Stellaris

Stellaris

Stellar Warpaints
414 kommentarer
Neverminder 26. sep. 2022 kl. 20:00 
would you give others permission to update this? i definitely can't on my own, just curious because this is such a cool concept
Pitlos Tails 12. maj 2022 kl. 8:35 
i hope this awesome mod will be updated
Shadow1474 25. dec. 2021 kl. 0:20 
I hope one day someone will update this wonderful mod and additionally make it compatible with the latest version of NSC2. :steamhappy:
Roll Fizzlebeef 4. juni 2020 kl. 21:17 
Has anyone else taken over this mod?
Movi 19. nov. 2018 kl. 17:25 
i need it :[
Antharis  [ophavsmand] 6. nov. 2018 kl. 16:21 
For the time being, i don't have time to work on modding stuff. I really do intend to update it when i will have the time though.
Lolek_ups 6. nov. 2018 kl. 13:24 
Dead?
:)
Antharis  [ophavsmand] 2. mar. 2018 kl. 20:22 
I will update it. Just can't give you an ETA on when right now.
mzilli 2. mar. 2018 kl. 20:03 
Hi Antharis, are you still planning to update this? No rush, just wondering.
DracoMcGee 20. dec. 2017 kl. 3:50 
When this mod is updated, will it work with the color mapping system in stellaris (engine/light colors)? if not, im looking to get a gold/teal fungoid ship skin into the game (since protoss fungoids is massively out of date) if you have a patreon or something, would be happy to donate.
Antharis  [ophavsmand] 11. okt. 2017 kl. 0:45 
@Spirit yes i will see if thet can be done.
Spirit 10. okt. 2017 kl. 7:48 
are you update orbital habitats to the fitting color too ? if yes , awesome work as usual
missed that mod and gives the galaxy a total unique flavour
Antharis  [ophavsmand] 6. okt. 2017 kl. 21:59 
@Southern Wind i will consider it for after i have finished updating my mods.
Southern Wind 6. okt. 2017 kl. 3:22 
I love white ship. Reptilan white theme is the best ever I've seen. Could you please add avian whiee body and cyan light theme ships please
Antharis  [ophavsmand] 1. okt. 2017 kl. 14:50 
Also make sure you both definitely get it from the workshop not some 3rd party website. I just checked and all 3 packages are 1.3.2.
Antharis  [ophavsmand] 1. okt. 2017 kl. 14:49 
@Leroy i will be updating all of my mods to 1.8 soon-ish, as RL work allows me. In the meantime make sure you both downloaded the same thing. I be one of you downloaded the Performance edition while the other one the Regular edition. Either that or one of you didn't also download the Part 2 - Runtime fix. Please make sure you both get the same item from the workshop.
YorelGod 1. okt. 2017 kl. 10:26 
There's a bug where I receive a 1.2.0 version of this mod, while my friend gets a 1.3.2. Making us unable to play together. Please fix it.
Antharis  [ophavsmand] 31. juli 2017 kl. 2:03 
Yes those have been popping up on and off. It has to do with the built-in compatibility for CaptainX3's NSC mod. I have talked with hima nd am waiting for them to release the new version before i patch in the fixes.
mzilli 30. juli 2017 kl. 18:25 
@mcarchitect01 Just an incompatibility with the current version of the game. Antharis is working on an update that should fix it.
mcarchitect01 30. juli 2017 kl. 17:04 
Having an issue where the red fungoid spinal mount module shows up as the humanoid version of the spinal mount module. Any ideas for a fix?
Martin Astos 23. juli 2017 kl. 17:03 
As there is no explicit mention (that I have seen) I will ask. Has anyone had any experience of compatability with Ship Classes Extended (SCX) and/or SCX along with Downscaled Ships?
Antharis  [ophavsmand] 13. juli 2017 kl. 14:15 
@Crusader Vanguard - Thank you for your comments, saved me a bunch of time explaining stuff.
@Everyone else - sorry for the delay, but as CV said, reality.. and work. I will do my best to get the update soon. The mod is still under development but i need to squash some bugs still and with Stellaris getting updates to the core game on a faster pace than before and the other mods too, it's hectic. To this end, sadly i must employ the Duken Nukem "When it's done" deadline style for all my mods . Thank you for your understanding.
Crusader Vanguard 13. juli 2017 kl. 12:44 
@『S H I N O B O I』- All mods should be Ironman compatible, as I believe it simply means you cannot use the console for cheats and thus achievements are possible. However, this mod is NOT achievement compatible because the new shipsets alter core gameplay values.
Crusader Vanguard 13. juli 2017 kl. 12:43 
Don't rush Antharis guys. Reality comes first, and I'm sure he's tired of the constant need to update this mod like the rest of us.

