Theophantus Theophantus

(Mod) Sci-fi At War

(Mod) Sci-fi At War

Battle of the Multiverses

 

Sci-fi At War

Battle of the Multi-Verses

Total Conversion  Multi-Universe Crossover mod

For Entrenchment V.1.053.

Sci-fi At War

 

The Q have given the Borg the technical ability to open  inter-dimensional tunnels. This has made the Borg aware of other realities, full of species to assimilate. In the Star Wars Universe alone there are millions of races, billions of individuals all ready for the Borg to "add the biological and technological distinctiveness of other species to [their] own". They realise the magnitude, an Eternity in the  pursuit of perfection.

New alliances have been formed from previous foes. The proverb "the enemy of my enemy is my friend" rings true. War on a inter galactic scale breaks out with myraid possibilities and outcomes, where new foes are discovered and doppleganger fights doppleganger. And the Q Continuum look on with interest, no one knowing there true intentions. Is it perhaps another test for humanity?

"The Q Continuum act indifferently to the affairs of the non-Q beings living in normal space, or in the many dimensions parallel to their own. The Q are a unique race, and they possess many extraordinary, "God-like" powers including the ability to manipulate time, space, matter, and energy."

 

Borg_Cylon Alliance

 

 

Contents:

 

RACES

 

1. Star Wars-Empire

Galactic Empire, with Eclipse MKII, Sovereign and Legacy from the Dark Empire, CIS Remnants forces.

2. Star Wars-Republic Alliance

New Republic and Alliance fleets.

3. Star Trek Alliance

Starfleet, Klingon, Romulan and a Dominion Exeditionary Force.

4. Stargate Universe

Human, Asgard, Ancients, Wraith alliance and free Jaffa Nation Alliance.

5. Borg/Cylon Alliance

Borg, Cylon and assimilated Shadow battle crabs.

6. Battlestar Galactica

Human Colonists.

7. Babylon 5

Minbari, EA, Narn, Centauri and Vorlon alliance. 

8. Eve Online

Minmatar, Amarr, Caldari and Gallente Fleets with Titans way before Rebellion!

9. X3 Terran Conflict Universe

Boron- waiting for MYfisto for the rest!

 

 

Features:

1. Dynamic Movements for all ships which enables fighter physics and behavior.

    Based roughly on ManSh00ter's Dynamic Battle System Mod. 

 

 

Credits:

Base Mod-

How to add a race to Sins of a Solar Empire;  By ZombiesRus5

Direct Link: https://forums.sinsofasolarempire.com/401782

 

Star Wars-

Direct Link for Original Mods/ships/textures etc:

SOGE 1.0e: https://forums.sinsofasolarempire.com/331584

 

Direct Link for Original Mods/ships/textures etc:

Star Wars Requiem: https://forums.sinsofasolarempire.com/406670

 

Star Trek

Direct Link for Original Mods/ships/textures etc:

SOA2 1.19f: https://forums.sinsofasolarempire.com/371686

  

Stargate-

Direct Link for Original Mods/ships/textures etc:

Stargate Invasion: https://forums.sinsofasolarempire.com/177748

 

Direct Link for Original Mods/ships/textures etc:

Stargate Races: https://forums.sinsofasolarempire.com/314779

 

Borg/Cylons-

Direct Link for Original Mods/ships/textures etc:

SOA2 1.19f: https://forums.sinsofasolarempire.com/371686

 

Direct Link for Original Mods/ships/textures etc:

Battlestar Galactica Sot13thT: https://forums.sinsofasolarempire.com/351057

 

Battlestar Galactica-

Direct Link for Original Mods/ships/textures etc:

Battlestar Galactica Sot13thT: https://forums.sinsofasolarempire.com/351057

 

Babylon 5-

Direct Link for Original Mods/ships/textures etc:

Babylon 5 SOTYR: https://forums.sinsofasolarempire.com/361694

 

 

 

Credits for Eclipse MKII, Sovereign and Legacy from the Dark Empire-

https://forums.sinsofasolarempire.com/437456/get;3359337

 

Credits for the Assertor, Bellator and Secutor.

Design:                 Fractalsponge

Assertor Model:     Nomada_Firefox

Bellator Model:      Nomada_Firefox 

Secutor Model:      ArcusAlpha

Textures:              Nawrocki

Riggin:                 Nomada_Firefox

 

Model/Riggin:       Nomada_Firefox

136,468 views 186 replies
Reply #26 Top

@Lavo & noing,

There is a distinct absence of Republic/Alliance ships because initially, I didn't think they would form an alliance.

The Mod was actually in its early days the Empire Vs Starfleet. I then learned how to add more ships to the empty slots, so I thought the CIS Remnants would more likely join forces with the Empire and have their ships stationed at Empire Ship yards.

However, I've made a mistake because i've read the Yuuzhan Vong War and alliances were formed then, i think Imperial Remnants which are the old Empire, against forces from out side of the  Star Wars Galaxy. That is why now, Starfleet/Star Trek have Klingon, Romulan, Dominion ships stationed at the ship yards. They would all unite against a common foe. Even the Dominion would put their conquest on hold, for these outer dimension races put their Gamma Quadrant under threat.

