So to get this build file can I just copy the file you sent with the AHA mod. Then just change the name property name =" deployment.dir " value =" ${mod.dir}/AHA TEST " />  
SZ0
[quote]but you'll have to do something about them so they aren't efficient enough to replace the heavy frigates, otherwise people would abuse them and make them the replacement for their fleet simply because of the additional abilities and raised damage[/quote] This is a good point, Perhaps it would be better to make them capitals. [quote]why not share your deepest secrets with your fishing buddy?[/quote] Because he will catch to many and that will be less for me to ca
[quote]Ok, cool. I have that picture thing working in my mod. I will look at yours if you don't mind.[/quote] Yes by all means. It is in (bin.) here is the link if you don't have it already; http://www.filefactory.com/f/3907c9a54e193e91/ On my running of the tool over it I only found 1 error with brush's and that was for the planetbonus "BLACK" which just had the C in lower case. Also I have c
Well, that means I do have it working correctly then which is good. I am not to worried about the deployment thing As I can just move the new cleaned up mod manually no problem. The thing I have trying to track is an issue in the Distant Stars + A,ha's combo I have made. It for some reason has a Tech player portrait in the Vasari portrait window. Also the button to select what race you want to be before you start the game only cycles through in the reverse, right mouse button, directi
The plan is to make each vessel, 3 in total, available to both of the allied factions. It should work I like some of those ideas for abilities and weapons. The original plan was to make another capital for each. The reason I have some doubt now is that factions may be reluctant to give their best top secret research over to another faction. This is also the reason for making them weaker than normal caps. And making them something like "envoy escorts" would be a valid reason for making
[quote]In gimp I did Color to Alpha and made it black and saved and I still get the models being a solid color[/quote] If you made the whole channel black that is what would happen. You only need where you want team colour to be to be black. It only needs to be 1 pixels worth if you don't like team colour on your model. To find what the mesh files are for their respective entity file, open up the ships entity file and go down to the entry MeshNameInfo
Yes I agree, if that is what most people think as well I will change them. I did originally try to make this as Tech/Vasari, but I thought perhaps people may think it would fit better as Tech/Advent or even Vasari/Advent.
[quote]Why did you base the GRG Array off Missile Barrage instead of the Kol's Gauss Rail Gun?[/quote] The reason I did this was because, at the time I didn't really have much experience with doing abilities(still don't Know half the stuff). So I based my new ability for GaussArray off of an ability set that already did what I wanted to do. That being MissileBarrage. MissileBarrage & PhaseMissileSwarm are the only 2 abilities that use more than 1 hard point, that I know of, to fir
I have completed the first model for the next part of the mod. The plan is for it to be a Destroyer/cruiser with an escort type role. Any suggestions as to what race combo to assign it to are welcome as I haven't decided as yet. Nor have I decided yet as to whether to make it (and the other 2 for that matter) a weaker but faster capital that cost less, or a very powerful frigate, with a high cost (for a frigate) to fit its capabilities. At this stage I am erring on the side of the very powerf
[quote]Wait so I need to edit the other files too? So cl is black and the other files alpha channels need to be transparent?[/quote] No, sorry, the alpha channel in the cl file is for team colour. The places on your texture file where you want team colour to be will need to be black in the alpha channel and all else in the alpha channel where you don't want team colour needs to be transparent or white in the alpha channel for Gimp. Pretty much all tutorials say that you need w
When using Gimp the alpha channel is the opposite. Team colour in the cl. file needs to be black and the rest needs to be completely transparent. as with the bloom in the da. file. I'm pretty sure you can't edit channels that are dds. in gimp. So you will need to make a Png. file, edit the channels then convert it to dds. Gimp also needs a dds. plugin it can be found here; http://code.google.com/p/gimp-dds/
Well I had no problems with doing the version you posted a link for, and it would seem no problems with Distant Stars + Aha. although I can't seem to find the problem I'm looking for. One thing I have noticed in comparing the way the files were set up is that the Distant Stars + Aha has no Build folder with build file. Could this effect the way it works?
