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

 

7,619,545 views 2,761 replies
Reply #851 Top

Quoting silencedhawk, reply 849
I have weapon points in All directions

End of silencedhawk's quote

Could you upload a screen shot of the model in the developer.exe while the "show meshpoints" option is on (ctrl+shift+., c, z).

+1 Loading…
Reply #852 Top

there are weapon hardpoints on all sides, 4 back 4 front 4 left 4 right for weapon 1 and

2 back 2 front 2 right 2 left for weapon 2.

 

both weapons only shoot forwards.

In the Dev Entitiy info (q) show weapon states

TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0

 

shows up, Even when the file says

TargetCountPerBank:FRONT 4
TargetCountPerBank:BACK 4
TargetCountPerBank:LEFT 4
TargetCountPerBank:RIGHT 4

 

I have reloaded the mod.... my only thought is this is a Code limitation for whatever reason the Defensive structures only fire in one direction, which so far as I know Every current in game turret only fires in 1 direction at 1 target at one time... forward.

 

Has anyone......  found this issue? or... fix or... um.. anything?

Reply #853 Top

 

http://www.2shared.com/photo/49WW9Cop/ScreenShot_0.html

 

using  

TargetCountPerBank:FRONT 5
TargetCountPerBank:BACK 5
TargetCountPerBank:LEFT 5
TargetCountPerBank:RIGHT 5

in the entity...

thats using the TEC starbase and the Advent Starbase (which we know works) and getting the same results..

 

Front target count 1

back target count 0

left target count 0

right target count 0

Reply #855 Top

is the mod enabled AND applied?, the counts suggest that it is using the stock entities.

harpo

 

Reply #856 Top

yep, disabled all, apply, restarted, enabled, apply ->

seems somebody else found this issue

https://forums.sinsofasolarempire.com/367704

pretty sure its a game Limitation with Diplomacy v1.34 guess I just have to use ability's like "Phase missile swarm" to mimic turrets with multiple ability hard points.... annoying tho

Reply #857 Top

Well the TEC hangar can fire in multiple directions and I think on multiple targets... you might want to try a different type of structure entity.

Reply #858 Top

Quoting GoaFan77, reply 857
Well the TEC hangar can fire in multiple directions and I think on multiple targets... you might want to try a different type of structure entity.
End of GoaFan77's quote

 

Genius!

needs - entityType "PlanetModuleHangarDefense"

and

defaultAutoAttackRange "None"
defaultAutoAttackOn TRUE
prefersToFocusFire FALSE

Must be after the weapons, not before them

 

thanks for the tip

Reply #859 Top

Just want to point out here, it is in fact possible to have a hangar defense module which has weapons in all directions and has multiple targets per bank.

Reply #860 Top

Question is it possible to have shield mitigation go down as it is hit by damage and regen while not?

 

 

Reply #861 Top

Quoting kcirtap42593, reply 860
Question is it possible to have shield mitigation go down as it is hit by damage and regen while not?

End of kcirtap42593's quote

Yes, the question is just how hard it would be.

The maximum shield mitigation possible is defined in each ship's entity file. Everything else is controlled from the race entity file (its called absorb rate there).

shieldData
    shieldAbsorbGrowthPerDamage 0.001000
    shieldAbsorbDecayRate 0.012500
    shieldAbsorbBaseMin 0.150000
    shieldColor ff0eadff

In theory, if you were to make the minimum higher than the maximum (note that capitalships by default increase their mitigation with levels), and make the growth and decay rates negative, it may act exactly as you want, blocking early attacks and weakening with further damage. I don't know if anyone's tried it before, so the game might have so built in checks, but I give it a fairly good chance of working, and its nice because you can do it on a per race basis.

If this doesn't work you'll needed to set it up as a mechanic that affects everything in the mod. Basically what you'd do is make the Min and Max the same and give every ship an ability that reduces shield mitigation with attack. It works but its a pain to set up, and for capitalships it takes up the unused 5th passive ability slot that you may find more useful for other things.

Reply #862 Top

hmmm, I'm copying and pasting the topic I started by accident in a different thread, it seems like this is the proper place for it :)

 

Hey all, I realize I've been posting quite abit lately asking for assistance with issues I've come up against and I'm thankful for the help that has been offered, and am happy with the progress I've made importing models from EVE Online succesfully into the SOASE Reb 0.96 Beta so far... but when it comes to Minmatar ships I have abit of an issue...using the same Modtools XSI steps and tangents etc and the Photoshop textures setups I have used successfully for over 20 ships...I encounter a wierd 'dissappearing texture effect' I'll post links to screengrabs here and i've also uploaded a Youtube video of the ship ingame.

the Youtube link should be up soon: http://www.youtube.com/watch?v=OO5jpE-eCEM&feature=youtu.be

http://cloud.steampowered.com/ugc/558691485274094956/72E280ECE629C692C113318548FF73155C8AF195/

 

http://cloud.steampowered.com/ugc/558691485274337959/428B505EB50E7C0E80F476B7A5EE07CC1E23DF47/

 

so the transparent 'looking mirror' with the wierd swirl (I did that to identify it) is supposed to be replicated on the other 'wing' that sticks out underneath the ships fuselage? any info or advice on what I might be doing wrong? I've used the same steps and setup for a ton of other models etc which have turned out great :)

 

example: http://cloud.steampowered.com/ugc/560942745946056445/19E89800F166A760182B7F19F4802EAEA15F163E/

Reply #863 Top

is it invisible, or highly reflective? Can't tell from your screen shots.

