Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I'm working on Hypercorp currently. This is one of the Transhuman factions originating from Earth. It's much nicer to have different models to fill the module roles required by sins: Military/Civilian/Factory/Trade/Culture/etc.
If the Galaxy Scenario Def is setup correctly this should all be possible.
The metallic will be added in a separate texture sheet with sins, which also includes the specular, lighting and bloom. I think for the color texture it looks good but could maybe be dirtied up some based on some of the game pics I've seen.
People seem to get very excited during the construction process of mods which is good I think as it helps motivate the mod.
Though, I do agree there is a lot of work to do here beyond just the models which I'm sure Lord Set is aware of, hopefully everyone else is too. It will take quite a bit a time to release a total conversion around Mass effect.
The models are looking great, keep up the good work and hopefully you'll get some help signed up soon.
it looks like a turret. that's about were the similarity ends.
a gravity well most likely.
A new name huh :P I can't keep track of all your name changes ;)
I've had this stated before on a different ship. Never actually played or messed around with Spore. This is for all intents and purposes an untextured ship. I've only uv-mapped the model to a basic hull texture show it shows in game ok for testing.
This particular release has three mods essentially: Sins of the Fallen (original two races), Sins of the Fallen: Transhumans (Rogue race currently), and you can play them both together (system specs permitting).
The reason for the stacking is two fold. If I were to release this mod without stacking it would require 6 separate uploads all around the same size to accomplish the same thing. By supporting stacking I can make one download that allows all three versions to be played.
The core sins game operates in a similar fashion. If you look in the install directory there is an Entrenchment and Diplomacy directory structured. The Diplomacy directory only contains new or modified resources, which is the same thing my mod is mirroring.
I will continue to operate this way going forward unless or until I drop Entrenchment as a supported expansion (most likely when Rebellion comes out).
None. I only support Entrenchment and Diplomacy.
Sure, just send them to the email I used previously. The models won't be used or shared with anyone outside of this mod.
Do you have the Sin's export script for 3ds MAX?
"hey could you please re-upload this "Sins of the Fallen R3 (Entrenchment & Diplomacy)" to the MOD-DB site. "
Not a bad idea. I might give that a try later.
"to anyone who is having downloading problems with MODDB, please Add "/all" "
Thanks, a good find. This was apparently a problem with other mods uploaded around the same time.
"Just one thing. I don't mind stacking mods, but your instructions in the actual mods (readme files) are vague as to what one is supposed to do with all the separate mods."
I've never really put the install instructions in the readme. The instructions for R3 are in the download "read more +" section. This started as an experimental build/release to see how it would work out. The current build is a nice compromise between having 6 very large downloads versus one much smaller download because of the stacking. As this build/release has worked out fairly well, I'm going to standardize it for future releases and convert the instructions to a pdf which will be included in the mod.
"But, where do we place all 6 of these mods at? Do we put 3 of them in our Ent 1.51 folder and all 6 in our Dip 1.21 folder? That's an additional 9 mods."
My assumption was if you have Diplomacy/Trinity you would only place the mod folders in the Diplomacy version. However, if you do want to play Entrenchment you will only need the Entrenchment versions of the mod in the Entrenchment 1.051 mod folder.
"Oh yeah, i love the way u answer someone's questions by repeating the question back to the person before u giving the answer!!!!"
Thanks, it adds context to the answer when the original question may have rolled off to the next page. Or as in this case answering multiple questions from different posts.
Couple thoughts here...
It might be good to test import a few of your models to make sure you don't have any incompatibility with Sins (Vertex errors, Duplicate Points, Open areas, etc). Also, some modeling styles that work in other games seem to cause issues in Sins. The star trek mod ran into this importing custom models originally created for Homeworld.
Additionally, I'm not sure what poly counts you are working towards but here is a general guide a lot of mods use. It's not absolute but a good idea to work towards. I do have a few models in the various categories that exceed this too.
# Fighters: < 1k tri
# Frigates: < 3k tri
# Cruisers: < 5k tri
# Capitalships: < 12k tri
Really nice. I also see you received the models I sent based on the description, so that's cool.
Quick question. Have you imported any of your models into Sins yet?
I've had to use Internet Explorer and click on the mirrors. There seems to be a problem with moddb right now.
it's not a bad idea, unfortunately the Sins engine is fairly hard coded with mainly configurations around it. For example:
"I think tou can make something different than buildings 8 stations to unlock all research you buy only one station Lazarus for military research for example and uprade it.For the big stations you have just made maybe it could be a controlable stations with special abilities and new ships unlock "
I think I understand you here. Not requiring 8 stations may be possible, but the other parts aren't as viable. Technology unlocks via research not abilities. While you can work around this using abilities to create ships there are several gotchas, plus it doesn't play well with the AI if you want a single player game.
