to set these planets' isWormhole to true.  Works wonderfully (in my opinion) for creating a map where all you have to worry about is the combat. }:)

If there's interest, maybe if I can polish it up some I can upload it for others to see.

 

 

Quoting myfist0, reply 2309


Quoting Cole_Protocol, reply 2308Anyone who can lend a hand pleas do! 

I think it uses windows files that may be missing or out of date. Make sure you have netframework and all that jazz in your windows updates

 

Here's is a tutorial if you get it running, the top section is for older Trinity/Diplomacy versions.

http://soase.esy.es/?i=modding/ParticleForge.html

2005 C++ Redistribs as well.

Reply #2311 Top

Quoting furyofthestars, reply 2310
You might have to create a custom map and actually create a wormhole link between the Stars (create as phase lane, then select the phase lane and change its type to wormhole... assuming it'll even let you create the phase lane between stars like that).

Well here's the catch with that -- the star I want to make a wormhole is the occupation planet one, which you can't include in the custom map...that's why I can't rely on linking the star to a wormhole in the map editor...I'm looking for a way for it to happen automatically, but there doesn't seem to be one...

Reply #2312 Top

Quoting Seleuceia, reply 2311
Well here's the catch with that -- the star I want to make a wormhole is the occupation planet one, which you can't include in the custom map...that's why I can't rely on linking the star to a wormhole in the map editor...I'm looking for a way for it to happen automatically, but there doesn't seem to be one...

Ohh... I get ya now.  Yeah, I don't think there is an automatic method.

 

EDIT: Quick thought... I'm at work, so no Galaxy Forge or game files... but you can manually place an "Occupied" world using Galaxy Forge... I'm just wondering if the Occupation victory condition would use it, or still create one of its own?  Or even if it does create another one, if the one you manually placed will still count?

Reply #2313 Top

Quoting furyofthestars, reply 2312


Quoting Seleuceia, reply 2311Well here's the catch with that -- the star I want to make a wormhole is the occupation planet one, which you can't include in the custom map...that's why I can't rely on linking the star to a wormhole in the map editor...I'm looking for a way for it to happen automatically, but there doesn't seem to be one...

Ohh... I get ya now.  Yeah, I don't think there is an automatic method.

 

EDIT: Quick thought... I'm at work, so no Galaxy Forge or game files... but you can manually place an "Occupied" world using Galaxy Forge... I'm just wondering if the Occupation victory condition would use it, or still create one of its own?  Or even if it does create another one, if the one you manually placed will still count?

You can place an occupied world in galaxy forge but it will not trigger the occupation victory. It's just a really good planet, but you'll need to get the one that spawns in its owns star system for the victory condition.

Reply #2314 Top

bringing old rebellion 1.1 mods and Diplomacy mods up to date and sins Developer gives me

 "Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(4109)

false"

 

but Eclipse has no warnings on validate-Rebellion.

Can't find much on Google, there is a thread with a similar error on diplomacy but no answers.

 

 

 

also wondering what I need to do to make a Beam ability like cleansing brilliance, shoot from multiple ability ports on a ship, rather than just point to point beam.

so I get 8 beams rather than just 1.

 

like a missile barrage but with beams.

Reply #2315 Top

Quoting silencedhawk, reply 2314
also wondering what I need to do to make a Beam ability like cleansing brilliance, shoot from multiple ability ports on a ship, rather than just point to point beam.

so I get 8 beams rather than just 1.

There's no easy way to do it. For two beams I just use two ability points, but since you can't have 8 ability points your best bet is to make a custom particle that has 8 beams spread out to look like they are coming from the proper hardpoints when in reality its attached to center.

Reply #2316 Top

I tried

instant action 2x

instantAction
    buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 2.000000
    buffType "BuffBeamBlastActivated1to4"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        mediumEffectName ""
        largeEffectName ""
        soundID ""

instantAction
    buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 2.000000
    buffType "BuffBeamBlastActivated5to8"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        mediumEffectName ""
        largeEffectName ""
        soundID ""

 

then

BuffBeamBlastActivated1to4

BuffBeamBlastActivated4to8

numInstantActions 4
instantAction
    buffInstantActionType "PlayPersistantBeamEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    hasWeaponEffects TRUE
    weaponEffectOriginType "Targetter"
    weaponEffectAttachInfo
        attachType "Ability"
        abilityIndex 1
    weaponEffectImpactOffsetType "RandomMesh"
    canWeaponEffectHitHull TRUE
    canWeaponEffectHitShields TRUE
    weaponEffectsDef
        weaponType "Beam"
        burstCount 1
        burstDelay 0.000000
        fireDelay 0.000000
        muzzleEffectName ""
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound ""
        hitEffectName "CapitalAbility_BeamBlastImpact"
        hitHullEffectSounds
            soundCount 1
            sound ""
        hitShieldsEffectSounds
            soundCount 1
            sound ""
        beamEffectSounds
            soundCount 1
            sound "EFFECT_BEAMBLAST_ACTIVATE"
        beamGlowTextureName "CapitalAbilityBeamBlast_Glow"
        beamCoreTextureName "CapitalAbilityBeamBlast_Core"
        beamWidth 250.000000
        beamGlowColor ffffffff
        beamCoreColor ffffffff
        beamTilingRate 3.000000

 

with abilityIndex 1 - 8

 

8 beams pour out... then......  never end....  until the game crashes!

and I had to change my finish conditions to allow for using 2x delay 2.000000

 

since you can only have 5 instant actions and 3 periodic actions....

