Problems with Adding Planets w/ Moons to Vanilla Rebellion + DLC

Ok, I was successful in adding new planet. which is good.

But, I have another problem. I wanted to add few more planets to vanilla. The ones that have moons, just doing the same thing with planets that does not have moons actually creates problem. I have copied the mesh files and bunch of moon texture files, but that is about it. I don't think the planet entities do not mention that they have moons. Do they? So, I am totally lost in what to do. Have I forgotten something?

9,774 views 5 replies
Reply #1 Top

"Moons" are not a standard feature of Sins, any mod that has them have done various things to hack them in. You would have to ask the mod creator exactly how he did it, as every mod I've looked at has done it a different way, and I would guess it would be substantially more difficult than merely adding a planet.

Reply #2 Top

Moons are fun to do but they range from passive eye candy to interact-able entities depending on the implementation.

  1. Adding moons with asteroid defs. Purely cosmetic and requires turning on this effect to see them. Allows for more Random placement of Moons.
  2. Adding moons as particle effects on the planet mesh. Purely cosmetic and not random as the particle effect is pre-loaded into the planet mesh file. Requires adding more meshes to achieve a feel of more randomness. Can achieve a pretty good variation if all 5 slots are filled per planet entity.
  3. Adding moons as an part of the actual planet mesh. Doesn't require particles so it might seem easier. I'd suggest the particle route first.
  4. Adding moons as planet items. The goal here is to place an entity that looks like a moon in the planet's gravity well. This approach allows for a random variable amount of moons to be placed. The moons must be a frigate or starbase entity type in order to be placed on uncolonized planets (No Planet Owner). Downside is you may end up with a lot of moons as there's no way to conditionally place planet items. You'll also need to come up with a purpose for them.

 

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Reply #3 Top

Holy crap, that looks overly complicated. o.O

I am taking the planets from Maelstrom mod. I exactly don't know how they implemented the moons 'cause I am kinda novice at modding. I could try bunch of things zombie said, but just in case all fails (due to my novice skill), another route would be implementing new planets without their moons.

Is there a way to strip the planets out of their moons so that I don't have to deal with this complicated mess? (well, unless removing the moons from planets gravity well is harder, i will be sticking with implementing planets with moons).

Reply #4 Top

Quoting BrightGALAXY, reply 3
I am taking the planets from Maelstrom mod

IIRC he uses the particle effect approach.

Welcome to the wonderful skillset of reverse engineering. This is a useful skillset to learn.

Good luck.

Reply #5 Top

Quoting ZombiesRus5, reply 4

Welcome to the wonderful skillset of reverse engineering. This is a useful skillset to learn.


It's how I learned to mod Sins.