TohKlidan

TohKlidan

Joined Member # 3438109
8 Posts 28 Replies 22,668 Reputation

The last line (e.g. playerPictureGroupName "PlayerPhase") in each Player enity file points to a playerPicture file (e.g. PlayerPhase.playerPictures) These are similiar to the brush files. I think the only problem is that you just need the same amount of pictures for each race. I hope this helped cause i only added one new picture for each existing race in my mod. *EDIT* i forgot to say: the playerpicture files are i

4 Replies 1,513 Views

I used this little tool for resizing my planets: https://forums.sinsofasolarempire.com/326876

3 Replies 4,005 Views

Here is a template from one of my custom maps: template templateName "Homeworlds PSD" subTemplates 0 groups 6 group condition type "PlanetOwnerIsRaceNormalStart" param "Tech"

179 Replies 677,319 Views

[quote]Yea I get the same issue and maps that I manually add templates to via notepad either cause a crash on startup, or are playable but no templates show up at all.[/quote] I forgot to say since 1.15/En1.1 the option PlanetOwnerIsRace is obsolete and is replaced by PlanetOwnerIsRaceNormalStart and PlanetOwnerIsRaceQuickStart . These 2 options are not aviable in the forge tool template editor.

179 Replies 677,319 Views

So its time for an update again. I finally got the pulsar and the blackhole to work under entrenchment. Version 0.8 is Entrenchment only, cause for the next version (which will be for vanilla too) I still have to change the buffs and abilities. As i want to make some new researches that reduce the effects from pulsars and blackholes. And so I just want to downgrade the stuff once. Everyone who tried to work with researches and abilities may know this is the most difficult task

236 Replies 788,709 Views

[quote]Yes it is almost 500, but that is because the addition of textures, meshes, ManShooters Volumetric Explosions, and Solar Mod by CyberD updated wonderfully by DireSaint took it so high) [/quote] This is why I cleaned up the texture dir from Cybdevils mod. Some of them where unfinished test versions. I added only one per planet and left the rest behind. I did the same with the meshes, it saves a lot disk space. ;)

57 Replies 52,398 Views

I only know that there is a constraint WithinSolarSystem. I wanted to used it for my pulsar radiation ability, but since DoDamage on stars do not work. I never tested it with this constraint. But maybe you have more luck or skill than me.

6 Replies 6,123 Views

[e digicons]:borg:[/e] Bug found in Galaxy Forge 3 : If you create a template within Galaxy Forge and choose PlanetOwnerIsRace the editor throws an error. To avoid this you have to edit your templates by hand. but if do this and want to change your map (eg. relocate some planets) the template is broken afterwards and instead of "PlanetOwnerIsRace" it show "invalid" in the template definition. In the Galaxy Forge 1.1 there was not this problem. I stumble across this ca

179 Replies 677,319 Views

[quote]i never ever seen the texture path use the C:\ route in it, because generally it just uses what [/quote] These pathes come from the forge tools meshes (reference data) since i am not moddeling i have no need to change it.

9 Replies 37,421 Views

in the mesh file you will find per material 2 entries: Material DiffuseTextureFileName "C:\PlanetDesert01-cl.dds" SelfIlluminationTextureFileName "C:\PlanetDesert01-da.dds" this may be your problem: the diffuse texture is for the side that is enlighted by the sun light. the self illu texture is for the dark side. if both textures do not "f

9 Replies 37,421 Views

Ok here my results: I added the pulsar ability (the one i original created, not the hullrepair version) to a planet entity. It works perfect! [e digicons]:grin:[/e] But the same ability on a star still crashes. [e digicons]#:([/e] oh i forgot to say i change the pulsardamage buff (see below) the blue lines are from buffunstablegasdeathdamage, i allways used the buffs from the forge tools 3 entrenchement. but these differ from the files in the ins

24 Replies 22,559 Views

[quote]Woops, I meant fluff, not full. Meaning it wouldn't do anything other than call a second buff, to trick the game into not having DoDamage come from the main ability.[/quote] Ok now i understand. [quote]Hmm, have you tried putting your original one on some random neutral instead of a star? See if it works with DoDamage then?[/quote] No but I will do this next, also i will add the unstableGas ability to a star to see if it works. Maybe only stars have this problem

24 Replies 22,559 Views

What do you mean by "full" buff ?? There has to be a way to use DoDamage, as i looked through the files and the Unstable Gas Ability of Gas Gaints uses also DoDamage in BuffUnstableGasDeathDamage. Also i downloaded jizz sins editor 1.02, i still worked with 1.01 without the possible values feature. I hope this makes it easier to edit the files. [quote]So the longer they stay in the radiation, the higher the chance they'll suffer c

24 Replies 22,559 Views

[quote who="Annatar11" reply="13" id="2088058"]So you tried skipping the BuffPulsarRadiation and went straight to BuffPulsarRadiationDamage from the ability and set the DoDamage delay to 10 seconds and then it crashes when the 10 seconds are up?[/quote] yes thats right [quote who="Annatar11" reply="13" id="2088058"]That does not sound good. There's nothing wrong with that setup so it should work. Try keeping the same everything, but change DoDamage into some other effect (give

24 Replies 22,559 Views

Ok here is my progress [e digicons];P[/e] Instead of calling the BuffPulsarRadiation by the ability I called BuffPulsarRadiationDamage directly. And it crashes again. Next i increased delayTime of my damagebuff from 0 to 10 and now after 10 secounds crash. Next step i call again BuffPulsarRadiation from the ability and BuffPulsarRadiationDamage from BuffPulsarRadiation , as it was before. Agai

24 Replies 22,559 Views

3. About map's template and GalaxyForge Template Depends on if you want to make an mod or not. If you put stuff into the galaxydef your maps only work if you load the mod, if you just want to make a special milita appearing on a specific planet for your map the better way is to add it in the galaxy file. 4. How to make every planet visible? Till now its not possible, i wrote a suggestion to add a parameter fo

6 Replies 7,312 Views