SZ0

SZ0

Joined Member # 3178462
3 Posts 57 Replies 1,347 Reputation

I think you need to change the "instantActionTriggerType" from OnDamageTaken to OnOwnerDeath Just copy the tech SB self destruct ability and buffs . Re-name them to Destructiondamage or collateral or something like that. In the ability file change the instantActionTriggerType as described above, also change the buffType entry to the re-named first buff file. In that buff file change the buffTpye entry in that to the name of your re-named damage buff file . In your ship entity

28 Replies 14,173 Views

Yeah! you edit them in notepad. You will need to convert them from binary to text. You can either use your computers command prompt and the convertdata in the sins install folder or you can use a tool that members of the community have made. Here is 1; https://forums.sinsofasolarempire.com/353296 This thread does explain how to go about the process well I think. Additional modding info can be found here also; <a href="

4 Replies 3,581 Views

The Distant Stars team have kindly given permission to release a DS.7+AHA. integrated version for us to enjoy. I have balanced the The AHA capitals to what I think fits in better with DS capitals. If you have any suggestions on some fine tuning in that regard, please feel free to comment. I have set up a FileFactory link in the OP. enjoy.

183 Replies 581,145 Views

Did you change the "GravityWell" back to "None"? If not give that a try. Other than that I don't know. You could try changing the AttackType "ANTIverylight" to "ANTILIGHT" to see what happens. Maybe missiles don't do AttackType "ANTIverylight".

10 Replies 4,860 Views

Well, I don't know for sure with this will fix it but your defaultAutoAttackRange "None" May be at least some of the cause. Remove the None and put "GravityWell", 2nd line down Edit: I don't think that is your problem.

10 Replies 4,860 Views

[quote]11. Save and close the Phase file and open the converted PlayerPsi.entity file and after the capital ships count line add entityDefName "CAPITALSHIP_PSIALLIANCE" and raise the Capital ship count by 1 as above 12. In the same file add (below the reserch count) entityDefName "RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT" and raise the count by 1 (to 142) 13. Nearly done now save and close the Psi file and open the converted

33 Replies 20,645 Views

[quote]15. The presice texture files you need I am not sure of but for the last step I just copied over all which did not have the word button or research in them from the Alliance textures folder to the DS.7+Alliance textures folder and this seemed to work. If someone can work out exactly which ones are needed and post that would be great.[/quote] The texture files you need from Alliance,HA. are; Buttons_Research2_CursorOver TGA file Buttons_Research2_Disabled TGA file<b

33 Replies 20,645 Views

[quote]Actual, that's not quite the case with smoothing. The game renders smoothing through the UV groups and by using the lighting in the tangent maps. Whatever your UV groups are is what the smoothing groups will be upon importing your mesh. That's why UV mapping is SUPER important. I've taken a couple of 3rd party models and had to end up remapping them and then retexturing them simply because the ready-made UV maps screwed up the smoothing in Sins too much.[/quote] Yes that is

12 Replies 8,945 Views

[quote]1. Here, every second picture is simply the repeat of the first, while the third is the second.[/quote] I would say this is a clash of the texture brush locations, which is what I was talking about earlier. DS7 has extra portraits. I may be able to make the textures integrate better by relocating some of Alliances textures but the problem is that 1 mod (the mod on the bottom in the stack) overwrites the others. That is why the icon textures for Alliance don't s

33 Replies 20,645 Views

[quote]BTW, another question is I smoothing faces in 3dmax, but after export, it's smooth in different way which i didn't want, I import the exported mesh and re-smooth, and after export, it's goes different again...[/quote] Yes this is something I have noticed as well using SoftImage then converting the xsi. file to mesh. I think when the file is converted, when it is optimised all stretching of polygons to make them smooth is removed. I think the trick is to not smooth the object, b

12 Replies 8,945 Views

Yeah sorry! Dude. I remember now. I could fix this but really what I'd be doing is making another version of DS. that is compatible with my mod, and DS. is not my puppy. If the DS. team wanted to do it I would be all for it and I would even do it for them if that was the case, but no doubt there are other things to consider. There would have to be different version's for user choice and that would inevitably lead to confusion with Multi player and such. Also I intend to expand A,HA's

33 Replies 20,645 Views

[quote]For anyone trying to do this as well I think that the list of entities above is missing one i think it should read:[/quote] Oops! sorry about that. I made up those lists at the first version. Are the DS. planet textures the ones missing? There isn't an easy solution to that. New texture file's & new brush file's will need to be made.