Would you believe that the Centauri of Babylon 5 fame have joined forces with the Narn!

I'm undecided if the Ori would join Stargate Command though?

So yes i will add a few more Republic/Alliance ships at some point.

Btw the two lists i've done are all in game, meshes, textures, icons, pictures, most sounds, 50% weapon effects.

 

Theo

 

Reply #27 Top

Quoting Theophantus, reply 26
@Lavo & noing,

1 There is a distinct absence of Republic/Alliance ships because initially, I didn't think they would form an alliance.

2 The Mod was actually in its early days the Empire Vs Starfleet. I then learned how to add more ships to the empty slots, so I thought the CIS Remnants would more likely join forces with the Empire and have their ships stationed at Empire Ship yards.

3 However, I've made a mistake because i've read the Yuuzhan Vong War and alliances were formed then, i think Imperial Remnants which are the old Empire, against forces from out side of the  Star Wars Galaxy. That is why now, Starfleet/Star Trek have Klingon, Romulan, Dominion ships stationed at the ship yards. They would all unite against a common foe. Even the Dominion would put their conquest on hold, for these outer dimension races put their Gamma Quadrant under threat.

4 Would you believe that the Centauri of Babylon 5 fame have joined forces with the Narn!

5 I'm undecided if the Ori would join Stargate Command though?

6 So yes i will add a few more Republic/Alliance ships at some point.

7 Btw the two lists i've done are all in game, meshes, textures, icons, pictures, most sounds, 50% weapon effects.

 

Theo

 

1 true i hadnt thought of that

2 yes they would lol

4 those must be some interesting conversations between those 2 main characters that i can never remember their names lol

5 the "ori" died in ark of truth and their priors became peaceful after seeing the ark of truth and then returned to their own galaxy...... if called upon i think they owe homeworld command a favor or two

6 yay! :)

7 awesomeness

Reply #28 Top

Ive used up most of the free space on the Unit_Picture sheet, in the textures folder.

How do i get the game to read my new sheet which is a copy of the first one but named Unit_Picture2.

Is it a file in the Window folder? or is it a manifest file?

 

 

Theo

 

Reply #29 Top

Make a new sheet using the same properties like 512x512 tga and place your new pics on that. Tell the .playerPictures file in the Window folder to look for your new race pictures on the new texture sheet that you put in the Textures folder. The .playerPictures file list the size of the pic and the space to the next 1 and the space to the next row.

http://soase.weebly.com/race-pics-basics.html

Window\PlayerPhase.playerPictures

TXT
pictureCount 8
LargeScreenPicture
textureName "Player_Portrait_Large.tga" <--New Sheet here
startTopLeft [0,444]
width 195
height 219
rowItemCount 8
horizontalStride 198
verticalStride 222
I made a sheet that fits all the sizes for each race on their own sheet. Just have 
to rewrite the code above a bit to use it.

 crap I didnt upload yet. Let me know if you want it.

 

Reply #30 Top

If you are using (assuming permission) parts of the stargate races mod you must use the Ori they are fantastic! If there are memory issues I would advice removing the Jaffa or the wraith or possibly something from another universe.

Reply #31 Top

@myfisto,

Mate its not the playerpictures/portrait file, its the Unit_Picture that the ships, pops up in the small window at the bottom.

The file is the Unit_Picture.

Which Window file do i add my second sheet to, so the game reads it?

 

 

Theo

 

 

 

Reply #32 Top

It's the same primes. Create a new sheet for the textures. Add your Unit pictures. Tell the brush what texture sheet they are on and where.

I did not like how Ironclad designed the UI textures and brushes so I started from scratch.

Create a new .brushes file for each race you are adding to the mod. All the brushes for each race gets their own brush file for easy finding, modding and moving to new versions of Sins.

Add each new brush file to the brushes.manifest. All the brushes from all the .brushes files are loaded so what file they are on makes no difference other than where to find it.

So I make some new .TGA texture sheets called
RaceKlingon.tga
RaceFederation.tga
RaceEmpire.tga
etc etc

Start placing the new textures on the new sheets and tell the new brush file like
RaceKlingon.brushes
RaceFederation.brushes
RaceEmpire.brushes
etc etc 

Now edit the new brush for lets say a Klingon Ship that I added to RaceKlingon.brushes

RaceKlingon.brushes
brush
name "MAINVIEWICON_CAPITALSHIP_KLINGON_COLONY"
content "Simple"
fileName "RaceKlingon.tga"
pixelBox [ 1 , 1 , 28 , 28 ]

 

That brush will tell the CAPITALSHIP_KLINGON_COLONY.entity to look at the new 
texture sheet RaceKlingon.tga that you have in the mods Textures folder
in the top left corner and the icon in 28x28 pixels.

 


Reply #33 Top
@myfisto, sort of done it thanks. @4rearo, I'm watching SG1-series 9 at the moment. I've put the Ori into the mod, but took them out because the ship didn't have the centre ball thing. I couldn't reproduce the effect. I will stick them back in if someone would show how to do it.
Reply #34 Top
@ theo Ask dolynick how to do that
Reply #35 Top

Quoting Theophantus, reply 33
@myfisto, sort of done it thanks.
@4rearo, I'm watching SG1-series 9 at the moment. I've put the Ori into the mod, but took them out because the ship didn't have the centre ball thing. I couldn't reproduce the effect. I will stick them back in if someone would show how to do it.

