This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers.
Babylon 5 - Sins of the Younger Races
Disclaimer:The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, as long as it does not violate the laws of the state/country you live in. This disclaimer must always be distributed with the mod. For other used please contact me personally.
Thanks to the TEAM:2D Artist: Tobias Liebhart (TobiWahn_Kenobi), SteinerXBughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, ZvezdochetsModel Templates: Amras-Arfeiniel, James Newman (Firehawk)Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), ZvezdochetsMusician: Pauli ValkeejärviResearch: Rob Cummings, Darvroth, Rodney JenkinsPR: Darvroth, SteinerXSounds: Rob Cummings, Pauli Valkeejärvi, ZvezdochetsTexturers: Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5Moderation: Blake00
Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)And toMysticAngel for the Automated Fighter docking abilityThe Babylon 5 X3TC team
And thanks to all those modelers whose work is a inspiration and a template for creating ingame assetsIf I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)
Release 0.54.1 Full Download for Rebellion 1.95+& Patch 0.54.2
NEW - Balvarin Carrier and Minor Factions fix!
Installation Guide:
Sometimes the in-game mod loader can be a bit funky so if you can't see the mods you've installed or something isn't working then enabling the mods via the 'EnabledMods.txt' file in your 'Mods-Rebellion v1.85' folder where you installed the mods to is the other alternative. It should look like this to work:
TXT2SinsArchiveVersion 194Version 0enabledModNameCount 2enabledModName "SotyrRemastered"enabledModName "SinsRemastered-v0.95b"
DISCORD:
https://discord.gg/9AwgByEEKn
Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/
Yours TobiWahn_Kenobi
- The non refit station have 8 shuttles in the front dock, 24 fighter and 2 shuttle on the side dock ( the 4 cobra arms ).
- The refit station have 8 shuttles in the front dock, 48 fighter and 4 shuttle on the side dock ( the 4 cobra arms ).
Well, in the case of the B5 station, we can make 4 squad ( one by cobra arm ) of 7 starfury ( one by cobra bay )... with upgrade, 2 squad of 7 fighter by Cobra arm...
Not fully true... fighter/bomber ignore the first level of collision detection but not the second level... it is why fighter don't fly ( usually ) through planet and ship...
For example, in the pic below... the blue sphere is the first level for collision detection, a sphere define by the bounding radius... second level is the rectangular shape define by the coordinate of two extreme point... fighter/bomber can fly in the sphere but the rectangular shape is a non fly zone... fighter/bomber will move along the z axis for fly below or over the enemy ship... other ship and capital will begin to change direction once they are near hitting the sphere...
I will do it...
Seem that you have short memory... ... remember the vorlon ship where the blue section are a separate mesh who use the sun.fx shader in place of the ship.fx shader... resulting in real light being emitted by the mesh... not sure that your 3D light and baking can make the perfect work from the shader... look on the pic below to where propagate the light emitted from the "petal"... some part from the nose front tentacles are illuminated too...
The shader/particle way is the only way to have real light system on a model ( for now, since dev have speak of a model being able to shadow a other model in rebellion due to shader 3.0, it mean that rebellion will maybe use a fully different shader/light model who will be more realistic ).
There is a few located on the underside of the fixed dorsal section... in fact, there is a lot but it seem that only 8-10 of them are strong enough for project some light on the rotating section...
The vorlon method will solve it without problem... can work for replace usual light too... for a total conversion mod, it can be a way to reduce the memory use by almost 30% ( need to rewrite some shader code since nm map will be using the free channels from the da map )... green da channel and alpha da channel can be calculated on the fly by the GPU for a more realistic lightning/shading effect...
The vorlon method can be used for create new type of celestial bodies, like pulsar star where the flash frequence is related to the rotation speed...
Well, as i have wrote several time, the iron engine have not yet reach his fully potential... and i have plenty of other idea that i need to test... like a chained particle effects for create cyclic animation ( plan to make a ship with wings who move like these of a bird flying )...
Well, you will need some patience... modeling can be finish in 1 or two week... the segmenting/UV will take 1 or two week too... but for the texturing, count on 2 month work... for a medium quality job !!! With luck, it will be your new year gift
Starfuries have 6 fighters per squad I thought?
I didn't know that, as I saw fighters flying through ships all the time (not to speak of them flying through the planet)
I'm not sure I get your here. The effects on the Vorlon ship are done by baking the lightning effects into the texture of the cruiser. Using the Green and Alpha Channels of the Cruiser I create the illusion of real lightning to be there.