33 Replies 20,645 Views

[quote]Sweet Mini Mod man,[/quote] Thank you, I am glad you like it. [quote] The New Vassari capital is a sight to behold, noticed on little thing that looks a little odd though when I got one to its ultimate ability, and it fires is disintegration beam, it fires from the right destructor battery rather than the weapons hard point on the undercarriage (the large fixed cannon) which looks like it was put there for the ultimate ability but currently does not seem to do anyt

183 Replies 581,145 Views

One thing that will also need to be done, and is also going to take some work tracking down, if you want the info cards for the ships and abilities to work is to add all the String entries that are added to from Alliance, Hidden Agenda's to the Distant Stars String file and adjust the string count accordingly. Harpo may well have an application for this also, Idk. You may also wish to adjust the price and resource cost of the Ships also. Edit: here is the String file e

33 Replies 20,645 Views

[quote]-locate the files that create the ingame icon pictures, eg, "_icon". I can't find those anywhere [/quote] The actual pictures are located in the texture folder. The "Unit_XXX" set of files have the textures for the Icons. The files that refer to their location are the brush files in the "Window" folder "ZombiesRus5" has made a good tutorial of how to go about it and can be found here; https://forums.

4 Replies 3,426 Views

Well personally, in the last year or so I rarely use the pinned posts. Mainly because I have been floating around for a bit now and I know where to find most stuff. I certainly did find them very helpful when I first started to have a go at modding, so I don't know whether any, other than the ones that the links in them that no longer work & are basically a dead end, actually need removing. I do however think that Improvement could be made adding some Posted topics such as y

4 Replies 4,720 Views

[quote](idk if gimp has a converter)[/quote] No it doesn't you need the dds. plugin to open and save dds. files. it can be found here; http://code.google.com/p/gimp-dds/

7 Replies 6,327 Views

Check in your "mesh" file that you have converted, that the textures have been written in on conversion. Tech antimodule for eg. Material DiffuseTextureFileName "FrigateTechAntiModule-cl.dds" SelfIlluminationTextureFileName "FrigateTechAntiModule-da.dds" NormalTextureFileName "FrigateTechAntiModule-nm.dds" sometimes they are missed for some reason an

20 Replies 26,327 Views

Open up the explorer to bring up the scene root and press the little plus sign in a box alongside "DefaultLib_Scene_Material" to open up all the scene roots for that material. If all your nulls for weapons, abilities and everything are not there you most likely have deleted the wrong material. If that is Ok, try disconnecting everything in the render tree delete all unconnected nodes and then rebuild your render tree. Aside from that, if the above suggestions don't work it cou

4 Replies 3,392 Views

Hmm! mine works fine with vistas 32 SP2, Gimp 2.6.8. I do have 2.07 dds plugin though. Are you sure it is installed in the correct location in "Program Files > GIMP-2.0 > lib > gimp > 2.0 > plug-ins".

7 Replies 6,327 Views

[quote]That's awesome . So UVs aren't strictly necessary? [/quote] 3D Coat is the only program that I Know of that you can use Ptex, and yes with Ptex, no need to do uv's. It was created by DysneyAnimation and they have released it as Open source so there most likely will be others if there aren't already. I have not exported as .xsi and converted a piece and put it into SoaSE yet, but everything looks good with what I have exported to SoftImage. It may well do away with havin

32 Replies 22,351 Views