Well, I have a WHOLE BUNCH of questions about modding Sins/Entrenchment. There are some REALLY COOL things I've seen, and I'd like to know how people did them.
1. How do I- make a ship with different sized exhaust effects (like 1 engine has one size and the 2nd has a larger/smaller effect)
2. How do I- add a nice looking particle effect point(s) to a mesh that is in a mod?
3. How do I- create an ability&buff that will nullify the SB destabilization ability/buff?
4. How do I- make a cosmetic invisibility cloak?
5. What is- the current sound file maximum? Last I knew it was 1100, but couldn't reach 1100 (basically meaning you can have 1099 sounds)
6. Also, tips on modeling/texturing would be appreciated.
7. Tips on making a semi-freeform-style fighter-oriented mod for Sins. Mostly this would be how to make frigates that are for combat have credit/metal(crystal) cargo holds, and other interesting ideas.
And there's also these- can anybody tell me what these debugger errors mean? I've spaced them for clarity.
A
Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172)
i >= 0
B
Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(260)
srcLevelCount == dstLevelCount
C-
Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(268)
DirectXAssert: [!FAILED(dxVerifyHR)]
Context: d3dTexture->GetSurfaceLevel(i, &dstSurface)
HR: (D3DERR_INVALIDCALL)-Invalid call
D-
Assert @ c:\gs\entrenchment\CodeSource\Engine/Render/Texture/FileTexture.cpp(280)
dstSurface != 0
E-
Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/List.h(431)
i != End()
Any information AT ALL on what these errors mean, and also answers to my questions, would be GREATLY appreciated.