I was considering an overtime action with some sort of recursive loop that calls a new PlayPersistantBeamEffect at a new hardpoint till "time elapsed = ~~"

 

 

Reply #2317 Top

Hello Guys!

I was wondering if anyone can give me a little help with some XSI scripting. Here is the log of what i do manually on each piece of an object which had been imported from 3dsMax. I realy would love to create a script which scans trough and deletes all the unwanted stuff left over from the import procedure :P, and also to reduce some of the workload.

SelectObj "FrontWindow"
SelectObj "FrontWindow.CrosswalkProps"
DeleteObj "FrontWindow.CrosswalkProps"
SelectObj "FrontWindow._09_-_Default"
SIUnAssignMaterial "FrontWindow"
SelectObj "FrontWindow.polymsh.cls.Polygon"
DeleteObj "FrontWindow.polymsh.cls.Polygon"
SelectObj "FrontWindow.polymsh.cls.NodeProperties.vertexcolors"
DeleteObj "FrontWindow.polymsh.cls.NodeProperties.vertexcolors"
SelectObj "FrontWindow.polymsh.cls.NodeProperties.texcoords1"
DeleteObj "FrontWindow.polymsh.cls.NodeProperties.texcoords1"
SelectObj "FrontWindow"
GenerateUniqueUVs , "Texture_Projection"
SetValue "FrontWindow.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresu", 1024
SetValue "FrontWindow.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresv", 1024
ApplyShader , , , , siLetLocalMaterialsOverlap
CreateVertexColorSupport "ColorAtVertices", "Tangents", "FrontWindow"
ChangeVertexColorDatatype "FrontWindow.polymsh.cls.NodeProperties.Tangents", 1
ApplyOp "TangentOp2_cpp", "FrontWindow.polymsh.cls.NodeProperties.Tangents;FrontWindow.polymsh.cls.NodeProperties.texcoords0", siUnspecified, siPersistentOperation, , 2
' INFO : Pick texture coordinate
DeleteObj "FrontWindow.polymsh.cls.NodeProperties.Tangents.TangentOp2"
' INFO : The CAV is already using the specified datatype. There is no need to install an operator
ChangeVertexColorDatatype "FrontWindow.polymsh.cls.NodeProperties.Tangents", 1
ApplyOp "TangentOp2_cpp", "FrontWindow.polymsh.cls.NodeProperties.Tangents;FrontWindow.polymsh.cls.NodeProperties.Texture_Projection", siUnspecified, siPersistentOperation, , 2
' INFO : The CAV is already using the specified datatype. There is no need to install an operator
ChangeVertexColorDatatype "FrontWindow.polymsh.cls.NodeProperties.Tangents", 1

More or less the same thing happens with each piece. My only problem to set this scrip up in a way that is checking for "FrontWindow.polymsh.cls.Polygon" and for "FrontWindow.CrosswalkProps" if they exist or not before wanting to delete them otherwise it throws an error.

I just started the research on scripting today, so i dont know much about it. If anyone could help me giving the code for how to check with if it has or not and what to do when it has it or not has it :P. If you know what i mean :P

Also i would love to know to how to change the tangent pick from default to the new UV just created. would save me a lot of work :P

Here is the "script" i got so far:

current = SelectObj
DeleteObj "current.CrosswalkProps"
SIUnAssignMaterial "current"
GenerateUniqueUVs , "Texture_Projection"
SetValue "current.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresu", 1024
SetValue "current.polymsh.cls.NodeProperties.Texture_Projection.PolyPackUV.targresv", 1024
ApplyShader , , , , siLetLocalMaterialsOverlap

 

Currently using the XSI 7.5(32bits)

 

Any help would be great, to help me understand how "If" works in XSI, i know only java :S



Reply #2318 Top

the default scripts are made in vb, so almost everything vb will work. Just google "vb if then" and try some of those examples.

here is some basic if then's http://soase.esy.es/Scripts/XSI/Buffs.vbs

Buffs will first look if there is a rootpoint under scene root, if not, create it. Then it does the same for Above, Aura & Center, leaving the user to just raise/lower the Above and Aura nulls.

I have made a script for importing from max but the tangents apply never worked, you can copy or create the UV but connecting to the tangent always failed. I always do them manually so connecting it is basic.

 

 

Reply #2320 Top

Is there a tutorial somewhere on how to build the kind of map you see behind the main menu?

Reply #2321 Top

Quoting Unikraken, reply 2320

Is there a tutorial somewhere on how to build the kind of map you see behind the main menu?

The map behind the menu is called Frontend.Galaxy, and it is just a random map like any other, with the exception that if any of the planets are owned it will crash the game (and many other annoying little things it is picky about).

Reply #2322 Top

Got another item for the things that make Sins crash list. Trying to spawn a trade port structure at an uncolonizeable planet will crash the game, even though starbases can trade just fine.

Reply #2323 Top

Quoting GoaFan77, reply 2322
Trying to spawn a trade port structure at an uncolonizeable planet will crash the game, even though starbases can trade just fine.

Suggestion, spawn a ship which has a passive ability that spawns a trade port and then kills the first spawner.

Reply #2324 Top

Quoting Lavo_2, reply 2323


Suggestion, spawn a ship which has a passive ability that spawns a trade port and then kills the first spawner.

That's what I was doing. Doesn't matter how you do it, whenever the game detects a trade port structure on an uncolonizeable planet, game minidumps. It's just like giving fighters shields.  ;)

I ended up just using a starbase though that made me have to make copies of every planet I wanted it on and increase the starbase limit by one.  Tedious.X|

Reply #2325 Top

Is it just trade port structures, or all orbital structures? (ie, defense platforms, research labs, etc)