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Imperial Games

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Imperial Games

Post by Admiral Kojan on Mon Mar 26, 2012 11:00 pm

This year, I've decided to take up a mission: mod my favorite game of all time, Sins of a Solar Empire (Sci-fi 4x RTS goodness). Hopefully, I'll be able to expand my modding horizons, or be able to make entirely original games.




Expertise needed:

Modelers-
--- Modelers will need to be able to take preliminary models and remake them in Blender 3D.

UV Mappers-
--- Mappers must be able to take models and unwrap them to be able to have textures applied to them.

Texture Experts-
--- Experts will need to be able to create high-quality wraps to be put onto models; This more or less goes along side the UV Mapping position.

Portrait Artists-
--- Must have a very good drawing ability, and be able to draw realistic/semi-realistic pictures, such as this one:
Spoiler:




Mods in Development

Fractured Universe:
--- Mod adds all Fractured Universe to the original three races (TEC, Advent, Vasari).

Races to be added:
Yaka Empire (Currently being added)
Plague (To be added, but I have a large amount of the files)
(More, but their names escape me, as they're not of my own creation)

Fight of the Phoenix:
--- Pending


Last edited by Kojan Altis Riktan on Fri Aug 24, 2012 9:33 pm; edited 8 times in total
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Re: Imperial Games

Post by Not Em on Mon Mar 26, 2012 11:13 pm

Dude, you should totally add the Gracilibus, among other thigns Razz

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Re: Imperial Games

Post by Admiral Kojan on Sun Apr 15, 2012 10:19 pm

Modeling of the Carolina Class Carrier-Cruiser.
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Re: Imperial Games

Post by Admiral Kojan on Mon Apr 16, 2012 5:10 pm

The CCCC is finished! Pictures will be updated by tonight.
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Re: Imperial Games

Post by Admiral Kojan on Mon May 28, 2012 2:38 pm

The Advent Class Corvette is finished! I think I'll work on a the Rackalaow Fighter now.
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Re: Imperial Games

Post by Admiral Kojan on Tue May 29, 2012 2:21 pm

Work on the Rackalaow Fighter is going extremely well, as LDD's "Generate Instructions" mode helps me cut back on time wasted trying to figure out which pieces in the small, compact model go where.
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Re: Imperial Games

Post by Admiral Kojan on Tue May 29, 2012 11:42 pm

Work on the Republic Class (Frigate? Cruiser?) will begin tomorrow.
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Re: Imperial Games

Post by Flipz on Sun Jun 03, 2012 2:35 pm

I have experience with general coding concepts (you know, basic digital logic), but I generally fail at specific coding languages. If that would help, feel free to PM me when you're having issues with bugs and the like!
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Re: Imperial Games

Post by Admiral Kojan on Tue Jun 05, 2012 6:43 pm

Work has been postponed on the Republic Class, and has switched over to the Progression Class Cruiser, variant A. In its original design, it was a medical ship. It will most likely be converted into a ship-to-ship repair vessel when placed in the game.
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Re: Imperial Games

Post by Admiral Kojan on Sat Jul 07, 2012 8:22 pm

While this isn't related to my mod for Sins of a Solar Empire, here's a little something that I've been working on for about a week. It was the final project for a summer tech camp that I went to.

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Re: Imperial Games

Post by Alien_Ant2 on Sun Jul 08, 2012 1:11 pm

Wow, that video is really cool. You made that all by yourself? It seems like the helicopter's weapons arn't quite adequate though. Razz

I have a little experience coding, mostly with the game Battle for Wesnoth.
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Re: Imperial Games

Post by Admiral Kojan on Sat Aug 11, 2012 6:37 pm

In the area of Sins modding, I've actually figured out how to code the game! I can now change abilities, increase or decrease damage values, raise or lower starting hull and shield points, make new abilities, add new researches, create new factions... the list goes on. Now I just need 3D modelers with the know-how of Blender 3D to model and texture ships and structures...
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Re: Imperial Games

Post by Aokpisz on Sat Aug 11, 2012 7:48 pm

WAIT A SEC.
Sins of a Solar Empire?! I dont have it, but that game is epic. Very Happy
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Re: Imperial Games

Post by Admiral Kojan on Thu Aug 23, 2012 7:51 pm

@Aok: Indeed it is! Buy it! Very Happy

UPDATE:

I have started full-part-time modding of this game. Currently, I'm simply copying texture files and renaming them. The next step will be copying .MESH files, editing the files' contents to sync up with the changed textures, and then saving and converting them back into .bin .MESH's.

