Or, a nice walkthrough; [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=301777"]Reply Number 5[/link].
- Uzii -
Good to see others have the hang of this now, not so taxing for me with others to explain it when I'm absent. Foodro got it spot on for the brushes. It is long winded, and time consuming, but if you use the other planets as examples, you can work out how everything fits together. Oh, and the one file you do need to change in the [B]GalaxyScenarioDef.GALAXYSCENARIODEF[/B]. This file is what lists the planets you can pick from the in-game map editor, and which groups contain whic
Ah, sorry. I thought for a second it was... well... Tomorrow(After 1.2 is released, just got some ironing out to do) I think I'm going to have a play around with Photoshop and see if I can get a precise way of warping the midsection around one of the poles. I've come close, but only with guess work and rough measurements. I'm hoping somewhere deep in PS there will be a magic option that fixes our little problem. ;)
I may be mistaken here, so don't take my word for it, but I thought I heard somewhere that 10 is the maximum. Can anyone clarify this?
Find the texture file for the various asteroids, and change the colour with something like Photoshop.
I forgive your non-observance this time Chaney. [B]Reply #269[/B] on this very page: [quote]And Tyberias, I am unfamiliar with Bailknights mod, but as long as none of the texture clash, then it should merge ok. EDIT: You'll be happy to hear, direct from Bailknights Thread: [quote]Actually, it is that easy. I added it to Uzii's mod. I have my own tweaks in the various gameinfo files, so I didn't even install that part of the effects mod. I just put the mesh and particle f
Sorry, my post was well out of date by the time it appeared, the server must be clogging up. Modding in something like this shouldn't be too taxing, so I'm sure its just an overlooked error somewhere.
You need to remember the number you offset it by, then undo it before you save, thats the only trick to it. [quote]I am sure there is a nifty technique for making of cross shaped textures, but so far I wasn't able to find one. Especially if you got a full planet texture with plenty of exact details, like lights on a city-world...[/quote] Not to sound rude, but; Whats that supposed to mean?
Like Annatar said, we need a bit more info. Exactly what file did you change? What changes did you make? If its just one file, upload it to rapidshare or something, and post the link, I'm sure one of us could spot the problem, its only one file after all ;)
Slowly add and test, add and test, add and test. That way you will know what change you made when it does crash, and hopefully be able to fix it.
Every, and I mean [I]every[/I], piece of text you see in-game is from that file. That is its sole purpose.
wrapping [i]around[/i] is fine, in Photshop; [B]Filter[/B] -> [B]Other[/B] -> [B]Offset[/B] -> [B]Horizontal[/B]. Just don't forget to put it back before you save. The poles is another matter. I tried warping the mid section around it, but to no avail. Someone mentioned about using; [B]Filter[/B] -> [B]Distort[/B] -> [B]Polar Coordinates[/B], but it takes some tweaking to get right.
Yep, go for it. I can't believe I missed this topic, but good to see others know how it works too. Foodro got it spot on. I couldn't see the thread you mentioned above either, "Realistic Planet Types", could you post a link please?
Very nice, but might I inquire as to why you didn't give a link to the merged end product? Very nice job though, will save a lot of people, a lot of work. (Good to see mine made it in this super mod too :D).
Not the ones above, [I]yet[/I] ;). The ones pictured on the first post should be, along with all the Planetary Bonuses.
[quote] Yes, people usually only play a campaign through once. But that can be hours of gameplay time, and really makes you interested in the setting[/quote] So you would trade hundreds of man hours for a few hours on a campaign? Lets face it, Sins isn't going to get a marvelous campaign in a patch. An expansion, maybe, but not a patch. I like the Skirmish on Sins, the AI is ok, although a little lacking in some areas, but can be improved easily with a few patches and some feedback. I
Ah, thanks for your comment Grizzlee, ones like that make it all worth while. I suppose what ever I, or other modders do, there will always be haters. And yeh, I'd take a job on the dev team, but something tells me thats just not going to happen ;). As for Vista, it must have something to do with how files are replaced when extracted from a .zip, as I did the same process as you guys, and it all worked fine. And [b]Tyberias[/b], I am unfamiliar with Bailknights mod, but as long
[quote]AARRGGBB is ARGB in 16digit form. AA=Alpha (Opacity) FF(fully visible)-> 00(Invisible) RR=Red GG=Green BB=Blue[/quote] That is [I]really[/I] handy, thank you very much good sir.
[quote]btw are they layed on the CL's or DA's???[/quote] If you are talking about textures, then the _cl and _da on the end of the planet textures translate to the Light side(_cl) and the Dark side(_da). I assume its the same with all textures, so the side of the ship facing the sun displays a lighter texture than the one in the shadow.
Mmm... But what puzzles me is that all colour codes are 8 digits in Sins. But the actual colour codes are always in 6-digit format when found elsewhere. So which do we use? The last 6 digits, or the first 6?
Check [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=301777"]Reply number 5[/link], I think thats what you need.
[b]@ Founders[/b] I am sorry to say, that you are the only person I have heard from to experience these problems. I have a good LAN game going with a friend and after 5 plus hours have yet to experience a slow down or crash. I don't like bringing this up and passing the blame, but I would bet a substantial amount of money on the fact that you using Vista has something to do with it. It is not a graphically challenging mod, CPU challenging mod, or an AI challenging mod, so there should be min
Old, yes, obsolete, far from it. Vista is the bane of gamers' existences everywhere. I will not be switching to Vista for a very long time, and only when they get all the bugs out. I am using XP, so the readme is relevant to XP users. Although there are some similarities, if you are using Vista, I can only offer extremely limited help. At least it works though, eh? ;)
Very weird. Perhaps its a Vista issue. Which won't surprise me one bit ;) Good to see you got it sorted, and [b]Founders[/b], which OS are you using? Vista too? [b]@ CaptainHardcore[/b] Sorry I didn't reply to your earlier, had some issues that needed my attention ;) I tell you what, if you can design a Toxic Planet like the one you described, I will name you in-game as being the owner of a home on the Paradise Planet. I see what you mean, but I went for the Purple look
Erm, Sample Textures? Why not use the default textures as a base, then put your textures over the top of them. If you have made them using the same layout (+ shape, top and bottom sections are the poles, the mid section being the main body of the planet), then you should just be able to put them right on top of the originals ([b]BACK UP FIRST[/b]) and see what they come out like in-game.