you scuttle it like any other ships. problem is structures dont work generaly speaking when you do it. but ya, this is pretty much impossible to do if im not mystaken. it least not on the scale that would make it usefull.
StCobalt
pitty good tutorials like this get burried instead of pined.
there called dummy or null points, but yes, the orientation (direction) of these points determine what way the weapon fires. HERE is a tutorial on doing so. also it is suggested that you download a trial or whatever on 3ds max 9 for it.
[quote who="Kieuc" reply="9" id="2081518"]The best way is to create a model with XSI Mod Tools and use ConvertXSI from Ironclad Games to import it in SOASE's format. It is to create a new model, if you want edit an existing model, XSI Mod Tools is not very good. You can use others programs like 3DS Max and its plugin like StCobalt told you. When it's done, you will need to export your model in XSI format with another plugin and then use ConvertXSI. XSI and 3DS Max aren't
to clairify more id actualy post edited pictures showing exactly what you want removed or selectable. also i could be wrong but i believe there was a key combo to remove the UI for pictures/movies. (although some of them i know cant really be edited. in all honestly, just about no one has bothered touching or tweeking the UI past making it transparent. it would be a welcome mod if someone modifyed it a bit more or made it look a bit more intresting. problem is most things are hardcoaded
you didnt update sins original past 1.1 chances are. update your game to the latest version and it should apear.
generaly because entrenchment uses a manifest system to read all its files. so if its not in the manifest, its not gonig to show up.
lol it c ant open mesh files. you got to use 3DS Max and download the little plug in for it somewhere around this form and then use that to edit them. its a lot faster to use 3DS max in my opinion because you cant really open .XSI files in softimage mod tool due to it being freeware.
if its not there then you probly did not update beyond V 1.1 or was it 1.2? anyhow, update your game and chances are it will be there.
edit the capital ship slot increase research file.
well, 3 things to look at, texture folder for all the base files, window which holds all the references for the icons. and then the actual ship/structure building which links to the window files.
its amasing how often we get this question :p. anyhow, go in game, click options, mods, show mod path. copy that down, and then you can use either search, run, or internet explorer to go to that location. keep in mind application data is usualy a hidden folder.
was wondering what the limitations of the starbases are. i know msot people wont be able to answer this (was more or less hoping a dev could answer). i was looking to make diffrent versions of the starbase for diffrent needs, such as production, economy, mining, etc. but i see most things are controlled with modifyers or hardcoad in some cases. so i was wondering if its possible to ajest the building on starbases to include Capships and refinerys. also wouldnt mind a list of all the new modif
if you want any files in the game info folder read, it has to be listed in the Entity.manifest. anything not listed in that manifest will be ignored by the game.
there was only 1 UI mod in the histyory of sins to my knowledge.
exactly. the entity.manifest is a list of all files entrenchment should load. just add any new files to it. keep in mind some files for entrenchment are already there. and you still got to add files that you have taken from original sins (if entrenchment does not have those files in its gameinfo folder).
he proly used a mod for normal sins or the mod he had did not contain the entity.manufest (it least thats what it sounds like)
make sure your using the lastest entrenchment ship files from the entrenchment game directory because there is significant diffrences from other versions. also, you should keep them in text format since the game can read both text and binary
i was just wondering how you go about creating and modifying shield mesh files, im playing around with custom ships and some just dont add up. was wondering how you edit the size and ship of them. EDIT: although i didnt add this in, how do you go about changing the size of ship mesh's and shield mesh as well.
lol. well you can try making gas giants colonizable by following the basic terran planet layout. its possible the the planet elevators (the cities on the planest with the little cars) are causing the choppy graphics.
ya but that is limited in itself. there are still Sins engine limitations to some things. it will be intresting to see how everything falls into place.
well you cant do anything with the AI besides tweek its building focus (weather it focuses on building buildings, researching, upgrading planets, building ships and defending) and retreat threshold. i dont think you can modify the visibility, but if you could i think it would be located inthe gameplay.constants file in your gameinfo folder. as for pirates spawning at random planets, no, you can not do this effectivly to my knowledge, i believe that is hardcoaded. and as star jump goes, you co
[quote who="awolfhk" reply="20" id="2078888"] Quoting Gundolf2056, reply 18Of course a missing graphic effect is not a major problem. But missing strings and not working abilities I do consider as a mayor problem : ) And dont forget that I have these problems with every f**king single mod I tried. That's not fun anymore... but however. I'll be patient and wait until the updates for the new patch are ready. In the mod enable section, did you see a button
well in the Game Info folder theres a Planet(name).entity that references all meshes for that plane in the file. so essentially you upen up the gas giant, copy the section which list its mesh files then paste it into another planet.
have you tried reinstalling the game, then re updating, and then making sure the mod version and patch version are the same?