This is what the global illumination map I use looks like. I multiply this with base texture,
then use a grayscale version of that texture for the alpha and a blurred grayscale version of that on the green channel.
I do not know of any way to make this effect show on a rotating part while being projected from a stationary part. Perhaps using a meshpart of the main (stationary) mesh slightly underneath the rotating part (very very slightly underneath, just as to have no clipping issues) with a very bright alpha channel creating the illusion of a light being there, but it won't be noticeable from farther away and would be wholly dependent on Bloom being enabled.
Other than that we will have to wait what new lightning model IC brings to the table with rebellion.
A gift fit for a king!
I've just played a bit with particleforge, and maybe we can make a lightcone flair particle attached to the main station using multiple cones with different transparency values assigning the resulting particlemesh the skybox shader so we create the impression of light (sounds difficult and I don't know how to use the skybox shader yet - which parts specifies the transparency - but it might be doable)
Right... 4x6 is 24 in case of non upgraded version... double the squad amount for the upgraded one... normally, the last door of cobra bay is for shuttle... not sure if you will implement them on the B5 station...
Happen a lot if they are your own fighter, own ships or own planet... Happen less in case of enemy object... Happen a lot in huge battle too... like say before, the collision detection and path finding is something heavy on the game engine... can happen with bigger ship too, look at the video link below ( station who jump back, station who hesitate between turn left and right, etc )
Well, the point was to have the secondary mesh using the sun.fx shader to emit light... and off course, bloom need to be enable too, same is the da alpha is empty because the sun shader have his own bloom effect ( using math and not texture )... have use the method for my last starbase and it work... on the video at http://www.love-from-russia.be/g4_swarm-6.25_million_poly.avi , the huge light ball ( neutron star ) is not using a da map at all but the sun shader with a cl only...
For the B5 model, i will use the standart method and you will back AO and light map projection ... will make basic cl, da and nm map in tga format ( lossless )...
Looks cool, but the sunshader does not project lightning (shame on you IronClad) because they only have one lightsource per galaxy (which means one lightsource rendered ingame max).
Many thanks! If possible could you give me an additional "overlay" mesh that specifies the location where the lights should be located (the light sources, not the parts that are lighted)? It's not strictly necessary but would make my task much easier
It is possible but it will make my task more difficult due to the huge amount of light on the B5 station... and it can be done only after the full texturing is done...
By the way, once everything done on my side, you cannot miss the location of the light sources... they are round, gradient from blue to white and are all on the alpha da... the green da have more "zone" with light but don't count for light emitting...
For example, in the screenshoot below, green circle are non emitting light using the da green only ... yellow circle are emitting light using da green + da alpha... seem pretty easy to determinate the location without the need of a "overlay" mesh...
If you give me a da map to use as a template that will be sufficient for me. I will then adjust the lights in C4D so that they lit the exact area you mention and bake a new green (light) and alpha (bloom) texture map from there.
Neroon Capital Carrier
Awesome
I'm so anxious to see this model ingame, it's iconic and you are doing it the greatest justice
Well, you will need some patience... modeling can be finish in 1 or two week...
You know how i am with ETA... modeling will maybe take more time that planed...
As today, WIP mobile and fixed section is done and optimized ( 55k tri ) ( screenshot below )... remain a max 45k tri for weapons ( that i will begin soon ) and for more details later ( mainly at the back of the station and center solar panel section )...
any sort of time-frame when it will be compatible with diplomacy 1.32?
last time i tried your mod it was the first release of it! way back
very eager to give it a go but just mini-dumps/refuses to work on 1.32
Just want to say keep up the great work! Love B5 and would love to see a proper B5 mod for Sins.. Got no skills, wish I could help out.. But I got rendering power to spare if you need any..
Take care - Geff
Hi to all,
Sorry to not have much time at the moment due to work, but we are working on it. One of my fellow members seems to have health issues so I haven't heard from him for a week. I dearly hope he is fine and recovering.
Thats alright, good work takes time, and outstanding work takes eons
Yes, I know our last release was almost a year ago and is not compatible with diplomacy 1.32. version 0.42 will be and after that I expect to switch to rebellion.
Many thanks for the offer and your nice words. Render time is no longer an issue (thanks to my trusty workstation) but we very much appreciate your offer. And we will keep working, though it will take some time to finish.
But, like all good things, it took them a while to work it all out.
97%. Go Rodney go!
Darvroth
Awesome, will it be this year?
Frigates that spawn anti-structure turrets? Check this out!