DOV got around this with some of their gameplay mechanics, but it's also rendered the AI fairly unusable due to the hardcoding of Sins.
"but if you construct it you can't build other stations"
This isn't possible with the current engine.
The Psi Capital Colony ship has something similar as it's ultimate ability. And yes it would be very simple to setup and would reflect the theme of this facility in a way Sins could handle.
It definately could work as a research station. You will need at a minimum one Civilian and one Military research lab for the research tree's to work right.
I would add a high tier 5or6+ researchable ability "Lazarus Project". The ability "Lazarus Project" is capable of resurrecting key personal from previously destroyed capital ships. Maybe make it require a credit/resource cost for balance purposes.
The ability works by targetting a capital ship of the same type that was previously destroyed. All lost experience is immediately recoverred after using this ability.
I would make it a capital ship class (code wise) so you can have experience based stats and abilities. Whether you want to call it a frigate/cruiser or whatever is up to you. There are various ways to make it so you can only have one ship by having it spawn at game start or starting the Citadel Council with a special building that can spawn in a Normandy once if you don't want it immediatly available. In either case if you only want one, then it can't be a buildable frigate/cruiser or capital ship.
Don't have that, but I assume it could be exported using the same tools used to export the previous. I'll locate and send over what I have to you when I get a free opportunity at home.
Is the plan to use all custom models? I do have some mass effect models from ViperVenom that could be imported into Sins after some fixes like the Collector base and Collector ship with textures. They look to be exports from the game though if you are trying to avoid that.
Paragon_Matt 15hours 40mins ago replied:
Do you have basic tutorials on how to code well on those sites?
Not really. Sins isn't really that complicated to mod structure wise. The difficulty is learning how it all inter-relates.
Lord_Set 16hours 13mins ago replied:
Im looking for a texture guy in particular, i don't know if you would know anyone.
No, not really. My background is software development. Though you might have good luck finding someone who wants to texture for a Mass Effect mod.
I try to help sin's modders out as much as possible. Feel free to ask me questions anytime you want.
Also check these sites out.
Soase.weebly.com The weebly was put together using community posts and help by myfist0.
Code.google.com This is my wiki created turning my entity validation rules to a wiki format. If your technically skilled Eclipse is a good tool especially with my plugin. Though it is a little too complicated for coding novices it seems.
Very impressive. I like the your custom models so far.
*sigh* I'm having similar issues on my side today. It appears something may be wrong with their download pages or site.
I get a black download screen in Firefox. I can see the download link/ad in internet explorer but when I click the link I get "The webpage cannot be found".
Clicking on try another mirror though seems to work ok. I downloaded from the Mod DB #20 (TEXAS, US) mirror just now. Took a couple of minutes. Let me know if an alternate mirror works for you otherwise I could PM a private link later to you.
A download is pending of the Sol System. I had to make some modifications to use a new texture sheet for the icons, but the end result is pretty good and the icons where generated from a better render.
It's not meant to replace Stars, Distant Stars, etc...
It's more of an exploration of the various textures that exist and making them available to Sins for casual changes and to any mods if they choose to use them.
"Have you ever heared of this mod, Maelstrom?"
Of course, it's a very good mod and very polished. I think it is in the top 3 of the currently released mods.
You are in luck though as it's only a mod holding you back from updating. You can copy the entire Sins of a Solar Empire installation in Program Files to keep the 1.011 version and then update the main installation. I do this all the time and in fact have four old versions that are still playable and can play mods from those versions. I also do this during Beta's so I can keep the non-beta version for online while testing in the Beta for Sins.
"It ain't gonna come out for 1.2 or 1.21 very soon and i really love it ( more than yours btw ) "
Sure, Maelstrom is a good/polished mod and was in development much longer than mine. I also have a lot of respect for what maelstrom has accomplished.
Also, this is my personal mod/hobby of which I am the only modder. I do accept help especially in regards to models (which the vast majority are un-textured), but all the modding work is my responsibility which is fine because it's my mod in the end.
I've tried to be fairly up front with this: I have no experience with game development, modelling, texturing, etc. I mainly started this last year so I could help on other mods (which I have and do). I'll still continue to develop this mod and will continue the iterative process of development/releases which will hopefully result in a fairly cool/complete mod by the time Rebellion comes out.
In the meantime enjoy this mod or the other mods for Sins of a Solar Empire.
Got a cowboy bepob queued on netflix... will give it a watch this weekend.