I'm in need of someone who will be willing (far, far down the line) to help with creating textures for ship models. Of course, I need to learn how to use Blender to build models first...
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Re: Imperial Games

Post by Alien_Ant2 on Fri Aug 24, 2012 8:17 pm

Let me know if you need help. Very Happy I'll help when I have the time/if I can work in that area you need help in. Razz
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Re: Imperial Games

Post by Admiral Kojan on Fri Aug 24, 2012 9:23 pm

Okay, so after doing some extra research today, I found that the 2-3 hours I put into the mod yesterday was in vain. However, I have corrected this mistake of mine, and progress is going extremely well! Very Happy

Coding is what is currently underway. I'm renaming all necessary files, and have finished removing all unnecessary files.

If anyone wants to voice act, post below! I'll write the scripts, and all you'll need to do is record your lines and get it to me somehow. I'm thinking the easiest way would be Skype, where you could send the files directly to me.
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Re: Imperial Games

Post by Admiral Kojan on Fri Aug 24, 2012 11:17 pm

So in the process of trying to figure out how to edit the profile pictures for the Yaka Empire, I almost destroyed my computer and disabled Photoshop on it for all time.

Fun times.
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Re: Imperial Games

Post by Admiral Kojan on Sat Aug 25, 2012 2:59 pm

So of the files I have left to rename, I'm down to just the GameInfo folder, which has a good 200 files. I also have to edit content in each and every one.
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Re: Imperial Games

Post by Admiral Kojan on Sun Aug 26, 2012 2:34 pm

Currently, I'm revamping the music for the mod by removing the music already there and replacing it with a custom soundtrack of mine. Song choices are excellent, in my opinion. Razz
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Re: Imperial Games

Post by Admiral Kojan on Sun Aug 26, 2012 8:14 pm

Testing proved that the mod failed miserably. I will start over, using a different, stable mod as my base.
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Re: Imperial Games

Post by Admiral Kojan on Tue Aug 28, 2012 5:07 pm

Version "Alpha 0.05" of the remake has successfully been able to start up.

Red=Not completed

Alpha 0.07 To Do List:
  • Copy and rename all TEC Distant Stars .entity files
  • Copy and rename original TEC .entity files from Vanilla, Entrenchment, and Diplomacy Sins
  • Add new entity lines to entities.manifest
  • Copy and rename TEC textures
  • Copy and rename TEC .mesh files
  • Add new strings to English.str
  • Add new lines of code to GalaxyScenarioDef.galaxyScenarioDef
  • Add new .playerPORTRAITS


Alpha 0.9 To Do List:
  • Add new voices to units


Alpha 0.10 To Do List:
  • Change unit names and descriptions in English.str file


Last edited by Kojan Altis Riktan on Sat Mar 09, 2013 9:05 pm; edited 2 times in total
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Re: Imperial Games

Post by Admiral Kojan on Wed Aug 29, 2012 9:51 pm

Update: Finalizing the original voice files in the SoundDialogue.sounddata file. That'll clean up about 85% of the current bugs, which is AWESOME.
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Re: Imperial Games

Post by Admiral Kojan on Thu Aug 30, 2012 8:20 pm

Things ain't goin' so well. I cleared up all of the sound bug, but now there are the REALLY tough bugs to work out, and it's painfully slow.
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Re: Imperial Games

Post by Admiral Kojan on Sun Sep 02, 2012 8:06 pm

The entire research tree is broken. Fixing.
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Re: Imperial Games

Post by Admiral Kojan on Tue Sep 25, 2012 6:25 pm

So I've finally worked out a difficult bug with the frigate and capital ship factories. I can now build units!
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