Star Ruler 2

Star Ruler 2

Unity of the Advent
48 Comments
Gift 3 Jan, 2018 @ 9:48am 
hello, i got this enabled but this ship set is not appearing? even when i try to make a custom race
Dalo Lorn  [author] 18 Feb, 2017 @ 7:54am 
"Rebellion has even started to fracture the Unity of the Advent. Sure, they still want to destroy us - and one another."

Version 2.1 has been released, introducing a couple of extra ship hulls and allowing Satellites to be used with the shipset's station hulls.
Clownpiece 11 Jul, 2016 @ 9:06am 
Woohoo! Thanks for bringing SoaSE shipsets to Star Rule, I've enjoyed them very much.
KiryuDSeraph 22 May, 2016 @ 4:23am 
I disabled BSG shipsets and it now works fine. Guess it was just heavy on my system despite me having 64bit and plenty of RAM. Thanks for the help.
Dalo Lorn  [author] 22 May, 2016 @ 3:43am 
Also, try disabling some of the other shipsets and then running the crashing ones. If this is a memory issue (which it could be on some machines, especially ones with 32-bit OSes), then reducing the pressure like that should help.
Dalo Lorn  [author] 22 May, 2016 @ 3:32am 
Try causing the crash again, then check the log. The game deletes the logs each time it starts up and writes a new file, so it absolutely must be checked before you restart.

Also, make sure you have the DOF shipset library installed (doesn't have to be enabled). I know you probably do already, seeing as the Vasari shipsets and DOF stuff all work, but it's still worth repeating. :P
KiryuDSeraph 22 May, 2016 @ 3:28am 
Not sure if it is the memory but the log doesn't mention anything about either mod but a seperate one that not even active.
Dalo Lorn  [author] 22 May, 2016 @ 1:05am 
Uh, after a crash, what's in the log.txt file in Documents/My Games/Star Ruler 2?

Also, is it possible that you're running out of memory? It was a big patch, I wouldn't be surprised if the shipsets' sizes were quadrupled.
KiryuDSeraph 21 May, 2016 @ 8:33pm 
I am not sure whats happening but either this or TEC shipset ever since they were updated now keep crashing my game. The Vasari work, I also have the Star Wars shipset and BSG shipset.
Dalo Lorn  [author] 10 May, 2016 @ 4:08am 
(On another note, the Vasari have arrived too.)
Dalo Lorn  [author] 9 May, 2016 @ 12:38pm 
"Long-banished deviants, now calling themselves the Advent, came back more powerful and twisted than we could have imagined. Many undefended worlds fell to their corruption before we could redirect forces from the alien front."

Version 2.0 of the 'Unity of the Advent' shipset has been released! Remember, everybody, you'll need to download dolynick's DOF shipset support library in order to continue using the shipset.
Kiergath 26 Apr, 2016 @ 2:21pm 
Fair enough! Thanks for the reply :)
Dalo Lorn  [author] 26 Apr, 2016 @ 1:32pm 
Well, the Vasari have since been canceled, restarted, and... something. I'm not sure what's the situation anymore, though I have done at least one conversion.
Kiergath 26 Apr, 2016 @ 12:48pm 
Hi there! I was just curious as to whether the Vasari were still on the table for the future? They were always my favorite of the SoASE races, and the Heralds' traits just seem to be a great fit for them.
Dalo Lorn  [author] 19 Sep, 2015 @ 4:39am 
*walks in with megaphone, again* Can I have everyone's attention, please?

I have just received a substantial amount of SOASE models converted to .xsi (should be just about every model for each of the major races, based on my quick glance) and a tool with which to correctly extract .dds textures. The results are these:

1. This shipset and the TEC one will be overhauled with better textures and models, as well as a bunch of models that weren't in Prometeu's shipset. (Yay, Coronata! :D)

2. There's a Vasari shipset on the way with all the bells and whistles these two are getting! :D

No timeline currently exists for any of these updates, as I still have a substantial amount of converting to do before model and texture alike become usable in SR2, but it is coming nonetheless. I'll announce these updates again as they near release.
Dalo Lorn  [author] 26 Apr, 2015 @ 8:49am 
Eh, I'm not quite good at explaining it.