You might look at the Flair-Flair_OrbGlow particle. It's from the Advent superweapon. 

Reply #36 Top

@Zombie- would you have a step by step guide on how to do it. Code wise?

I've learnt to get all the ship meshes/textures/icons/pictures/more strike craft (Thanks to Sinperium)etc, in game.

Gimp wise and code wise.

I've not yet looked at particles and what files/entity files i would need to change.

 

@Myfisto- you mentioned to sheets in a .TGA format. I thought they should be done in.DDS due to the memory restriction?

is there any chance one of you code monkeys Gods, take a look at it and point me in the right direction?

 

 

Theo

 

Reply #37 Top

Quoting Theophantus, reply 36
@Myfisto- you mentioned to sheets in a .TGA format. I thought they should be done in.DDS due to the memory restriction?

Easiest way is to do all your modding in TGA then when the sheets are complete you can convert all at once. ZombiesRus knows a good tool.

Then you can use Notepad++ "Replace" feature to change all the ".tga" to ".dds" in the open brush file.

You can do them one at a time converting to dds. Icons do not need "Mip Maps"

brush
name "MAINVIEWICON_CAPITALSHIP_KLINGON_COLONY"
content "Simple"
fileName "RaceKlingon.dds"
pixelBox [ 1 , 1 , 28 , 28 ]

 

Reply #38 Top

Quoting Theophantus, reply 36


is there any chance one of you code monkeys Gods, take a look at it and point me in the right direction?

 

 

 

When i said "it", i meant to say my mod.

 

Will someone take a look at my Mod....

 

Theo

 

 

Reply #39 Top

I can look at the Ent version but dont rush me. I have little time at the modding computer lately. I can message from work and the road but no modding.

Reply #40 Top
Myfisto, thanks I just want to make sure it's playable and it doesn't dump at the 2 gig limit. I dont understand the developer exe and how it works. There's a hell of a lot of textures and I'm not sure 100%. It runs fine on my computer with no mini dumps at all. Plus I'd like some critical input if you don't mind. PM me when your ready. There is a few things I need to discuss. Theo.
Reply #41 Top

Please add a Cheyenne-class Cruiser to the roster for the Star Trek faction! m<3

Reply #42 Top

Quoting Theophantus, reply 40
I dont understand the developer exe and how it works.

I assure you its a tool worth learning to use. My WIP guide may prove helpful, and always feel free to ask questions about it.

Reply #43 Top

Amen on the Dev exe. Modding and testing would feel next to impossible without it.

 

:fox:

Reply #44 Top

Quoting Yanxa, reply 41
Please add a Cheyenne-class Cruiser to the roster for the Star Trek faction! m

 

Show me a what it looks like or where i can get the ship mesh from.

 

Quoting GoaFan77, reply 42
Quoting Theophantus, reply 40I dont understand the developer exe and how it works.

I assure you its a tool worth learning to use. My WIP guide may prove helpful, and always feel free to ask questions about it.

 

Quoting Kitkun, reply 43
Amen on the Dev exe. Modding and testing would feel next to impossible without it.

 

 

Ok thanks guys, i will do my very best to learn its features!

 

Couple of questions:

 

1.   Is there a limit to how many textures from a Mod, the game will load? Im at 1,299 and counting.

 

2.  How would you change the stock Milita ships that are in the gravity wells when you first jump in?

 

3.  Myfisto, wherefore art thou? Have you been able to modify any X3 ships? Did you get my PM reply?

 

 

Theo

 

Reply #45 Top

for question 1 the answer regarding the limits of the sins engine is in this thread by blair fraser

question 2 is in the galaxyscenariodef for each of the gw types.

harpo

 

Reply #46 Top

harpo, sorry what does gw types mean?

 

Can i replace thses ships with say the ships from the Eve online mod or ships ported over from X3 terran conflict?

 

 

Theo

Reply #47 Top

Quoting Theophantus, reply 46
harpo, sorry what does gw types mean?

"GW" probably means gravity well in this instance.

Reply #48 Top

Quoting Theophantus, reply 33
@myfisto, sort of done it thanks.
@4rearo, I'm watching SG1-series 9 at the moment. I've put the Ori into the mod, but took them out because the ship didn't have the centre ball thing. I couldn't reproduce the effect. I will stick them back in if someone would show how to do it.

The hook for the glowing orb is built right into the models.  All you need to do is put the appropriate particle effect in the Particle directory.

-dolynick

Reply #49 Top

Sorry I've been busy. :grin:

I finally figured out how to add 100's of races to a single m0d using one hell of a big galaxysceneriodef and a stackable mod for each race. The textures, meshes and pictures for for each race will only load if the stackable mod is enabled with the main mod. Going to do the same for a planets stackable mod.

Now I have 1 hell of a job ahead of me  8C .

 

Reply #50 Top

but i would be awesome

good luck :D