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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Problem is that Tobi have to much work... maybe we can generate money for help him free more time for the mod... With the help of Londo, we can start some advert campaign... 99% of benefice for Londo and 1% for Tobi ( he is a Narm, so it is very generous )... for example :
Campaign name : Hair we are on Babylon 5
Althought Lando would never stoop to endorsing a mere commercial product, a government program, sure but why such a vulgar and limited commercial endeavor?
Darvroth
Maybe it's a Narn scheme to discredit Lando?
Love it!! Sorry to answer so late, had fever this weekend so I couldn't do much. It's not a question of money (as at this moment I would never take money for this project as I'm not alone in makig all this stuff) but of time, which due to my day to day work is limited. Still, the EA research is (for a first version) done, Centauri will follow, then Minbari, and so on. Rodney is working on the Shadow research tree as of now, so we might get an early draft of that as well.
Thanks to all of you!
Lando is a character from Star Wars - Lando Calrissian.
The Centauri ambassador from Babylon 5 is LOndo Mollari with o.
Well, if you have a lot of money, you don't need to have a job and work... mean that you can be modding all the day...
A lot of people ask for ETA but they forget that we are not official devs from some company, working 8 hours each day on the mod and being pay for these work... we are usual guy, with real life and a real job for pay the bill... modding is only a hobby that we can practice during our very limited free time...
@Darvroht : if i good remember, in one of B5 episodes, londo have try to put some commercial advert on all the B5 station monitor... if something can allow him to earn money, it will make it... he need it for finance his love for gambling and women... Londo make me thing about the decadence of the imperial Rome...
Londo never did that during the actual series, or any book I read.
There was a giftshop that sold Londo dolls at one time, but that was without Londos concent or him getting any profit from it. He was even offended by those dolls, since they lacked "certain attributes" that "castr.... him in a bad light".
episode 14 season 2... with the J.S. Ba"bear"lon 5 ...
well, it is maybe my bad memory... but since i am busy to view all series again, i will maybe comeback with reference to it else i will accept my mistake...
Yes, but somehow I do like my day to day work, even if it kills me. Worked 20+ hours overtime this month, haven't had time for much else. But I do not forget this mod. It really needs an update so I will do my best.
@TobiWahn_Kenobi
I have a modding question... is it possible to put weapons hardpoint on a rotating section generated via particle...
In the B5 serie, season1 episode 9, title Deathwalker, around the time index 31 minutes, the defense grid is activated and you clearly see on the computer screen green dots who show up the weapons on the rotating section...
Have check the mongoose station guide and they confirm it...
Same if we can put the hardpoint on the rotating section, there is a other problem... if weapons was shooting front, no problem but they shoot at the side... due to the rotation, weapons are sometime left and sometime right... but orientation of weapons are fixed in the .mesh ... mean that weapons who are define to be left will always shoot at the left side, same when the hardpoint is located at the right side due to the rotation...
Sure that you will hate it since it is not canon but i think that it is best to locate the weapons at various location on the fixed section...
To my knowledge it is not possible to put hardpoints on a particle. Only thing we can do it put them in the fixed mesh at the location where the rotating section will be. Not perfect but the best we can do.
----DEL----
Well, if it is a particle with a .mesh, hardpoint for other particle effect ( other .mesh via particle, flair, etc ) is possible but i have never test for weapons or ability hardpoint...
as for the "put them in the fixed mesh at the location where the rotating section will be", it can work if the weapons are not visible... if i model weapons on the rotating section, they will rotate too... if i model them "in the fixed mesh at the location where the rotating section will be", it will look strange : static weapons mesh on a rotating section...
since weapons will be a secondary group in the .mesh with his own small texture, maybe put them on the fixed section for now... if sins II support weapons on a moving section, i can move them there without big problem...
By the way, check your pm box... i have send you a PM before your two (3 if i count the duplicate post ) last post here but you have not yet read it !!!
While you saw dots on the scematics of the rotating sections, you never saw any CGI sequences of weapons on the rotating sections firing. They were all on the fixed structure. So I guess the person who made those green dots, didn't pay attention to where the weapons were really supposed to be, but noone caught the error in time before the airing of the episode.
And they don't really need weapons on the rotating sections anyway. From the parts to which the solar panels are connected and from the ring behind the front "ball" weapons should have enough of an angle to cover the entire surroundings of the station, unless the enemy is very close.
And I'd ignore this document you posted. It sais the station has "particle beams", which it clearly doesn't have. Particle beams are the big beams mounted on the GOD sattelites in Earth orbit and on Warlock dreadnaughts (as far as graphics go, an upscaled version of the X-Ray lasers mounted by Omegas and Midwinters). The only beam Babylon 5 ever fired was a laser communication in Season 2 Episode 1, to call for assistance against the Tragati.