However, what you say you're doing is wrong. You have to write new materials with their own shaders and texture references, not replace existing shipsets' files and pray it doesn't go wrong.
Seperoph 26 Apr, 2015 @ 8:39am 
Can you explain your process because when i use my ripped eve models it just turns the ship invisible its invisible even if i just replace one of another mods ships with them
Slashimus 7 Apr, 2015 @ 11:25am 
Thanks for the reply.
Dalo Lorn  [author] 7 Apr, 2015 @ 12:50am 
Gwyvern: Not entirely, no. There was something about a second set of UV maps, but I don't really know a lot about the thing.

Slashimus: Yes. I just answered your question in the reverter's comments.
Slashimus 6 Apr, 2015 @ 3:13pm 
Hey I asked this before in the Hex Limit Reverter mod section but figured I'd ask here too.

Does the Hex limit Reverter essentially re-enable default vanilla behaviour for hulls in your shipsets? Or am I misunderstanding its function?
Gwyvern 6 Apr, 2015 @ 2:21pm 
Huh, so they do...My computer was for some reason giving the ogex files notepad icons, so I didnt really think to look at them. I don't suppose you know the advantage/disadvantage to ogex vs obj do you?
Dalo Lorn  [author] 6 Apr, 2015 @ 12:07pm 
The 'other 3' use .ogex models and the PBR shader, while Gevron and Remnant use .obj with the SupportShip shader.
Gwyvern 6 Apr, 2015 @ 12:03pm 
Are you kidding? Only the Gevron and remnant shipsets even has models I can find in the first place, the other 3 appear to be totally assetless somehow.
Dalo Lorn  [author] 6 Apr, 2015 @ 12:02pm 
Heh, it'd be a better idea to reverse-engineer the vanilla shipsets.
Gwyvern 6 Apr, 2015 @ 11:56am 
how do you link them though? Actually, I might just end up reverse-engineerring your port or something when the time comes
Dalo Lorn  [author] 6 Apr, 2015 @ 11:49am 
Use .png textures, and either .obj or .ogex models, and you're fine. More or less. :o
Gwyvern 6 Apr, 2015 @ 11:41am 
Well, when i get around to making my own shipset (which I will) It wont be that simple, I still dont know how files and formats are set up for this game :P
Dalo Lorn  [author] 6 Apr, 2015 @ 11:39am 
You could always use Blender to do most of the work, then go back to Wings to do the finishing touches.
Gwyvern 6 Apr, 2015 @ 11:33am 
Rotating the mesh in wings 3d and exporting it there worked just fine, thank you. (Its a shame though, wings isnt that good of a program if you ask me, though it is where I started off many years ago.
Dalo Lorn  [author] 6 Apr, 2015 @ 11:13am 
I had some trouble using Blender, as it wouldn't export any normals - in other words, it killed all the texture mapping.

