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
TohKlidan
I used this little tool for resizing my planets: https://forums.sinsofasolarempire.com/326876
[quote]Er... I didn't think convertxsi.exe could convert both ways. I was pretty sure it could only take a .xsi and turn it into a .mesh, not vice versa.[/quote] uhm yes your are right [e digicons]X|[/e] i mixed it with convertdata.exe sorry!
Here is a template from one of my custom maps: template templateName "Homeworlds PSD" subTemplates 0 groups 6 group condition type "PlanetOwnerIsRaceNormalStart" param "Tech"
[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or are playable but no templates show up at all.[/quote] I forgot to say since 1.15/En1.1 the option PlanetOwnerIsRace is obsolete and is replaced by PlanetOwnerIsRaceNormalStart and PlanetOwnerIsRaceQuickStart .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.
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
[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. ;)
You will need the XSI Convertert that is include in the Forge Tools this little programm convert meshes to XSI and back. then you can edit it with SoftImage.
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.
[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
[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.
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
do you mean the texture color or the glow of the atmosphere?
Sorry for that i forgot to include the galaxy forge icon folder in the zip file. If you download the entrenchment version there is the folder included. For the release i won't forget it !
Name - Celestial Bodies PoC - TohKlidan URL - Download Info - Inspired and based on Cybevils Sol System Mod.This mods main focus is about adding more celestial body types and extending the existing
you can download it on the windows update page. also the particle forge runs only if you launch it on a PC where sins is installed.
I send the email, lets wait for the anwser from IC. In the meanwhile I will continue with some other abilities that are for planet enties ;)
Do you test the mod with the Developer Exe ? Cause in most cases it shows you an error message and writes them in to a logfile, before the minidump occures.
Good idea, i make this tomorrow, and thanks for help :)
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
[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
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
[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
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
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