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

 

7,620,183 views 2,761 replies
Reply #501 Top

I'm assuming you won't see anything from the backside--just wanted to be sure it didn't glitch the graphics up or anything.

Reply #502 Top

Does anyone have a method for making a frigate able to launch fighters with a research? Not spawn, but managed just like any other carrier. I tried giving a frigate a fighter squadron but with no command points, then giving it a passive that increased its squadrons by 1, but that didn't seem to work.

Reply #503 Top

What's the difference between what you want to do and what a carrier is?

Reply #504 Top

Quoting Sinperium, reply 503
What's the difference between what you want to do and what a carrier is?
End of Sinperium's quote

That first you research to unlock a ship, then further up the tree you unlock an upgrade that allows it to carry fighters. It is not able to carry fighters until after you research the tech.

Reply #505 Top

Okie.  I have never considered before.  I like the concept. 

Maybe create a new class of fighters--even copies of your standard ones--that require research and have it equipped only with those?

Just a total guess. 

I'd be interested in that for my fighter-bomber mod.

Reply #506 Top

Quoting Sinperium, reply 505
Maybe create a new class of fighters--even copies of your standard ones--that require research and have it equipped only with those?
End of Sinperium's quote

Yeah that was my back up plan, as the ship in question already uses a custom fighter squadron that is just the same as the standard but with a different number of fighters. Its slightly illogical, as it makes it seem like you're researching to get access to the same fighters that the rest of your fleet is already using instead of an upgrade to the carrier ship like I envisioned, but its functionally the same thing..

Reply #507 Top

Quoting GoaFan77, reply 502
Does anyone have a method for making a frigate able to launch fighters with a research? Not spawn, but managed just like any other carrier. I tried giving a frigate a fighter squadron but with no command points, then giving it a passive that increased its squadrons by 1, but that didn't seem to work.
End of GoaFan77's quote

The frigate has to have at least 1 command point to launch fighters (no decimal allowed like 0.5). However, you can give the frigate 1 command point and have the first level of the passive's BonusMaxSquads set to -1. Then you can have 1 or 2 levels of upgrades on the ability. You could use ResearchWithBase with the standard frigate access -> ability research. ResearchWithoutBase would work too if you used 2 or 3 levels on the frigate access research.

 

Reply #508 Top

Quoting ZombiesRus5, reply 507

The frigate has to have at least 1 command point to launch fighters (no decimal allowed like 0.5). However, you can give the frigate 1 command point and have the first level of the passive's BonusMaxSquads set to -1. Then you can have 1 or 2 levels of upgrades on the ability. You could use ResearchWithBase with the standard frigate access -> ability research. ResearchWithoutBase would work too if you used 2 or 3 levels on the frigate access research.

 
End of ZombiesRus5's quote

Wouldn't ResearchWithoutBase be better in this case as the first level of the ability, -1, has to be going on from the start?

Unrelated, but I'm assuming by the lack of replies, there's no way to disable Planet Bombing (for an individual ship) via ability. As such, I was wondering if it's possible to get a ship's planet bombing to level up via research.

Reply #509 Top

Quoting Lavo_2, reply 508
Wouldn't ResearchWithoutBase be better in this case as the first level of the ability, -1, has to be going on from the start?
End of Lavo_2's quote

ResearchWithBase and ResearchWithoutBase can both be used and have the ability activate from the start with the -1. ResearchWithoutBase would simply use the frigate access research subject as the base research and then the ability access as the level source improvement (Think Anti-matter recharger).

If he's cramped for research tree space then the ResearchWithoutBase can accomplish the same thing, but might not be as easily understood game wise.

 

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Reply #510 Top

Totally forgot about making the frigate access' tech the research that activates the ability, which is silly as I've done just that in the past, but yeah that would work well.

Reply #511 Top

I'd love to get strikecraft to be able to bomb planets but after a gazillion minidumps I'm thinking this might not be possible?

Reply #512 Top

Quoting Sinperium, reply 511
I'd love to get strikecraft to be able to bomb planets but after a gazillion minidumps I'm thinking this might not be possible?
End of Sinperium's quote

Have you tried making an ability of sorts for strikecraft that causes planet damage? I imagine that might work.

Reply #513 Top

Quoting ZombiesRus5, reply 509
ResearchWithBase and ResearchWithoutBase can both be used and have the ability activate from the start with the -1. ResearchWithoutBase would simply use the frigate access research subject as the base research and then the ability access as the level source improvement (Think Anti-matter recharger).

If he's cramped for research tree space then the ResearchWithoutBase can accomplish the same thing, but might not be as easily understood game wise.
End of ZombiesRus5's quote

Thanks, that worked out. No matter what its going to be a little bit confusing to the player, but I think this is the best solution.

Reply #514 Top

One failed attempt.  that's what I am back to.  I was hoping to actually make them dedicated to bombing planets without an ability.

Reply #515 Top

Does anyone know of a specific program that can convert ALO files into whatever type sins uses?

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Reply #516 Top

Quoting gladiatormaster87, reply 515
Does anyone know of a specific program that can convert ALO files into whatever type sins uses?
End of gladiatormaster87's quote

If you're wanting stuff from Empire at War most likely the Star Wars mods already have them, but 3D object converter.

Edit: Also is it just me or can trade ships not have active abilities?

Reply #517 Top

Quoting gladiatormaster87, reply 515
Does anyone know of a specific program that can convert ALO files into whatever type sins uses?
End of gladiatormaster87's quote

3D Object Converter to convert to .3DS then use 3DS Max, or some other program, to convert to .obj. Then you have to rig up the model in Softimage|XSI.

