Stargate Invasion is a total conversion mod for Sins of a Solar Empire: RebellionModdbTop 2

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Stargate Invasion - Dev Change Log 2

Cheops 02

Intro

Beware, the Goa’uld are on their way! We’ve started adding and fixing the Goa'uld ships. In this changelog you can also find out about some of the technical texturing work that has been going on since the last changelog.

GitHub Repository

SGI is available as a GitHub repository. These files are public and can be downloaded or synced freely, even without a GitHub account. Our experience with GitHub has been very positive so far.

In general, please refrain from attempting to push changes to the server. Instead, contact us on Discord to let us know what you have in mind.

Link: GitHub Repository

Link: Instructions for installing / syncing the mod via GitHub

Current Faction Release Order & Roles

The order may change but we'll keep this section updated if it does.

Playable:

  1. Tau'ri (Enabled)
  2. Asuran (Enabled)
  3. Goa'uld (Disabled - integration has started)
  4. Wraith (Disabled -release date to be determined)
  5. Asgard (Disabled -release date to be determined)

Not Playable:

  • Travellers
    • Multiple possible roles - Events, Neutral Planet Fleets, Outlaw Sectors Fleets
    • Currently under development - 5 ship designs so far including original Traveller ship from the show as a high detail model.
  • SG1 Replicators
    • Pirate Faction
    • Concurrent development with other factions starting sometime next year.
  • Ori
    • Planned for Events mainly but an entire faction could be designed and built eventually.
    • Release date to be determined.

Spotlight Videos

For anyone that wishes to post spotlight videos featuring SGI:

  • Please mention that this is a developer build and that not everything is as we intend it to be.
  • Since this is an incomplete mod, don't treat the spotlight video as a review. Presenting the work is fine but comments about what should have been included are obviously not since we may already have plans that we haven't stated. Once we are ready, we will let you all know that reviewing is in order.
  • Before making the video, download and install the mod again from our GitHub repository so that you are featuring the latest version (or fetch the latest updates if you are using the GitHub Desktop app).

Thanks for sticking to the above! Now for our change-log:

Goa’uld Faction

Goa’uld ships and structures added to SGI:

  • Meltak Siege Capital:
    • Design and model created by Epytron_Omega
    • Model: UVs for Textures and Lighting -> ready to be textured
    • Shield Mesh.
    • Temporary textures.
    • Weapon Points and other Hardpoints added.
    • Entity: altered to fit the weapons setup, shield mesh linked and minimum zoom distance adjusted.

Meltak in SP

Meltak in SP 01

Meltak in Game 01

  • Cheops Colony Capital (Ra Mothership):
    • Optimized model - lowered polygon count.
    • Fixed shading issues - hard edges were set.
    • Fixed lighting issues - created unique secondary UV map specifically for the lighting/tangents.
    • Hardpoints were redone, minimum zoom distance was adjusted.
    • New shield mesh.

Goauld CapitalColony Cheops

Before:

Cheops Before

After:

Cheops 01

  • Maat Heavy Cruiser:
    • Design created by Dave975 & DKealt for the Stargate Ship Pack (Star Trek: Bridge Commander) and provided to us by Stargate Pegasus Chronicles.
    • Geometry cleanup and major rebuild - lowered poly count while at the same time increasing overall quality, especially for the curved section to prevent shading issues in game.
    • UVs for Textures and Lighting -> ready to be textured
    • Textured by Ace_Fighter
    • Shield mesh.
    • Weapon Points and other Hardpoints added

Goauld Ingame02 1

Goauld Ingame03 1

Goauld Ingame04 1

  • Hokkesh Cruiser Carrier
    • SGI 1.8 model
    • Fixed texture connections (was black before)
    • Temporary textures
  • Death Glider Fighter
    • Model: complete rebuild and UVs for Textures and Lighting -> ready to be textured
    • Temporary textures
  • Capital Ship Factory
    • Model: UVs for Textures and Lighting -> ready to be textured
    • Temporary textures, adjusted minimum zoom distance

Strings

- Numerous strings have been added for the Goa'uld along with some missing strings for other races.

Balancing

For Asuran & Human Factions:

-

For Asuran Faction:

-

For Human Factions:

  • Human Asgard beam range for the weapons platform was increased from 5000 to 6500.

Various Fixes

  • Added/Connected Goa'uld Hyperspace Travel Particle, ChargeUp & Exit particles.
  • Goa’uld Fighter/Bomber Squad Link fix.
  • Zoom distances adjusted for Goa’uld Jantak, Hatak & Asuran Ogen
  • Placeholder textures for Asuran Starbases.
  • Asuran Starbase shield mitigation issue was fixed.

