Nomada_Firefox Nomada_Firefox

[MOD] SOASE Rebellion - SW Alliance - Released

[MOD] SOASE Rebellion - SW Alliance - Released

This will be my version from the Star Wars Empire at War Forces of Corruption Alliance mods for the game Sins of a Solar Empire Rebellion. The mod will add most of the space units from my other mods and probably more from other era. 

This mod will be release to the public by stages, the first stage will add the Empire and Rebel Alliance. Next stages will add the rest.

If you want know about the credits and what you will see, you can check the readme.txt from my las FOC mod.

http://firefoxccmods.com/Descargas/soasecredits.txt 

Because the SOASE mod is at development, I have not compiled a list from units and credits about it.

You can know more about my mods at http://firefoxccmods.com

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This was my first question about SOASE at this forum. I have saved it because perhaps you found it interesting.

Hi, I was trying add a new model to the game following the iron clad documentation about it and when I was picking the texture_proyection1 for the tangent, I received this message from the program. 

 

I´m not very familiarized with the program because I have edited most of models from my mod with 3Dmax 8. At this case, I exported at 3dmax to obj a model with its own uv and I wanted add all the rest of the stuff at softimage.

 

 

Star Wars - Alliance Star Wars - Alliance

1,625,974 views 579 replies
Reply #126 Top

Quoting Nomada_Firefox, reply 126
Yes, I knew but I forgot tell you that at the end, a new coruscant with my textures can not be made probably with a original planet, the uv need be expanded a lot. 

Thanks by the tip about textures. 

Yeah I figured, those cross textures are a pain to do even if the UV was big enough. And very nice space stations, especially the last one.

Reply #127 Top

About the stations, with exception from the SluisVan station made by Flavid many time ago for the game Xwing Alliance, all the others are models from me, some of them following old designs from XWA. The next days you will see some more.;)

Reply #128 Top

At the end, I have added more titans with abilities, for some of them I have added a very long colddown time, I would like know if there is a limit with it or a infinite number. It would be a good idea for some like heroes or unique units. Other question would be if there is a ability for cloack units.

Reply #129 Top

I have added a few new units more, probably you find them curious.;)

The Knighthammer.

This is a mini deathstar, the Imperial starbase.

At my FOC mod, the lusankya shields with the rebel flag were different, here I do not know how make some materials and I have added them as you can see here.

X-wings and Y-wings.

The Rebel Alliance starbase.

The Iron fist.

It can be more of one Titan but I have coded the other Titan as capitalships and they run well.

Reply #130 Top

I know this is still a bit early, but what are you going to do about the scale problems? Those Super Star Destroyers are longer than planets and makes the "mini deathstars" look trivial.

Quoting Nomada_Firefox, reply 130
The Knighthammer.

I think I'll definitely be asking to use that.  :thumbsup:

Quoting Nomada_Firefox, reply 130
X-wings and Y-wings.

Very nice textures on those.

Quoting Nomada_Firefox, reply 130
The Rebel Alliance starbase.

Is that your own design or does it have a name?

Quoting Nomada_Firefox, reply 130
The Iron fist.

I can't really tell from that screenshot, but did the Iron fist look any different from the Executor? I don't remember much of the main books that talk about Zsinj, but I only seem to remember Knighthammer and the New Republic Lusankya as being noted to be visually distinct. If there isn't any or its trivial, I don't know if you'll want to use up space by using separate meshes for it.

 

Reply #131 Top

Oh dear, there's a Death Star model now in Sins. This is terrible. I'm going to get swarmed with people asking me to put the Death Star ingame now. :v

Reply #132 Top

I have thought about the scale problem but.......I have used the scale from the original soase models, if I reduce it more....a corellian corvette would be......nothing. I prefer ignore it, if it was very bad, perhaps I can make bigger the planets. 

The Rebel Alliance Starbase without any upgrades, it is a design from the old xwing alliance game, you could see it at some missions. I made by myself most of the stations from xwa and I have many more made by other people. The name from the it would be Rebel station.

The iron fist and knight hammer have purple engines and more shield turrets. All the ssd after endor added better more shield turrets or they deleted them as the Vengeance from Jerec. Speaking from Jerec, I have plans for edit the model more as the original, the wings should be smaller. But yes the changes between Iron fist and executor class were not too much, the changes are more at textures, the screenshots are not good for show it.

The xwing texture is one from Evillejedi with a few changes, the Y-wing is one new made as the xwa model with a turret. I will add the A-wing, E-wing, B-wing, K-wing, Xj-wing, T-42 and Eta-5. At the end, I have not plans for ignore most of the space units from my FOC mod, I want use all them if I can. Of course I´m making changes for to make them with the soase features. 