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Reply #518 Top

Question, can someone explain how mod stacking works..? 

i.e. if I have a mod installed, like Distant Stars or Stars, how do I create a mod that stacks? If this is easily done, I'm thinking of making the textures I made into a mod that stacks with these mods..

Reply #519 Top

Quoting AxelDude, reply 518
i.e. if I have a mod installed, like Distant Stars or Stars, how do I create a mod that stacks? If this is easily done, I'm thinking of making the textures I made into a mod that stacks with these mods..
End of AxelDude's quote

When you're stacking mods, basically the game tries to read them all at the same time. If two or more mods have the same file in it, it will attempt to use the version of the file from the mod that is higher up the list. Thus when editting a bigger mod you just make a smaller mod with the additions that you then stack above it.

In the case of planets keep in mind pretty much every large mod has a GalaxyScenarioDef and entity.manifest file unique to itself, so if you wanted to add your mod to Stars you will want to edit the Stars' version of these files instead of the vanilla ones for your base, otherwise the Stars' features won't appear and you'll probably get a minidump. Likewise you would have to make a second version of your stackable mod with Distant Stars using a modified version of its GalaxyScenarioDef and entity.manifest.

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Reply #520 Top

Quoting Lavo_2, reply 495
Model/texture question. So I have this model, it looks fine in Softimage, but not ingame. Does anyone have any idea what could be causing this, and more importantly, how to fix it?
 
End of Lavo_2's quote

I think I have a similar problem. The first ship looks perfectly fine in XSI, but in game a section of it gets distorted, like if the UV map got screwed up some how, but only for two identical islands. Any thoughts will be greatly appreciated.

Reply #521 Top

Quoting GoaFan77, reply 520
Quoting Lavo_2, reply 495
Model/texture question. So I have this model, it looks fine in Softimage, but not ingame. Does anyone have any idea what could be causing this, and more importantly, how to fix it?
 
I think I have a similar problem. The first ship looks perfectly fine in XSI, but in game a section of it gets distorted, like if the UV map got screwed up some how, but only for two identical islands. Any thoughts will be greatly appreciated.
End of GoaFan77's quote

A small Christmas free moment of about 15 or 20 minutes :)

All I can say is something was not quite right with your xsi scene (I have no clue what).

  • I imported the *.obj into 3dcoat to check the model one more time then exported to *.lwo. For some reason I have issues hooking up the tangent to the second uv-map half the time with *.obj.
  • I created the second uv-map with just a unique projection to avoid the middle seem issue (works 80%+ of the time for me).
  • I recreated the normal map by only copying the red channel to alpha and leaving the blue as is from the filter (seems avoid some of the glitchy splotches on the uv-map).
  • I exported your original mesh points into *.xsi and imported them back into my new scene.
  • I converted your *.tga's to *.dds with AMD compressonator (I find it generates less artifacts). I always do tga's like you have but convert them to DDS during scene preperation.
  • I finally exported the scene to *.xsi and converted to *.mesh for the image below.
Here's the scene that worked locally.

http://dl.dropbox.com/u/5790092/Temp/agave_zombiesrus5.exp

Here's the mesh

http://dl.dropbox.com/u/5790092/Temp/Agave.mesh

P.S. Nice model and texture ;)

 

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Reply #522 Top

Merry Modding Christmas!

 

Reply #523 Top

k1 Zombie, just for taking the time to do all of that.

One thing I do notice now about my model is that only polygons that have distorted textures are the quads. I was under the impression Sins could use quads but is there something special you have to do compared to triangles?

Quoting ZombiesRus5, reply 521
I created the second uv-map with just a unique projection to avoid the middle seem issue (works 80%+ of the time for me).
End of ZombiesRus5's quote

Could you elaborate here? I was under the impression you should use the texture uvs as a base because the polygons are already detached for the most part. I don't really see the advantage of using a new projection if you are going to move them around anyways.

Quoting ZombiesRus5, reply 521
I recreated the normal map by only copying the red channel to alpha and leaving the blue as is from the filter (seems avoid some of the glitchy splotches on the uv-map).
End of ZombiesRus5's quote

So Sins can handle the blue normal map generated by the nvidia plugin? Don't the Sins textures use a greyscale normal map?

Quoting Sinperium, reply 522
Merry Modding Christmas!
End of Sinperium's quote

I bet Sinperium is singing "All I want for Christmas is for someone to do my mod for me." this year. Yes you all should have that stuck in your heads now. ;)

Reply #524 Top

Have you self...a merry little Modmas.  It's that time of yeee-eear.

I have this issue with seeing the fancy stuff you guys are working on and being tempted to go there--but I must remain sane.

Right now (literally) I am grinding through updating the ones I have made to 1.34...stupid upgrades.

I don't need any one to make my mod for me...just the particles, abilities, buffs, meshes, models, entity files, manifests, textures and little stuff like that.  I can do all the rest. O:)

Ooh!  But while people are here--model insertion and all isn't my area here in Sins but I have a model and I don't have a designated team color channel indicated for it.  So I get the dev warn about needing a pipeline and color channel.   Still works but how do I go about remedying that?

Reply #525 Top

Quoting Sinperium, reply 524
Ooh! But while people are here--model insertion and all isn't my area here in Sins but I have a model and I don't have a designated team color channel indicated for it. So I get the dev warn about needing a pipeline and color channel. Still works but how do I go about remedying that?
End of Sinperium's quote

Make a new channel on your cl texture called Alpha. Black is no team color, white is only the team color, and the shades of grey merge the regular cl texture and the team color.

Also just curious, can anyone tell me what the advantage is of having a mod on Mod DB and what you must do to host it?