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

 

7,606,697 views 2,761 replies
Reply #2376 Top

Quoting GoaFan77, reply 2375


Quoting emportakaten,

One thing I am currently unable to figure out how to do, however, is give one race's research to another.  In particular, I am trying to figure out how to give the Advent's max allegiance research to the Tec and Vasari.  ( Yeah, I know.  You're rolling your eyes.  It's for personal use, so please don't talk about it unbalancing the game. )



Research are assigned to a particular race in the player entity file (like PlayerPsiRebel.entity). However, be aware that the position of the tech in the tree is in the Research entity file. If you give a research to one race, and that race already has a research in that position, only one of them will show up. In that case you might have to make an entirely new research that does the same thing in a position that will work for the new race.

 

Most excellent.  Thank you GoaFan77 for the speedy reply.  I will attempt that now, and report back in the next little bit if it fails.  ( If you don't hear back from me, it means it worked and I'm killing stuff. :P )

Reply #2377 Top

Just another friendly crash FYI, apparently if a buff that uses "buffInstantActionType "GiveCreditsToPlayer" ends up on a neutral entity, it will cause an instant minidump. So make sure the neutral player (and possibly other special players) can never get any cash.  ;)

Reply #2378 Top

Okay, I have a quick question for you expert modelers. I have a ship that I want to use as a Corvette and have rigged up and gotten into Sins just fine. However, for a ship of its importance the file size is a bit higher than I'd like, being more inline with a capitalship than a frigate. Is there anything fairly easy I could do to reduce the poly count?

Reply #2379 Top

Quoting GoaFan77, reply 2378

Okay, I have a quick question for you expert modelers. I have a ship that I want to use as a Corvette and have rigged up and gotten into Sins just fine. However, for a ship of its importance the file size is a bit higher than I'd like, being more inline with a capitalship than a frigate. Is there anything fairly easy I could do to reduce the poly count?

How high are you at now? The Vasari corvette is almost 6k poly.

There is a tool in xsi that can reduce polygons while maintaining the UV-map, it works pretty well unless your model is more organic which can cause more distortions.

 

Reply #2380 Top

Quoting ZombiesRus5, reply 2379

How high are you at now? The Vasari corvette is almost 6k poly.

There is a tool in xsi that can reduce polygons while maintaining the UV-map, it works pretty well unless your model is more organic which can cause more distortions.

Okay, its not as bad as the Vasari Corvette. I don't know about the polycount but its 10k vertices while the Vasari one is about 17k. Still, unlike the Vasari model its not a very organic model, a few curves and 3 gun turrets but nothing that would seem to justify its current level of detail. I already reduced the dimensions of its textures by 1/4 because the extra detail wasn't worth it or noticeable.

Reply #2381 Top

Quoting GoaFan77, reply 2380

Okay, its not as bad as the Vasari Corvette. I don't know about the polycount but its 10k vertices while the Vasari one is about 17k. Still, unlike the Vasari model its not a very organic model, a few curves and 3 gun turrets but nothing that would seem to justify its current level of detail. I already reduced the dimensions of its textures by 1/4 because the extra detail wasn't worth it or noticeable.

Select the polygons you want to reduce (i.e. you can exclude finer detail parts like turrets) and choose Poly. Mesh->Polygon Reduction. Then you can play with the percents watching for any visual issues in the model. It's not a guarantee but it's an option I know that "can" work.

Export to xsi and see if the convertxsi complains about any issues next.

As always keep a backup of your original model ;)

+1 Loading…
Reply #2382 Top

Quoting ZombiesRus5, reply 2381

Select the polygons you want to reduce (i.e. you can exclude finer detail parts like turrets) and choose Poly. Mesh->Polygon Reduction. Then you can play with the percents watching for any visual issues in the model. It's not a guarantee but it's an option I know that "can" work.

Export to xsi and see if the convertxsi complains about any issues next.

As always keep a backup of your original model

Looks handy, glad I know about that tool now, but is it supposed to be putting holes in my model? I don't mind it looking more angular/blocky, but outright gaps aren't going to cut it.

Reply #2383 Top

Quoting GoaFan77, reply 2382

Looks handy, glad I know about that tool now, but is it supposed to be putting holes in my model? I don't mind it looking more angular/blocky, but outright gaps aren't going to cut it.

Your mesh probably isn't connected at those points then :( It shouldn't be putting holes unless the mesh is holy.

Reply #2384 Top

Ya, it will put holes if there is nowhere to reduce

I have reduced many models without quality loss. Want me to have a look at it?

 

Reply #2385 Top

Greetings.  Another question.

 

I'm taking a look at the different starbases ( Advent, Tech, and Vasari. ) and something I am interested in is causing starbases to automatically spread/repel culture.

 

Looking at the advent starbases, I see where the upgrades apply a new mesh to generate culture, but am not finding a place where I can automatically spread culture from.

 

I've tried inserting this :

 

cultureSpreadRate 1.000000

CultureProtectRate 1.000000

 

at various points in the GameInfo file, and it doesn't seem to work.  ( The game freezes up whenever I go to enable the mod. )

 

I am thinking I am just placing the information in the wrong area, but am not sure where to place it.  Not really finding a place that makes sense to me.  ( Looking at the culture buildings for each of the races hasn't helped, because of the differences between starbases and planet structures. )

 

Can anyone suggest where I might want to insert that particular bit of code to get them to start spreading/repelling culture?

