Reference Data: Difference between revisions

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=== Command Prompt ===
=== Command Prompt ===


The XSI modeling tutorials use the Advent Light Frigate aka <code>Frigate_PsiLight.mesh</code>, this is the mesh file this tutorial will use.
The XSI modeling tutorials use the [[Disciple_Vessel|Advent Light Frigate]] aka <code>Frigate_PsiLight.mesh</code>, this is the mesh file this tutorial will use.


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Revision as of 02:18, 3 October 2016

Summary: We are going to create a mod folder with all the converted files and tools to <reference data> from.

 

The game is shipped with most of the data files converted to binary for optimization. The <reference data> files are text versions of any these files so that they’ll be easier to read and modify. Other than a 2GB RAM limit, and game load time, the engine doesn’t care if the data files are in binary or text format.

 

Reference Data mod Folder

1. Create a new directory in your <Mod Path> called “Reference Data”.

 

Example: <reference data>

C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\Reference Data

 

The term <reference data> will refer to an equivalent active mod folder location like the example path above.

 

Convert Folders.png
Convert Folders.png

 

2. Locate the Sins of a Solar Empire Rebellion Install directory, or <Sins Path>

Example:<Sins Path>

C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion

Copy the the following folders from the <Sins Path> to '<reference data>'

  • GameInfo
  • Mesh
  • Particle
  • Window

Note: Not all the files contained in these folders need to be converted to text, but the files are modifiable.

 

 

3. Copy <Sins Path>\ConvertData_Rebellion.exe'to '<reference data>\ConvertData_Rebellion.exe

 

 

Batch Convert

Create txt.png
Create txt.png

 

 

1. Inside '<reference data>', create a new text document and name it "Convert Entity to Text". If the .txt extention is visible, change this to .bat. It can also be done with "Save as".

 

 

 

 

 

2. Open Convert Entity to Text and add the line of text

for %%a in (GameInfo\*.entity) do ConvertData_Rebellion entity %%a %%a txt

 

Choose the "Save as" Command and be sure to change the .txt extension with the .bat extension. Convert Entity to TXT.png

If "Convert Entity to Text.txt" still exists in <reference data>, delete it now.

Example Reference Data folder

 

3. Double-Left-click or select "Convert Entity to Text.bat" and press [Enter] to activate the .bat file.

Wait for it to loop through and convert all the entity files to text format. The CMD window will disapear on completion.

Right-click --> Edit to view or modify a .bat file.

 

 

4. Repeat steps 1 and 2 following the table below to create all the necessary .bat files

Note: The 1st in the list should already be created in steps 1 and 2.

.bat file name Code
Convert Entity to Text for %%a in (GameInfo\*.entity) do ConvertData_Rebellion entity %%a %%a txt
Convert Entity to Bin for %%a in (GameInfo\*.entity) do ConvertData_Rebellion entity %%a %%a bin
Convert Mesh to Text for %%a in (Mesh\*.mesh) do ConvertData_Rebellion entity %%a %%a txt
Convert Mesh to Bin for %%a in (Mesh\*.mesh) do ConvertData_Rebellion entity %%a %%a bin
Convert Particle to Text for %%a in (Particle\*.particle) do ConvertData_Rebellion entity %%a %%a txt
Convert Particle to Bin for %%a in (Particle\*.particle) do ConvertData_Rebellion entity %%a %%a bin
Convert Brushes to Text    for %%a in (Window\*.brushes) do ConvertData_Rebellion entity %%a %%a txt
Convert Brushes to Bin for %%a in (Window\*.brushes) do ConvertData_Rebellion entity %%a %%a bin
Reference Data Dir2.png
Reference Data Dir2.png

 

  • Double-Left-click or select "Convert Particle to Text.bat" and press [Enter] to activate the .bat file. Wait for it to loop through and convert all the particle files to text format.
  • Double-Left-click or select "Convert Brushes to Text.bat" and press [Enter] to activate the .bat file. Wait for it to loop through and convert all the brushes files to text format.
  • "Convert Mesh to Text.bat" is optional. The next step will show how to covert a single mesh file.

 

 

 

 


Command Prompt

The XSI modeling tutorials use the Advent Light Frigate aka Frigate_PsiLight.mesh, this is the mesh file this tutorial will use.

 

Open the Command Prompt window

  • Win 10 Start --> Windows System --> Command Prompt
  • run CMD [Enter]

 

Change Directory cd to the loaction of <reference data>\ConvertData_Rebellion.exe

cd C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\Reference Data

RTENOTITLE

 

ConvertData_Rebellion type FileName.type FileName.type txt [Enter]

ConvertData_Rebellion mesh Mesh\Frigate_PsiLight.mesh Mesh\Frigate_PsiLight.mesh txt

RTENOTITLE

RTENOTITLE

 

Convert the same file back to BIN format

ConvertData_Rebellion mesh Mesh\Frigate_PsiLight.mesh Mesh\Frigate_PsiLight.mesh bin

 

Other Text Modding Files

Copy the following directories that also contain modifiable files that can "Open with" a favorite text editor.

Reference Data Folders.png
Reference Data Folders.png
  • Font
  • Galaxy
  • PipelineEffect
  • String
  • TextureAnimations

 

Manifests

Copy the 6 manifest files

Manifests.png
Manifests.png

<Sins Path>\*.manifest to <reference data>\*.manifest

 

 


 

 

Modding Tools

Sins Modding Tools.png
Sins Modding Tools.png

 

 

 

 

 

 

Check Game Integrity

Steam Properties Local.png
Steam Properties Local.png

Once all the files that are needed for modding are copied from <Sins Path>, it may be a good idea to check that all the files are in a good state.

 

Navigate to the Steam Library 

Locate Sins of a Solar Empire Rebellion

right-click --> Properties

Select the "LOCAL FILES" tab.

Click on "VERIFY INTEGRITY OF GAME CACHE..."