 

Invisible is an issue with the mesh, possibly inverted polygons. 

 

Do you get any errors on the xsi when you convert it to mesh?

 

Reply #864 Top

The mesh in Eve has one sided faces in those positions and if you used the TriExporter to get them it will retain them.

You'll have to make those faces in the panels two sided or check to make sure they aren't facing the same way if you did make them two sided..

Oh yeah--the swirl is on purpose--never mind that.

+1 Loading…
Reply #865 Top

hmmm thanks Sinperium, any advice on how to make them two sided? :) create a UV map and copy-paste?

Reply #866 Top

Depends on what program you are using--if it's XSI, you can duplicate faces but I am not versed in it.

You need to duplicate the face and then invert the face so the texture shows the other way (reverse the vertex order).

I actually use Milkshape for everything but importing into the game so I am a little limited on help here.

Sketchup can import 3DS models and is free and you can at least see where the faces need to be.  Meshlab will let you reformat the Sketchup free export.

I'd take the time to learn to do it in XSI if you're using that.  I still haven't got the hang of XSI.

Reply #867 Top

Trying to adapt the culture center capturing to only do so temporarily.  For some reason however, it doesn't seem to be working and aside from setting isPermanent to FALSE, idk what else to do..

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
buffInstantActionType "DoDamage"
instantActionTriggerType "OnDelay"
delayTime 0.000000
damage
Level:0 3500.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000
damageAffectType "AFFECTS_ONLY_HULL"
damageType "ENERGY"
isDamageShared FALSE
instantAction
buffInstantActionType "PlayAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "Buff_DominationOnTarget"
mediumEffectName "Buff_DominationOnTarget"
largeEffectName "Buff_DominationOnTarget"
soundID ""
instantAction
buffInstantActionType "ChangePlayerIndexToFirstSpawner"
instantActionTriggerType "OnDelay"
delayTime 0.000000
isPermanent FALSE
failIfNotEnoughShipSlots FALSE
experiencePercentageToAward 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 150.000000
Level:1 10.000000
Level:2 0.000000
Level:3 0.000000

 

Reply #868 Top

Instant actions are only applied once, they cannot be set to expire after a duration (that's more for overtime and entity modifiers). You'll need to manually create another buff to set the ownership back, though admittingly I'm not sure if that's possible with an ability initiated by the player. You may need to create an ability for the original owner that sets it back on the culture center.

 

Reply #869 Top

I can figure out how to do it via a second ability, but I was just wondering if there was any way to undo it.

Reply #870 Top

Quoting Volt_Cruelerz, reply 869
I can figure out how to do it via a second ability, but I was just wondering if there was any way to undo it.
End of Volt_Cruelerz's quote

Again, you cannot undo instant actions accept by doing another instant action that does the opposite of the first. As far as I can tell, the first spawner is the player who owned the ability, so using "ChangePlayerIndexToFirstSpawner" can only be used to change the ownership to the player who fired the deliverance engine.

To change it back, I'd add a buff that applies a second buff to itself on the culture center. This second buff will be applied when the first one ends, and the first one's finish condition will be on owner change. The second buff will use "ChangePlayerIndexToFirstSpawner" on a delay equal to the deliverance engine duration.

Reply #871 Top

Is there any way to create new Weapon Class Types and if there is how would you do so? 

Also???

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/EntitySystemHelpers.cpp(691)

starBase->GetIStarBasePtr()->GetDef().creationSourceAbility.IsValid()

 

Reply #872 Top

You can take any of the weapons that already exist in game and assign them any sorts of stats or ability/buffs you like.  But you can't create new types (you can rename them).

Check the links up top for weapons type discussions and look in this thread for enumeration of the types.

+1 Loading…
Reply #873 Top

After going through and doing that I found that with 8 races I used the same amount of weapons so I was lucky that I didn't have to cut something from one of them.

Reply #874 Top

Quoting kcirtap42593, reply 871
Is there any way to create new Weapon Class Types and if there is how would you do so?
End of kcirtap42593's quote

There are at least 3 unused weapon types in diplomacy, and Rebellion adds a whole lot more only a titan or corvettes use.

Quoting kcirtap42593, reply 871
C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/EntitySystemHelpers.cpp(691)

starBase->GetIStarBasePtr()->GetDef().creationSourceAbility.IsValid()
End of kcirtap42593's quote

Sounds like you have a starbase that can't find the ability that created it. If you just copied and pasted a vanilla file, make sure you update the CreationSourceAbility line to take into account a different ship/ability made the new starbase.

+1 Loading…
Reply #875 Top

Okay that fixed that a bunch of minor errors they were all string related popped up but it started and worked so thank you.