Reply #2386 Top

Quoting emportakaten, reply 2385

I'm taking a look at the different starbases ( Advent, Tech, and Vasari. ) and something I am interested in is causing starbases to automatically spread/repel culture.

. . .


Can anyone suggest where I might want to insert that particular bit of code to get them to start spreading/repelling culture?

You may be able to give starbases a 4th ability that passively spreads culture. Conversely you could add

upgradePropertyCount 2
    upgradeProperty
        propertyType "CultureSpreadRate"
        value 1.750000
    upgradeProperty
        propertyType "EnemyCultureRepelRate"
        value 0.500000

To the hull or weapon upgrades of each starbase. For example, StarBaseUpgradeTechToughness.entity would contain (changes highlighted):

upgradePropertyCount 8
    upgradeProperty
        propertyType "MaxHullPoints"
        value 3000.000000
    upgradeProperty
        propertyType "HullPointRestoreRate"
        value 1.500000
    upgradeProperty
        propertyType "MaxShieldPoints"
        value 2000.000000
    upgradeProperty
        propertyType "ShieldPointRestoreRate"
        value 3.000000
    upgradeProperty
        propertyType "MaxShieldMitigation"
        value 0.600000
    upgradeProperty
        propertyType "BaseArmorPoints"
        value 6.000000
    upgradeProperty
        propertyType "CultureSpreadRate"
        value 1.750000
    upgradeProperty
        propertyType "EnemyCultureRepelRate"
        value 0.500000

Just be warned that you may need to add that to every level so that a level 2 hull upgrade doesn't lose the culture benefit.

Reply #2388 Top

Hello guys!

I am trying to replace stock planets and their textures with custom made ones and also doubling their relative size. All good but i seams to have problems with cloud in the atmosphere. I have no idea what does controls the radius (size) of the atmosphere around a planet. I noticed the cloudLayerTextureName "PlanetCloudLayer" which i presume creates the effect but i dont know why cant i see it. The planet is a simple sphere made in XSI and thexture applied on it. So do i need another sphere which what to the "PlanetCloudLayer" texture is applied to?

Any help would be great!

 

Thx guys!

Also if anyone could point me toward how to make custom shields and apply "new look", texture on them; would be much appreciated. 

Reply #2389 Top

Not sure why your clouds are messed up, I have somewhat different sized planets and they seem to work more or less.

Quoting lordcronos, reply 2388

Also if anyone could point me toward how to make custom shields and apply "new look", texture on them; would be much appreciated. 

I'm not an expert on this either, but shields do not use textures. I think you can adjust some basic things about them in the race.entity file for each faction, but much of their look is defined by the shield.fx shader.

Reply #2390 Top

Some things in regards to the clouds...

Make sure "renderAsVolcanic" (or something like that) is false...IIRC having that set to true makes the clouds not appear....

Make sure your cloud color is a valid hex color...ffffffff is the norm so if having that doesn't work then clearly your problem lies elsewhere...

Did you make custom cloud textures or are you just using the stock ones?  Did you rename them or change their file format?  If you made your own, what compression and mipmap settings did you use?

Reply #2391 Top

Make sure the bounding radius is equal to the extents.  I'm pretty sure clouds are placed in relation to the radius listing in the mesh.

Reply #2392 Top

My account is fixed!

Let me know if anything needs an add/change here.

Reply #2393 Top

How do I make Images for "Races_Unit_Infocard" and "Races_Unit_Main" I am familiar with using Photoshop and Gimp but I can't figure out how they made those Images

Reply #2394 Top

Quoting Ace_Fighter, reply 2393

How do I make Images for "Races_Unit_Infocard" and "Races_Unit_Main" I am familiar with using Photoshop and Gimp but I can't figure out how they made those Images

I know of Unit_Infocard and Unit_Main, but I don't see any files that have "Races" or one of the race code names anywhere. Are those what you are talking about? :maybe:

Reply #2395 Top

Quoting GoaFan77, reply 2394


Quoting Ace_Fighter,

How do I make Images for "Races_Unit_Infocard" and "Races_Unit_Main" I am familiar with using Photoshop and Gimp but I can't figure out how they made those Images



I know of Unit_Infocard and Unit_Main, but I don't see any files that have "Races" or one of the race code names anywhere. Are those what you are talking about? :maybe:

Sounds like my old Races mod starter... If they are dds you'll need the DDS plugin for Gimp.

Reply #2396 Top

Yea sorry that's what I meant (Unit_Infocard and Unit_Main) I can open them just fine in Gimp, I just don't know how to make the icons like they do so that the team colors show.

Reply #2397 Top

Quoting Ace_Fighter, reply 2396

Yea sorry that's what I meant (Unit_Infocard and Unit_Main) I can open them just fine in Gimp, I just don't know how to make the icons like they do so that the team colors show.

You don't have to worry about that. Simply make your icons in grayscale like you see in those files. The game will convert the grayscale icons to the appropriate team color.

Reply #2399 Top

I have a problem when I GrayScale it, sometimes the image is too dark and when I transfer it to the Unit_Main and look in game you can barely see it. Is their any other way to do it... I was looking at STA 3 files and their icon in the textures folder do not look grayscaled almost Brightened up, How do I do it that way?

Star Trek example

Here is some of my Mods Icons done by previous members but unfortunately they are no longer active and I have no way to get in contact with them to ask them how they did it.

Reply #2400 Top

The Brightness/Contrast tool is your friend.