[quote quoting="SemazRalan"] From my post in a diplomacy thread about Orkie starbases being built outside standard turret ranges by sneaky players. Frigate with ability to deploy a combat turret that is either mobile or immobile, but can only target structures and does ANTImodule damage. Onward... AntiModule Defenses... Advent Beam Turret converted to FrigateSpawnedByAbility without levels -ones that level are ones deployed from capitals. Means a new frigate class, can use Starbase constructor or Envoy mesh and doesn't explode after spawning the 'antimodule turret', it just takes a while to cooldown and deploy another. mobile structures that are not starbases ain't possible. Create an ability that deploys specialized beam turrets that do module damage. DUH! Ability that deploys them can release them but ai is dumb and you'd probably like to dump them right up close to the starbase or at least in weapon range. speed is -1, but if you wanted them mobile to get at the starbase because, like the TEC capital that dumps missile batteries in inappropriate places, you can give them mobility and write it up as the Advent's TK abilities at work and be able to send them into a gravity well with an enemy starbase. Would also be best to make the damn planetary turrets do Capital damage. Antimedium class weapons do half damage against module armor. Capitalship damage does 75% of its listed damage vs module. A boost to damage beyond 20 DPS (180d/9s) might make them a bit more fear inspiring, but as above and post below... there are ways.NM what 7DS has done... just think of what's below. **FrigatePsiOMGWTFSTARBASEBBQER.entity** This one is stationary and only targets structures. perfect antistarbase turret, but it'll only attack when starbase is being deployed so rush your ships at the starbase constructor and wait for the bugger to start building it where your stationary turrets can't hit it, then deploy the turrets around it and blast the bastard!TXTentityType "Frigate"defaultAutoAttackRange "None"defaultAutoAttackOn TRUEprefersToFocusFire TRUEusesFighterAttack FALSEautoJoinFleetDefault FALSEcanBomb FALSEtypeCount 1frigateRoleType "Lrm"statCountType "FrigateSpawnedByAbility"mainViewIcon "MAINVIEWICON_PLANETMODULE_PSIORBITALBEAMDEFENSE"picture "PLANETMODULEPICTURE_PSIORBITALBEAMDEFENSE"NameStringID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE_NAME"DescriptionStringID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE_DESCRIPTION"counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"basePrice credits 0.000000 metal 0.000000 crystal 0.000000slotCount 0.000000BuildTime 1.000000hasLevels FALSEExperiencePointsForDestroying 16.000000MaxHullPoints 3000.000000MaxShieldPoints 424.000000HullPointRestoreRate 1.000000ShieldPointRestoreRate 1.000000BaseArmorPoints 5.000000maxMitigation 0.700000Prerequisites NumResearchPrerequisites 0numRandomDebrisLarge 0numRandomDebrisSmall 7numSpecificDebris 0armorType "Module"hudIcon "HUDICON_PLANETMODULE_PSIORBITALBEAMDEFENSE"smallHudIcon "HUDICONSMALL_PLANETMODULE_PSIORBITALBEAMDEFENSE"infoCardIcon "INFOCARDICON_PLANETMODULE_PSIORBITALBEAMDEFENSE"minZoomDistanceMult 1.500000NumWeapons 1Weapon WeaponType "Beam" damageEnums AttackType "ANTIMODULE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 180.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 7500.000000 PreBuffCooldownTime 9.000000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.750000 TravelSpeed 0.000000 Duration 4.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Beam" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_PsiCapitalBeamHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "PsiCapitalBeam_Glow" beamCoreTextureName "PsiCapitalBeam_Core" beamWidth 30.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 0TargetCountPerBank:RIGHT 0canOnlyTargetStructures TRUEhasWeaponLevels FALSEmass 2000.000000ShieldMeshName ""Shield_ModulePsiBeamDefense"""renderShield TRUEmaxAccelerationLinear 0.000000maxAccelerationStrafe 0.000000maxDecelerationLinear 500.000000maxAccelerationAngular 3.000000maxDecelerationAngular 9.999996maxSpeedLinear -1.000000maxRollRate 2.000000maxRollAngle 35.000000squadTypeEntityDef:0 ""squadAntiMatterCost:0 0.000000squadTypeEntityDef:1 ""squadAntiMatterCost:1 0.000000squadTypeEntityDef:2 ""squadAntiMatterCost:2 0.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000maxNumCommandPoints 0NumSoundsFor:ONATTACKORDERISSUED 2SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_0"SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_1"NumSoundsFor:ONCREATION 0NumSoundsFor:ONGENERALORDERISSUED 0NumSoundsFor:ONSELECTED 1SoundID "CAPITALSHIP_TECHCARRIER_ONSELECTED_0"NumSoundsFor:ONSTARTPHASEJUMP 0MeshNameInfoCount 1MeshNameInfo meshName "PlanetModule_PsiOrbitalBeamDefense" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""ExhaustParticleSystemName ""ExplosionName "Frigate0"HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"EngineSoundID ""ability:0 ""ability:1 ""ability:2 ""ability:3 ""ability:4 ""MaxAntiMatter 0.000000AntiMatterRestoreRate 0.000000cargoType "Invalid"maxCargoCapacity 0.000000formationRank 0minShadow 0.000000maxShadow 0.500000 [/quote]
Figured I would pass this on in case it would be useful.