I personally use MilkShape, though I know Exa's had quite a bit of success working with Wings3D to make the 'Exa's Wars' and 'Remnant Warlord' shipsets.
Gwyvern 6 Apr, 2015 @ 10:51am 
Hey there, this is a nice import, though for my own personal preferences I am trying to flip the rapture class upside down, problem is, once I export my slightly altered model to OBJ and replace the model that is currently there (I give it the same name as the original and remove the original afterward) the model does not appear in game, that hull shows up in the list but does not have a model associated with it. So how exactly are you supposed to be exporting your models to OBJ? (I use blender btw)
C4pt4inBr4in 22 Feb, 2015 @ 9:15am 
i have the ships hiig and vaygr in my soft 3d , i do modif and save them in (obj)
but after where can i put them in star ruler2 ?? dont see anything for put my model in mod star ruler 2 ??
can yu give me the directory for that pls ^^
Dalo Lorn  [author] 22 Feb, 2015 @ 1:52am 
Uhhhh... I think the Hiigaran and Vagyr ships are on the GA repository on GitHub. I'll look into it, maybe I can do something about it.
C4pt4inBr4in 21 Feb, 2015 @ 5:16pm 
thank yu but my english is limited ^^
i want model ship than galactic armory (the mod of star ruler 1) hiigaran and veygr ships(homeworld2)
i can import model with wing 3d but i dont now how to put in star ruler2 mod .....hall is in english and dont find where is moding ships in the making mod...
Dalo Lorn  [author] 21 Feb, 2015 @ 8:51am 
Any 3D modelling tool should suffice, so long as it can import/export .obj files. Apparently, .ogex files are also supported by SR2 now, though the significance of that is lost on me.
C4pt4inBr4in 21 Feb, 2015 @ 8:17am 
good job realy !! which software to realize the look of chips?
I would want to realize chips mod to ^^
Dalo Lorn  [author] 29 Jan, 2015 @ 2:56am 
Don't get me wrong, I'd love it if it were something as simple as what you posted - I've got at least a dozen SE5 shipsets I think people would want to use that are being blocked by this same issue, ranging from more Star Trek to Mass Effect (or at least I think it's ME - I don't have the games to check) to Stargate (Ancients, anyone? :D) to Eve (I think) and stuff I've never even heard of - but it doesn't sound likely.
Dalo Lorn  [author] 29 Jan, 2015 @ 2:53am 
I'm sure that works in the context it was posted in.

However, my own investigation suggests that this may only be the case if dealing with one texture file. The final result needs to be one .obj file and one .png file. (Well, actually you'd ideally want 5 .png files, but SE5 shipsets only have a diffuse map, so let's stick with one .png)
jwagne51 29 Jan, 2015 @ 2:27am 
The first link I posted says, when using Blender, all you need to do is:

To combine the UVs you just need to combine the objects.

"In order to combine the objects, select both objects and press CTRL+J. Which ever object is active will be used as the final object, merging the first one into it.

Upon combining the objects the UVs will also be combined, allowing you to organize as you wish without needing to re-unwrap the UVs."
Dalo Lorn  [author] 29 Jan, 2015 @ 1:56am 
Eh, working on UV maps is no easy thing. Without prior experience or a lot of practice, I doubt it'll end well - I once tried remapping a BC-304's textures from scratch, and it took me 30 minutes before I gave up, not even managing to match a single face to the texture. :(

Still, if you manage to get it to work correctly, I'd be more than happy to write up the shipset code. (Not that it's a terribly hard piece of work.)
jwagne51 29 Jan, 2015 @ 1:52am 
Ah, OK thanks. Just to let you know, I found this [blender.stackexchange.com] and am going to try using Blender [www.blender.org] to Merge the UV maps.

Though I am going to work first so if you want to try first your welcome to it. ;)
Dalo Lorn  [author] 29 Jan, 2015 @ 1:06am 
If I remember correctly, this set is the same one used in Warp 10. I checked if I could port Warp 10's Federation to SR2, and the set uses multiple textures for a single ship. Unless someone merges the UV maps for, say, the Nova (it's not just the Nova - all or almost all of the ships there had multiple texture sets, if memory serves), and gives me the updated models/textures, I can't port it.
jwagne51 28 Jan, 2015 @ 4:48pm 
Awesome,Could you port this [spaceempires.net.] Star Trek SE5 ship set to Star Ruler 2?
Karrakh 28 Jan, 2015 @ 6:00am 
Good joooooob !!
Dalo Lorn  [author] 28 Jan, 2015 @ 3:47am 
The Hex Limit Reverter has been updated!

I'll push some default designs for this thing to the Workshop as soon as I'm done with my current work for ABEM.
Dalo Lorn  [author] 27 Jan, 2015 @ 7:19am 
Mind you, I haven't done custom hex limits for the TEC yet. I am not looking forward to dealing with the StarCraft 2 sets in this fashion, though...
Dalo Lorn  [author] 27 Jan, 2015 @ 7:19am 
I already did, long before this one. It's even called 'Trader Emergency Coalition', which is what 'TEC' stands for. :P
Karrakh 27 Jan, 2015 @ 12:07am 
Excellent !! Thanks for this shipset !! could you do the terran shipset from sins of solar too ? :D