Clean up

  • Mod size was reduced by over 500MB and thousands of files that were unnecessary.

UI / Skin

- Goa'uld Skin

Goa'uld Skin

Abilities & Research

New/Modified Abilities (Tau’ri/Human Faction)

  • Orbital Asgard Core Overload
    • Now the same as the Capital version which increases energy weapon firing rate.
  • AG3 beam
    • The ability was buffed by reducing cooldown time.
  • Tartarus Canon
    • LV3 canon now requires a LV8 titan
    • Fixed LV2 limit issue, it can now reach LV3
  • Goa'uld Research - In development

Goauld Weapons


Research Images


We welcome suggestions for possible Artifacts or research based on Artifacts both for currently available and potential new ones. These Artifacts should have considerable quasi game changing benefits for at least one, or possibly two faction. Post your ideas in the comments section of this progress report and we will see if they can be incorporated into the new Exploration research sections.

FX

  • Goa’uld shield color from SGI 1.8

Texturing & Modeling

See Goa’uld section above

Workflow & Pipeline (Technical!)

Since the last changelog, much has been done to find a solution to the issue of texturing massive amounts of ships from different factions quickly and with minimal team resources. While this section is very technical and definitely not for the faint hearted, I felt that it important to explain what is happening when there are no posts to be seen;).

In order to get a mix of flexibility, texture complexity and speed I decided to extend and generalize the Substance Painter Asuran material filter we already had for use with any faction. That decision has lead down the rabbit hole and ended up involving the creation of a system within a system. Some of you might be aware that Substance Painter is now capable of using painted height details by means of Anchor Points. While this works, I felt it would be better for us to be able to use height information without having to tag each height layer in every procedural generator used.

To achieve a live workflow in Painter so that any painted stroke in a height layer is immediately used by all generators above to add damages or other procedural details, I made a system of filters in Substance Designer to be used in Painter.

Multiple issues presented themselves along the way, for instance the available node for ColorID to mask in Substance was unable to recognize soft painted strokes no matter which setting I tried. That led to the creation of a custom ColorID to mask using basic mathematics and logic to lock down our ColorID colors into a flat mask. This custom ColorID to mask is now capable of recognizing any painted stroke, even if the alpha for the brush was very soft and because it was created from rudimentary mathematics nodes, it’s also 5 or more times faster than using the Designer ColorID to mask.

Comparing Stock ColorToMask Co

The next issue popped up when trying to add the ability for us to blend materials against a base material. Providing those options was causing major slowing down to the system so the solution ended up being to rebuild the blend functionality from the same basic mathematics nodes, using the blending formulas provided by the World Wide Web Consortium. The result was once again 5 or more times faster. Here’s an image of the Soft Light blending mode as inside this custom blend:

Soft Light

The main point of the above, and why speed is so important, is that we can layer multiple damage or grunge layers on top of each other and modify/fine tune each easily. All the while seeing the final look of the whole where any details painted are affected immediately by the procedural grunge/damage/variation layers. The faster the system, the more of these we can place and the higher the texture complexity can get before the whole thing grinds to a halt.

You can see some tests of the system in the videos below:

New SGI Texturing Tools Part 1 - Mod DB

SGI Texturing Tools Part 2 - Materials Layering - Mod DB

Currently, the grunge and damage is handled by the Mask Builder node from Substance Designer which, while offering heaps of options, is also one of the heaviest nodes and is the main cause of slowdown in the system. It’s about 4 times slower by itself compared to all the other custom filters put together. My plan is to eventually have a library of different grunge, damage and texture variation nodes available to us and many of these will probably be made entirely inside the Substance Designer pixel processor through use of basic math, assuming this is possible. That should make the system fast enough for realistic texturing on a grand scale that will work not only for Sins of a Solar Empire but also for any game SGI might move to in the future.

Here is one of the latest results where the ColorID masks are being affected by another Mask Builder filter between the ColorID to Mask Filter and the Material Blending Filter:

Workflow Test PainDamage 01

And with a few changes to the Material Blend Filter options:

Workflow Test PainDamage 02

Stargate Invasion - Dev Change Log 1

Stargate Invasion - Dev Change Log 1

News 8 comments

This post details the many changes to SGI since our last progress report and includes a video showing some of our workflow.

Stargate Invasion Progress Report August (Week 5)

Stargate Invasion Progress Report August (Week 5)

News 9 comments

There’ve been some changes to the way we distribute SGI, read on for the details. No doubt many of you will be pleased:)

Stargate Invasion Progress Report August (Week 4)

Stargate Invasion Progress Report August (Week 4)

News 4 comments

Continuing our updates, below is a change-log covering our progress since we last weeks post. Most of the changes are already on the public GD, or will...

