Modding Tutorials

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Revision as of 14:36, 27 September 2016 by Centaurianmudpig (talk | contribs) (Starting on the layout for modding tutorials. I will link here from pinned post)
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The Forge Tools 3 has modding documentation which is a good introduction, but some of the information is outdated and has changed for Entrenchment and Diplomacy. According to the Sins Mod Set you will need to copy the ENTIRE folder set from your SoaSE install directory to the created mod folder, then convert the files you wish to modify to text. Those which are not included will not be used by the game.

For the Entrenchment, Diplomacy expansions and Rebellion, you only have to include the files that you want to change and if you want to "remove" an original file you have to remove it from the entity manifest (which is explained in the documentation). Also note that it includes some reference files which are outdated and you will need to create your own or download the 7-z archives for Rebellion or Trinity that includes all current versions.

Each faction can build a max of 9 tactical, 9 logistic, 9 capitals, 9 frigates and 9 cruisers (note that frigates and cruisers are the same, but they are just shown on different places in the U.I.). You can also place tactical modules in a logistics slot and vice-versa. An entity can have a max of 3 different weapons. As far as it is known there isn't any limit on research levels.

The first thing on a new modder's list should be the Developer.exe's. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to Enable Logging, then you can copy the information to paste into a thread in the modding forum.

Modding_Tools

Modding_Basics

Developer_EXE's

Hardcode_Limits

 

Add_Races

Add_Planets

Sound

Particle_Forge_3

 

UI_-_Research_Button

UI_-_Buttons

Spiral_Galaxy

Maps - Mods

Convert_Data

Glossary

 

Modeling_Tools

XSI_Tutorials

Non-Tris_and_Non-Quads

Create_UV_Map

Hooking-up_the_Textures

Texturing

2nd_Set_Materials

Create_Tangent_Map

Setting-up_Meshpoints

Clean-up_the_Scene

Export_the_Final_Model

Quad's_vs_Tri's

Modelling_FAQs

Import_Models

XSI Scripts

Convert_XSI