About other one curious things, I have not plans at least by the moment for divide sides at folders, I do not see it as a great idea, it is a mess for most of the people.

For end, one question and one plan, can be more of one starbase added? 

With the Death Star, I´m thinking to add it as a super unit which it can be upgraded starting from the death star prototipe to the Death Star II. I have not tried it but I would be surprise if it can not be made. If you are thinking it, the Empire will have a lot of super weapons but its starships will be vulnerable to a fighter attack. 

If you want a model from my mods, you can make three things, one wait to when I upload it on the soase skydrive, two ask me and third take it by yourself.;)

Reply #133 Top

I forgot show you a few things, they useful probably for you.

Perhaps you did not see this assault frigate.

The mod strike cruiser, a design from the old game xvst balance of power, the strike cruiser is from DTM.

And this other, the Tector ISD, the Warlords tector has hangar bay but a tector should not add it probably. Of course everybody is free from add models as they like and I will accept always them as good, other thing is if I like them or not.

This model is not very different to the warlords ISD, in fact probably the new botton parts can easily be added on the warlords model and the isd from my mod, all them use edited textures from ej. I show you this work as a offer, never for show it better than other things.

 

Reply #134 Top

Actually, EJ never made a Tector. In SoGE, the Tector originally used the ISD-II's model as a stand-in.

Reply #135 Top

Quoting Nomada_Firefox, reply 133
I prefer ignore it, if it was very bad, perhaps I can make bigger the planets. 

The problem with bigger planets is that it reduces game performance, as larger gravity well sizes exponentially increases the computational load of pathfinding. I believe that is why Sins of a Galactic Empire went with the smaller scale option.

Quoting Nomada_Firefox, reply 133
I have not plans for ignore most of the space units from my FOC mod, I want use all them if I can. Of course I´m making changes for to make them with the soase features. 

Well, it seems like you certainly have a lot if you even have the weird Assault Frigates that look like Nebulon-B2s. Problem is with the conventional factory system you're limited to 18 frigates, 9 capitalships, and 9 titans (though you can only have 1 at a time). You could spawn an addition 12 or 15 from abilities on the shipyard structures, but that is not an ideal way of doing things.

The strikecraft are a bit less problematic, you can only have 4 per carrier but you can give different strikecraft to different carriers. And you could give strikecraft to every unit in the game if you wanted to.

Quoting Nomada_Firefox, reply 133
About other one curious things, I have not plans at least by the moment for divide sides at folders, I do not see it as a great idea, it is a mess for most of the people.

It is a pain, but if you're running into game performance issues it maybe the last thing you can do.

Quoting Nomada_Firefox, reply 133
For end, one question and one plan, can be more of one starbase added? 

Yes you can, but they share the same starbase limit. So if a starbase limit at the planet is one, you could only say build a  death star or a golan platform, but not both.

Quoting Nomada_Firefox, reply 133
If you want a model from my mods, you can make three things, one wait to when I upload it on the soase skydrive, two ask me and third take it by yourself

Gratefully noted sir.

Reply #136 Top

Quoting Nomada_Firefox, reply 32
About import alo to 3dmax, at this moment there is a complete import tool, it is similar script to the soase max tool but it imports everything from models, it is very good. At the past, only programs as ultimate unwrap3d could open a alo and from it, you can import to 3dmax the neccesary mesh, it was a long work but at the end, if we compare alo with the SOASE system, SOASE is very very very easy, at alo even you need a special mesh for shadows, of course at my opinion probably the shaders from alo can show effects that I´m not sure that you can see at SOASE but the difference of amount of work is considerable, I´m very glad by this.

If you want know for import SOASE models to alo, I open first them with object3Dconverter, it lets save the mesh at 3ds.

 There is a special plugin for 3d max (alamo2max), opening a .Alo In 3D Max  :D

For 3DMax 6\8\9. Iam use Max 9.

Object3Dconverter I use in the most severe cases) when other ways to open the file fails.

 

question:

I want to make the construction of the Titans (SoSe:Rebellion) , unlimited, as other ships.
Maybe somebody tell me what files to look?

I looked through all the files in GameInfo, but do not see where there is a restriction on the Titans. Or do not understand how it works 

 

 

 

Reply #137 Top

building titans is a hardcode, BUT you can spawn(by ability) an unlimitied number(which will be level 1) but only the last destroyed will be able to be re-built at its level at distruction.

harpo

 

Reply #138 Top

There is a chance from reduce the scale, at least it would not be a lot of work if I make it now.

You could spawn an addition 12 or 15 from abilities on the shipyard structures, but that is not an ideal way of doing things.

