D'AAAAAWWWWWHHHHHH I totally forgot about the engine points when I updated the mesh last night! XD Thanks again, Harpo.
AeriesApocalypse
Okay, seems I'm not done bombarding you all with issues! XD I've just re-exported (after waiting for an hour) my CapitalColPegasus.mesh. During the load screen, I've always gotten this error but never got any problems before now... Things more or less worked perfectly fine after I simply skipped it enough times to nearly induce a seizure... Assert @ c:\gs\main\CodeSource\Engine/Render/Mesh/Mesh.cpp(242)
they'd be great as the orion syndicate.
Oooooooh thank you whiskey144. :]
Dps? Sorry I'm not up with the acronyms. >.
Oh, I wasn't even aware there was a maximum! oops... X3 Well, there are a LOT of points... 15 engine points, annnnnd.... 81 weapon points in total. >.
Okay another new problem, but I'm pretty sure it has to do with one ship, being the Pegasus capital ship. Now that the game is running, I've tested building the Pegasus and the second it's done, I get several of the following error: Assert @ c:\gs\main\CodeSource\Engine/DataStructures/FixedVector.h(155) m_CurrentSize Any idea what specifically this
AHA! That did it! Thank you SO much, Harpo! :D
yeah they're where they're supposed to be. Sorry, I made mistakes when I typed the list. So that's now SIX times I've checked the file structures. XD haha Edit: Also, I've updated the list so it shows everything as it really is, and now I KNOW it's correct. I think I really need a coffee... :S
Hmm I've double-checked to be sure, and my fighter mesh is in fact in the right folder. I must have forgotten to type it up, sorry. XD I guess I'll have to go through everything a fifth time to ensure proper spelling of everything, but I'm fairly certain nothing is horribly wrong...
Thanks Thoumsin, and harpo. :] @Thoumsin: The filepath for my mod folder is C:\users\username\appdata\local\ironcladgames\mods-v1.191, which if I'm not mistaken is supposed to be the latest. I just checked my game for, like, the fourth time just to be sure, and that's definitely the filepath for the latests mods. Impulse is telling me that the game IS the right version. Is there anything I need to do when I install the game? Because I installed my SOASE: G
Does anyone know if those reference files are reliable? Maybe they're the problem... Edit: Okay, I've converted my own 1.191 SINS files and re-wrote ALL of the entity files as well as the string file. Still having the darn crash... I'm at a complete loss!!
Alright I've completely replaced all the entity files and the str file once again, and still the problem persists... I've looked through all the scripts and I can't seem to find anything particularly wrong... Does it matter if, say, a capital ship doesn't actually have any abilities assigned to it...? That's all I can think of...
Yes I'm using the dev.exe... I've used the reference files found here: https://forums.sinsofasolarempire.com/378266 Using SINS 1.191 reference files, as that's the version of the game I'm running.
Also, I started getting another error just a moment ago... something up with the entities? ssert @ c:\gs\main\CodeSource\GS/Entity/EntitySystem.cpp(380) false I'm really confused, as I JUST finished freshly updating them...
Hey all. I've only been able to dig up vague bits and pieces of info on this error, and I'm still at a complete loss as to what I'm supposed to be doing. My mod [ranamed to Sins Of Apotheosis] will not enable in Vanilla SOASE v1.191. When I attempt to enable it, the following error comes up: Assert @ c:\gs\main\CodeSource\Engine/DataStructures/DynamicVector.h(172) i >= 0 And the game then crashes. I've updated ALL of the .entity and the .str files with v1.191 versio
Whoa thanks, ZombieRus! That's an amazing tool, it's really something!
I think I've figured it out actually, but I'll surely call upon your skills should it be needed later on. Turns out I've mixed and matched different files [vanilla sins/entrenchment entity files] without even realizing it... probably the product of my horrible organizational skills. [For serious, I've got files all over the place and I haven't even a clue what's what half the time... it's like my desk... a nightmare to keep organized on the best of days!] :P Thanks for the suggestions
Hey guys, I've been working on my own BSG mod for SOASE:E. I haven't posted anything of it yet as it's extremely early in development. Anyway, I've gotten one ship working in vanilla sins by using a tech ship's entity file [FrigateTechLight.entity] as a template. As I said, the ship works fine and does not conflict with the standard light tech frigate at all, so I know I've done everything right up to this point. To adapt the ship for SOASE Entrenchment, I duplicated everything but us
As it turns out, the whole problem was the 2.0 version of the script. I switched to the 1.1 and it works almost perfectly. :]
Ohhhhh thanks Both of you! :] Myfist, that's an excellent tutorial, wonder why I couldn't find it before? It's super useful though. I'll try my hand at it that way and let you know how it works out. (I'm hesitant to email this to you for the simple reason that it's merely a tiny part of a massive mod I'm working on... :P)
I see. Any idea how to convert the mesh into these different formats? I'm having a great deal of trouble figuring out how to convert it for XSI and into a TXT .mesh... the maxtool only exports to BIN. (And yes, the textures are correctly placed, and named. :S)
Hey folks. I've managed to use this tool to export my model and it seems to work, but my textures aren't showing up in the game itself. They're all the proper names, assigned to the ship as indicated in the beginning of this article and I've compared the textures to the rest of the textures in the game and other mods just to make sure I'm doing everything right texture-wise and it seems to be okay... The game model shows up blue-ish, with no details and a couple missing faces [though