[quote]You need to look at the Gauss Rail Gun Array ability since it fires at any target in its radius, not necessarily the one you want it to be targeting with that ability.[/quote] I am not sure how to do this. It might be because the ability & buffs are based on the MissileBarrage ability and buffs. All I did, as far as targeting goes, was to change the maxTargetCount values from -1 to 1. So it should only target 1 thing, as far as I know. It does, I know, fire at a sec
Thanks, I have it working. The "invalid" error for ResearchField entry should be "Diplomacy". These are things I have not been able to pick up with any other method. It is curious that your tool has picked these entries as errors. SoaSE doesn't seem to mind them being "Invalid", I guess either or my mod wouldn't work. I will fix these things however. This tool is really going to be helpful to a code ammeter like myself. Awesome job & thank you!
[quote]Also, happy side effect =D with all the hull upgrades the vasari(death beam) doesn't whack anything that moves like before(or at least as fast)[/quote] Yes, abilities is 1 thing I haven't tweeked at all. I will do this for the next update also.
Yep! blinking lights
[quote]Take stuff out look bland please! Me don't like green guns on advent capship. But model is nice [/quote] The plasma torpedo tubes? they are a little square. I will put it on my list, but I want to get the other half of the mod out first. The next half will give more research. Another issue I have found with the Distant Stars + A,ha's. I have found is that when selecting what race to play, the left mouse button doesn't work. The other races are still selectable however b
Oops!, I did something wrong and I get this error; Problems occurred opening the selected resources. The project description file (.project) for 'AHA2' is missing. This file contains important information about the project. The project will not function properly until this file is restored.
[quote]I have a moderately effective method of convincing the entities that fail to communicate that they have failed to communicate. I ask them if they speak english, and if I do not understand the answer I REPEAT the question until 1 they go insane, or 2 they succeed in communicating with me without using any of the acronyms or obsenities. so far the younger people or those from other languages tend to answer 1 and older people tend to
You are probably right. It may have had some purpose in development and then it was thought not necessary later. Another thing in the mesh file that I have been wondering about whether it can be used is the displacement texture option. On the next model I make, I will make a displacement map and try to hook it up. Not sure what it needs to plug into on the shader node though as yet. I can hook them into the material node. not sure whether that'll work in Sins though. It may al
[quote]Thats right, with the added benefit that you get to fix obvious errors prior to loading your mod in the dev.exe. None of the files are actually modified with this tool. Eclipse provides a way to associate markers to files that shows up as red x's or the yellow warning signs. The warnings are used to indicate things that while they don't necessarily crash the mod but may be difficult to track down without extensive testing. Warnings include: Brush: Validates
[quote]lol, anyway back on topic, the new release as the fused bit of DS the player portraits are repeating in the 2nd and 3rd windows(1 is 1, 1 is 2, 2 is 3) think you fixed this before with the brush files but I'm probably wrong lol. anyway just letting you know[/quote] I will check this out now, thanks for the info.(oops) [quote]p.s. I wanna smack people who say "lol" instead of jsut laughing when you're standing right there[/quote] Haa Ha, you said it [e digicons]:
Well I was never really any good at English (Grammar) at school. In fact I barely passed. Reading no problem. Spelling atrocious. I love "Spelling Checker". It is important I think, especially if people with a foreign language are ever going to understand what you are writing. This short hand stuff is alright between people who know each other quite well I suppose, but generally communicating on the internet to the broader population, it would be nice if people dropped the habit. I am
I agree with Myfist0, I think it is material shading in Sins. Colour(as you so correctly pronounced) 0 is black. Which is why models in Sins appear completely black when they have no textures attached, I think anyway. I guess you could give it a value and test a model with no textures to prove this theory.
Awesome!, so this works like the Dev. exe and it shows you exactly the line where the error is yeah? and it does it without having to run Sins. What do the warnings indicate?