Yes but you can add them on other buildings. But the amount of models is not too big with my idea. Many of them will be spawned from complete fleets. By example there will be a fleet with the Predator, Warhammer and Dominance, other with the Assertor, Bellator, Secutor, Vigil and Custom corvetter and one more from Giel´s starship and his escort starships. It would be 10 different units with only three abilities. 

It is a pain, but if you're running into game performance issues it maybe the last thing you can do

I´m not sure that you win nothing of performance with it but as you say, it would be the last thing, I will check first the normal way and after it the other.

At my mod Golans are the replacement for gauss plattforms by example. Rebels uses Golan II, Empire Golan III and pirates Golan I. They are well balance because they have not anti fighter weapons and the range of fire is not too long.

About Death Star.....I have not published a screenshot from a death star, I published a screenshot from this.;)

But even if the limit is one starbase by planet, more of one option can be useful. Other thing can be if I have a different unit more for it. :rolleyes: At least with super units.

Reply #139 Top

Quoting Nomada_Firefox, reply 139
But even if the limit is one starbase by planet, more of one option can be useful. Other thing can be if I have a different unit more for it. At least with super units.

The starbase limit can be changed, the default is 1 for planets and 4 for stars.

Reply #140 Top

Quoting GoaFan77, reply 140

Quoting Nomada_Firefox, reply 139But even if the limit is one starbase by planet, more of one option can be useful. Other thing can be if I have a different unit more for it. At least with super units.

The starbase limit can be changed, the default is 1 for planets and 4 for stars.
and is in the planet entity files, and there is a research modifier that can increase the starbases per gw for a given side.

harpo

Reply #141 Top

What do you know about this tool https://forums.sinsofasolarempire.com/326876/page/2/#replies ? is there any problem if I use it? it can be my best chance from change the scale from the models made by the moment.

 

Actually, EJ never made a Tector. In SoGE, the Tector originally used the ISD-II's model as a stand-in.

Yes it is the reason because I edited a EJ´s ISD for to make it as a Tector.

Reply #142 Top

neoburg's mesh resize tool (as far as in know) still works for re-sizing meshes.

harpo

Reply #143 Top

Thanks to the gods and the creator of this tool, I do not want remake again 160 mesh.......of course few moments ago I tested it. Very useful. I will use a scale similar to warlords, it will be 0.2 from the scale of the units that you can see on screenshots.

Reply #144 Top

Quoting harpo99999, reply 143
neoburg's mesh resize tool (as far as in know) still works for re-sizing meshes.

harpo

Yes, but I thought you had to use the meshes in the pre-diplomacy text format. Or can it handle that mipmap line Rebellion added.

Reply #145 Top

Quoting GoaFan77, reply 145
Yes, but I thought you had to use the meshes in the pre-diplomacy text format. Or can it handle that mipmap line Rebellion added.

I can confirm it works with Rebellion meshes fine.

Reply #146 Top

Quoting Lavo_2, reply 146

Quoting GoaFan77, reply 145Yes, but I thought you had to use the meshes in the pre-diplomacy text format. Or can it handle that mipmap line Rebellion added.

I can confirm it works with Rebellion meshes fine.

Awesome! I guess that makes a little script I wrote to convert between Diplomacy and Rebellion meshes pointless (though I think the matlab mesh tool does need Diplomacy ones), but I'll take it. I haven't checked, but I don't suppose anyone has figure out how to batch resize?

Reply #147 Top

Neoburg's mesh resize tool is already a batch converter; as long as you are OK with all meshes using the same resize value, you can keep on adding source meshes to it.

Reply #148 Top

Quoting Lavo_2, reply 148
Neoburg's mesh resize tool is already a batch converter; as long as you are OK with all meshes using the same resize value, you can keep on adding source meshes to it.

Ah, well clearly I have only used its most basic functionality. That will save me a lot of time.

Reply #149 Top

Quoting harpo99999, reply 138
building titans is a hardcode, BUT you can spawn(by ability) an unlimitied number(which will be level 1) but only the last destroyed will be able to be re-built at its level at distruction.

harpo

 

Thanks for the reply.


I mean a little bit more.
Restrictions on the Titans hidden in the exe, I correctly understand ?
And change it by editing the files in the GameInfo not - right?

The only option - added ability.
I do not quite understand - This ability to be added to the Titan or the factory which produces from?

 

 

Reply #150 Top

Quoting LeonDeGrelle, reply 150
Restrictions on the Titans hidden in the exe, I correctly understand ?
And change it by editing the files in the GameInfo not - right?

Yes.

Quoting LeonDeGrelle, reply 150
I do not quite understand - This ability to be added to the Titan or the factory which produces from?

Doesn't matter where you put the ability. You could give it to a trade port if you wanted. Using abilities like the Vasari returning armada you can spawn in any ship that can phase jump, including titans.

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