Here's the original link: https://forums.sinsofasolarempire.com/413319/page/1/#3020422
Well, the entity code is for the anti-structure turrets only... not really useful without the frigates entity and his ability... In fact, a light modding of the ogrov entity file can create a similar effect that these listed by Samaz...
Not sure that it can be useful in the case of the B5 mod... by example, the EA GOD platform ( http://roleplaying.diraven.net/babylon5/equipment/god_satellite.html ) can already a killer platform... can make the primary weapons, the long range beam weapon being a anti-module weapons... remain the long range missile against capital and the 3 pulse canon for point defense ( flak ? )...
As for starbase, there is to my knowledge no mobile starbase in the Babylon 5 universe... a starbase build out of range from defense will not be able to move-in for attack once build...
At the moment this is not entirely true, we have a towship which can drag a starbase (with everything disabled) behind it to a new location in the same system. Still, I don't really see the need (except the proposed changes made by thoumsin but I'm not sure there is use for an antimodule weapon on a god platform)
Hope so
Well, the towship thing is a great idea... and will not lead to the orkulus problem since everything is disabled when towing... in fact, moving a starbase in a ennemy gravity wheel or during combat will be like suicide...
As the B5 station model, busy with seing all the episodes of the series... to much few screenshot of the station weapons on the internet...
Don't know how you will code the B5 station but the station is not a war monster... with upgrade, the amount of weapons remain low... the B5 station is more a huge hangar with a lot of starfury... maybe a big bonus for the economy too, like a hyper trade post... don't know if it is possible, maybe some refinery ability too... or the ability to build diplomatic cruiser at lower cost... if you try to remain in the spirit of the serie, the B5 station will not be like the sins station
It could defend it self to some extent but it was really vulnerable to military vessels as it really couldn't get out of the way or maneuver.
Babylon 5 will be a diplomatic station, and as such is not a military outpost like the starbases in sins. It is capable of defending itself and able to take some pounding but will not serve to protect a planet. It will have other bonuses (especially on the diplomatic/cultural side)
I also thought about if we really wish to include the white star at some point if we would make the Babylon 5 starbase (researchsubject) a prerequisite for an ISA pact which will allow the white stars to be produced (if such a thing is possible and feasible)
A lot of thing can become possible with rebellion...
At first, B5 is on EA administration... but in the series, after the B5 station declare his independence, Sheridan receive ships support from the League of Non-aligned world... can become a rebellion faction...
Maybe we can finish the mod for diplomacy who include the timeline until B5 independence... once Rebellion is released, we upgrade the mod to Rebellion, with a timeline who start after the B5 independence... B5 becoming a rebel faction ... having the white star and some ships from the League of Non-aligned world ... there is 16 races in the league but each race have very few ship model, by example, the Iksha have only a battle sphere... together they can become a single rebel faction...
With luck, Rebellion will allow a lot of thing... by example, two Minbari faction ( Minbari civil war between warrior and religious caste )... don't know how will work the Rebellion "map trigger" but maybe it will allow map scenario who follow the B5 timeline...
As for now, i think that it is best to try finish the mod for diplomacy as it is... and wait for Rebellion for add ship like the white star, ship from the league, or titan ( like the Vorlon planet killer who is almost fully modeled )...
Hi to all of you! Sorry not to have been very active the last week, real life keeps me occupied and then I must admit I played Skyrim this weekend, a lot. But I will do you better next week, I promise
@ThoumsinI do not wait for Rebellion for trying to make a timeline right now, but I had the same things in mind for rebellion as you have. Splitting up factions will be glorious!! being either Clarkish or Sheridanish and haveing the associated techs available depending on what side you choose - Yeah!
Plus those new titan class ships might convert to some great big planet killers eh? or maybe a drakh mothership!
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