Please be patient and be grateful that he continues to update this mod at all, especially given many mods that he supports here are still in flux.
mzilli 9. juli 2017 kl. 19:52 
Psst... next weekend is here. :P (jk, no rush)
Vox Maris 8. juli 2017 kl. 19:48 
is this iron man compatible?
A Bunny 30. juni 2017 kl. 15:35 
Yaaaay!
Mine 30. juni 2017 kl. 14:01 
@Antharis Great to hear! Very excited for it!
Antharis  [ophavsmand] 30. juni 2017 kl. 12:07 
I'll have an update done by next weekend.
A Bunny 30. juni 2017 kl. 0:35 
Hoping to see an update!
Rohzdear 25. juni 2017 kl. 0:04 
Update ever?
TheEntireGalacticEmpire 5. juni 2017 kl. 18:05 
Update soon?
A Bunny 28. maj 2017 kl. 19:20 
Can't wait to see the updated version of dis mod!
Nightscales 10. maj 2017 kl. 15:15 
Many thanks, had some rough time trying to mod other things, but finally got back to my ships and updated them today. Everything works fine.
p6kocka 7. maj 2017 kl. 3:48 
Could you pls update this awesome mod on non steam site pls?
mzilli 5. maj 2017 kl. 14:52 
The effort you're putting into this is really appreciated!
Nightscales 5. maj 2017 kl. 14:19 
Thanks for all your effort to bring this up. I'll look into it as soon as I'm through the horror of making a workaround for planetary modifiers in a starting system without altering any vanilla files. Although it looks like there's no other way than making custom modifiers not mentioned in the game_start event...
Antharis  [ophavsmand] 5. maj 2017 kl. 11:33 
This example was from _reptilian_01_ships_meshes.gfx file btw. Hope this helps you. If you need further help just add me on steam.
Antharis  [ophavsmand] 5. maj 2017 kl. 11:31 
The "meshsettings" part needs to be added under every pdxmesh field for every custom ship you've got and then you must modify the diffuse and specular texture names in accordance to what you are using. Normal maps can remain vanilla or not add them at all.
Antharis  [ophavsmand] 5. maj 2017 kl. 11:30 
In example for the reptilian transport:
pdxmesh = {
name = "reptilian_01_transport_mesh"
file = "gfx/models/ships/reptilian_01/reptilian_01_transport.mesh"
scale = 1.0
# meshsettings = {
# shader = "PdxMeshShip"
# }
meshsettings = {
texture_diffuse = "reptilian_01_transport_diffuse.dds"
texture_normal = "reptilian_01_transport_normal.dds"
texture_specular = "reptilian_01_transport_specular.dds"
}
}
Antharis  [ophavsmand] 5. maj 2017 kl. 11:29 
That's just the thing. My mod used vanilla speculars and had the new diffuse remaps in the gfx file. you need to revert stellaris to pre-1.5 and get those specular maps. Then you absolutely need to remap them yourself.
Nightscales 5. maj 2017 kl. 8:43 
Goodness, I have... very little idea what you just wrote me <sad>. Previously modding diffuse textures was enough, so I didn't touch the other files, especially .gfx ones. Remapping? No-no either.
I've always saved changes with generated maps, while currently using animation gtx and other non diffuse files basing on Crusader Vanguard's Dark Reptilian ship sets (didn't do me any good).
If I dropped the spcular txtrs from your mod, would it fix things? they're still pre 1.5, right?
Antharis  [ophavsmand] 5. maj 2017 kl. 8:36 
It's basically a trial and error process.
Antharis  [ophavsmand] 5. maj 2017 kl. 8:35 
@Nightscales you need to use the pre-1.5 ship specular textures, alongside your modified diffuse textures. Flag colors are dictated by the non-green patches on the specular textures. So you also need the right texture sets then you need to remap them via txt in your own *.gfx files. I know it's a legthy process that's why it's taking me so long to update.
Nightscales 5. maj 2017 kl. 8:07 
Speaking of coloration, I've tried implementing back my ship textures from before 1.3, but the game ignores them and I keep getting my ships reduced to vanilla state whatever I do. By vanilla I mean they're based on flag colors instead of my textures.
Which line or file corresponds to turning that feature off for ships? Would you kindly look at my files should I post the mod or can you at least point me to a reliable tutorial working with 1.5?
A Bunny 16. apr. 2017 kl. 5:42 
Underwhelming but still appreciated.
mzilli 8. apr. 2017 kl. 12:54 
Glad to hear you're still working on this. The vanilla "dynamic" ship colors are pretty underwhelming.
Incognito Core 7. apr. 2017 kl. 1:41 
Yeah, I noticed - Why else do you think I have took my name?

I'm not called Imbecilium for nothing, after all!

Keep up the good work, Antharis - Looking forward to see what you can put out in the future!
Antharis  [ophavsmand] 7. apr. 2017 kl. 1:36 
In laymens terms, the way the new coloration works is stripes only. That does not render my mod obsolete because i have also colored the hulls of my ships. The new color coding system DOES have the ability to color the hull as well, but instead of giving us the option to color both hull and stripes, they just linked the stripe layer to the flag colot. Hence why i said it is half assed implementation. Perhaps in a future Stellaris update...