Introductions

Introductions

News

Introduction to the new community manager

RSS Files
SGI Google Group Release - (DISCONTINUED)

SGI Google Group Release - (DISCONTINUED)

Server 95 comments

We have shifted to using GitHub instead of Google due to issues with Google Drive and improvements to the mod. Please read our latest Progress Report...

SGI Rebellion 1.80 Patch (Outdated)

SGI Rebellion 1.80 Patch (Outdated)

Demo 88 comments

This is the previous version of the mod, I have combined the 3 downloads into 1 so you can just extract and play. The Rebellion 1.80 PATCH version of...

SGI 1.82 Tau'ri Beta V0.182 (Outdated)

SGI 1.82 Tau'ri Beta V0.182 (Outdated)

Demo 70 comments

Stargate Invasion 1.82 Tau'ri Beta, Numerous changes have been made. This version only includes TAU'RI. Any bugs,suggestion or if you want to join the...

SGI Soundtrack

SGI Soundtrack

Music 8 comments

Here is the highly requested SGI Soundtrack. The files are in mp3 format and also include the original artist to make finding there music easier. The...

SMART EXCEPTION DEBUGGER

SMART EXCEPTION DEBUGGER

Other 3 comments

This program was designed by stardock for the debugging of stardock games and programs all rights reserved from stardock.

7 zip

7 zip

Archive Tool 12 comments

a utility that will archive files. This will be required to unpack all future versions of soa2 and sgi.

Comments  (0 - 10 of 6,244)
Freez12346
Freez12346

I only come on ModDB to check for another dev update.

I cant wait until Guauld are (Enabled) this is the only reason im here xD

I'd personally rather have wraith next because no other game mod has been able to do wraith properly or the game mechanics arent that fun....sins is just the perfect platform for a SG mod =D

Please tell me when you think they will be available and enabled to play?? 2018? i've been literally looking here every day since I saw the last update =D

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dotNfg Creator
dotNfg

At the moment, we're aiming at sometime towards the end of January for the initial Goa'uld release.

Reply Good karma+3 votes
Ironsides1990
Ironsides1990

Hi guys,
first of all thanks a lot for this rly great mod.
i just have one question, after a lot of work i got it with downloading Git.hub and get the mod running.
my question is: is the mod automatically updating with github?
i'm burning for play as Goa'uld or Wraith or fight against them :)

thanks so far

<<< big fan ;)

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dotNfg Creator
dotNfg

If you are using the Github Desktop app then you'll need to press fetch and then pull the updates with this same button if there are any, so no it's not entirely automatic. This is the app:

Desktop.github.com

There are other interfaces for GitHub but this is probably the simplest to use.

Reply Good karma+2 votes
Redfield88
Redfield88

Why are we required to use a different site for the latest version, one that requires downloading to use? What's wrong with moddb? I have precious little space on my drives as is without taking more away from game content in order to gain access to game content.

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Herr_Von_Kuchen
Herr_Von_Kuchen

They have explained this many many MANY times. It's easier for them to put small updates on the other site. They'll put it on Moddb when it's more complete. And if you don't have space for a 1-2 gig download, then you have far bigger problems.

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Redfield88
Redfield88

The far bigger problem for me is that I'm not a programmer and these instructions on how to download are to vague for someone like me to understand. So unless there's a youtube video to walk me through it, I'll have to cross my fingers and hope they get around to posting a 'current' version of the mod her at some point. I'll talk to Viking warrior to see if he can help me out.

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Herr_Von_Kuchen
Herr_Von_Kuchen

You don't need to do it the complicated way. You can just download the mod files as a .zip. You just click on the GitHub link in the article above, and once there near the top right there's a green button that says "Clone or download". Click on that and select the "Download ZIP" option, and boom, you have the mod. It won't update whenever they change something, but it will still be a "current" version. To install it you just unzip it with 7zip(free program) and put the files in the games mod folder. There are tons of guides for how to do that, just google "installing mods for Sins of a Solar Empire".

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LORDCLAW
LORDCLAW

hi guys excellent work just a quick question when i lose asuran starbase my game always does a mini dump is there anything i can do to prevent this?. Other than that i can play for hours just when it does eventually get destroyed the game always instantly crashes thanks.

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jeffg Creator
jeffg

Get the latest version from GitHub - we fixed that bug Nov 21st. I'd suggest using the "Download with Synchronized Updates" instructions. That way you're always up to date. Github.com

Reply Good karma+2 votes
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It's the best mod for sins !

Dec 4 2010 by mimehdi

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