Also in GROPOS Ivannova lists the weapons they are getting fitted with and she doesn't mention particle beams. TV series canon superseeds any tabletop game canon.
As for the weapons names, look at http://babylon5.wikia.com/wiki/Defense_Grid ... the twin particle array is one of the weapons the more used in the series, from the beginning... have already screenshoot of them at 5 different location, all on the fixed structure... will maybe base my model on the location of these screenshoot...
Upgrade have add 4 or 6 plasma canon... two mines launcher who was never show... and a bunch of fighter...
As about error in the series, i have never catch one before because the story itself is usually more interesting that some CGI effect... as for the station itself, the model have difference from one season to the next... now, i am seeing the series again, looking at details due to the modeling job of the B5... for my model to be almost perfect, i will need a few million poly but i am sure that Tobi and other fan will be happy with the model that i will made in the poly range decided...
It's not the word "particle" that puts me off, it's "beam". A beam is a continuous stream of particles, light or whatever, not a blob or ball of energy or matter, like the weapons B5 uses.
That sheet also sais that the fore and aft of the station are unarmed, but in the show we very clearly see the interceptor right "above" the command dome's window.
In your position, I'd stick to the TV series and the official material and take anything posted for a tabletop or in a wiki with a healthy dose of scepticism, unless they provide an official source to back up the claim, which the wiki page you linked to didn't.
Defense Grid depicted in the wiki seems correct. And it is a particle gun (or cannon), not beam.
I too think that we don't necessarily need weapons on the rotating parts, but that is for you to decide since you are making the model and I will implement it to the best of my abilities.
well, your abilities are not in question... more related to the game engine itself ( who is a good one but have his own limit )... anyway, you will have the .obj once modeler is done and it will be possible to adapt it before the full segmenting/uv/texturing stages...
well, i have a pic of the command post but i have not yet see a interceptor above it...
The command post is not on my model... it is so tiny that you will never see it in game...the next screenshoot show one dual particle array on the top front section...
Wonderful!
It should still be some round dot (how many pixels can it have? 3 in diameter?) on the texture, just so we know where it should be (in case I DO want to zoom in that far )
Love those guns!
About these gun... they are numerous unit on the station... normally, a single unit is two turret... but for give some more punch to the station, you can maybe use one hardpoint by turret and not by unit... screenshot show that each turret can target individual ship...
As for the B5 station, i will not be based on the more recent version of "the Lost tales" from 2007...
Light system was improved but it will lead to sins problem... remember the discussion about light on fixed part who project on the rotating part... you can see them at the level of the central part of the solar panel...
On the other hand model was simplified... by example, the U shaped fixed front part have loss his numerous externe side rib... and the few interne one at the extremities...
For info, the Minbari "temple of communion" will be ready for the end of the next week-end... will use a already existing Minbari ship texture from Steiner, so memory use will be very low and color will be similar to these of the already made major ship...
Well, i have screenshot from the only Minbari space station ( not a fishy one ) who can be see in the show :
season 5 episode 16, War without end part 1, at around 18 min 30 sec :
...
Other than that we will have to wait what new lightning model IC brings to the table with rebellion....
Maybe a good idea... of remove some light...
By example, in the screenshot below, the little green circle are light located on the fixed part, the larger green circle are the projection of light on the rotating part...
Yellow circle is somehow more complex, there is light projected on a mobile and a fixed section... the strange thing is that the light emitter is not located on the station itself but somewhere on the left side of the fixed section floating in space...
For the moment, i have located a little more that 200 "normal" light... and a few who are not logical... in these scene, a lot of think is not logical... sun have just go on the back side of the planet ( left side of the station ) but just before this, the right side of the station was illuminated by the sun... when in fact, respecting the law of physic, the right side is already in the shadow... Seem that the lightning in the serie was worse that in sins !!!
sorry for the delay on the model but i need first to collect a max of screenshot for model the weapons, add detail to the station, create a good da light map, add detail on the cl/nm map, etc...
Blame if on some maintanance bot that are shining their headlights on that section to search for something, or to enable crew to do EVA maintanance work.
But it's hardly surprising they made errors in the CGI, they after all the first TV series ever to use CGI of this kind, when everyone else was convinced of models being the only way for realistic sci-fi material. Not to mention they had no specialized hardware and needed forever (even compared to a modern desktop PC) to render just a few frames.
Hi there. Had a hard disk crash this weekend, but restored from backup nothing should be lost.
@ThoumsinThere are a few such lights that have no source in the series. I've yet to find the lightsources for the explorer hangar panels on the outside. Where should that light come from??
It doesn't matter to me however. If it's canon and looks good and is doable we do it. If it is not doable we try do make it look good in other ways.
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