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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Sounds wonderful. I do like the station depicted in the series though!
Sounds wonderful.[/quote]
The Minbari culture orbital station is done...
Hope you like it... i have not use one of the previous map of the Minbari models because they are badly UV optimised...
You can found the .obj, .mtl and the cl.dds at http://www.love-from-russia.be/mcs.7z ... the texture is 1024x1024 but around 1/3 of it is used... the empty space on the map will be used by 1 or two other orbital structure who will be made later...
So, if you wish include the model in game, don't begin calculate AO and other thing because the cl will change with the next one of my Minbari orbital model... but you can convert the .obj/.mtl to .mesh, use black-da.dds ( final da will be make once all the model using the cl are done ) along with the min-orb-cl.dds like it is now...
Will be great if you post a short list of the orbital structure not yet done for the minbari ( by example, trade port, orbital refinery, etc )
FX effect used in the picture cannot be used in sins... feel free to add any particle effect that you wish...
[/quote]I do like the station depicted in the series though!
If you mean the station show in my last post, it is in fact a "starbase"... mean a lot of work for a later time... starbase mean a lot of poly, a lot of detail and a lot of delay
Wow! I do like it. And I will calculate the AO because it is independent of the texture (add it later via multiply layer in PS)
I will then look at the AO to see if there are problems with the UV. From a short glance there may be problems with the sphere on the bottom of the module - the wings do not align to the UV of the sphere so that one wing may cast a AO shadow on a part that should receive non. But I will see if that is really noticeable.
As for the starbase, yes, much work but I'm confident you will master it
AO rendered (2048x2048 with 1x multisample) and looking very good, no artifacts.
As for Minbari modules, we have no module whatsoever for Minbari (save yours), so keep it coming
Well, it was fast... was forget that you have a workstation too... the little render in my previous post is using IBL with AO, raytracing level 6 for reflexion... +- 10 minutes render on my workstation... will have take 1 hour or more on my previous desktop...
As for the sphere below, i hope to make it glow a lot with da green ( light ) and da alpha ( bloom )
For the AO map, be sure to keep it in some lossless format ( .tga ) and non mixed with the cl... if you look at the cl, you see that only the central diagonal part is used due to the big wings... better optimization will have mean cut the wings in pieces and add seams...so, with time, cl of other module with be added to these map... mean that at the end, you will need to merge all these AO map...
Well, i have enough place on the map for 1 or 2 models... maybe a trade port will be the next...
These module are mainly made when i become tired to look at the series, collecting info for the real work that the B5 station is... somehow, a little job just for relax...
[quote who="TobiWahn_Kenobi" reply="2778" id="3034629"]As for the starbase, yes, much work but I'm confident you will master it
Will be more easy that the B5 starbase... only a few sec of video of the Minbari starbase in the serie... mean that for the general shape only, i need to remain canon... for details, i am free...
INFORMATION ON HOW THE AI RESEARCHES (how we can change it) AND IT'S PRIORITY LISTS!!!!!!!!
https://forums.sinsofasolarempire.com/413997/page/1/#3034756
https://forums.sinsofasolarempire.com/413997
I'm anxiously awaiting your final texture
I always keep my sources in psd format. And combining will not be a problem so long as there is no overlapping going on.
Would love that! The more the better
Thats what I do when I can't see the research tree anymore, work on models I do like to do!
As free as a bird
Thanks for the headsup, but there is nothing new in there. We already knew how we could partially cheat the AI, but in the end it is a very very stupid AI concerning research and seems to follow very strict rules on how many research modifiers are researched and in what order they need to be accessible and what modules/ships will be researched at all and so on... I do hate IC for this mess they have created with the research. Especially for pacts, which after testing seem to be hardcoded in part - all can be changed at will concerning the Tech pacts save for the Trade pact which is hardcoded to the exact name of the researchsubject, no idea why. As to how this plays out with the other races I aven't tested them, because after noticing the hardcoding of the tradepact I gave up and agreed with Rodney to just replace the default ones... Damn hardcoding!
What I found interesting in this (as I didn't see it discussed within this thread and I am not privy to the behind the scenes discussions) is that you could set up separate 'crazy expensive place-holder ships' off of the tech tree to the right (out of view) that link individually to every research item in the tech tree to force the AI to research items. My understanding was that these 'filler ships' could be setup to only have one lower tier research item, rinse and repeat for an entire row. This would get the AI researching all of the items eventually.
Again, just my understanding and one of the main reasons why I posted the link over here.
EDIT: ZomebieRus & Lavo have some updated news in the AI thread, mostly to the success of affecting how the AI reacts to research trees and completing rows of research based on priority settings.
Yes, after re-reading the thread that might prove mighty useful if it works well for the tech trees besides the military tree. Thanks and cudos to Lavo_2
I can confirm it works for both the civilian and defense trees; I've put special priority on the former so the AI has a better economy, and grouped the latter with the military tree.
Hi all,
Narn research restructured, Minbari are next.
As for Lavo_2's suggestions, after testing it out a lot today I must say I couln't get it to have any effect on the AI research. To be honest, nothing seems to have any effect on the AI concerning research.
So we will put AI issues aside for now and just try to get the release out soon.
If you want, I can look at the files for you and see if it's coded up right. Just need the filler ship/research/player files.
Does it work for the newest version of Trinity?
As per the OP the currently released version does not work for Trinity / Diplomacy v1.34.
ZombieRus5 has also released a little bit of information as far as 'On Page' and 'Not On Page' differences in AI research results. He also makes an interesting comment later on about getting the AI to research items it normally wouldn't.
I've tried using ships on page 1/2 and not on page, using different roles, using 1 or 2 prerequisites to no avail...
I'd be glad if you'd tried your luck once 0.42 is released (soon)
Well, once you figure out the secret then it's fairly simple to setup. I'm sure Lavo will have some suggestions when you get 0.42 released.
To be fair, I brought that up as that's why I looked into this whole AI business in the first place.
I'll do that for sure. Might have to wait until after exams, but I'll definitely give it a shot.
I've been using this on a different scale with the NotOnPage for quite a while now too. On example is to fix some minor issues with the Vasari starbase AI construction. Collaboration actually resulted in advances on both our ends that will also hopefully help other mods out as well
Hehe, true that! Heck, maybe Ironclad can even use it to improve the AI for Rebellion somehow.
well, what I've done is:
Defense research subject -> ShipAI RSubject -> Ship AI (e.g. on page 2)
but even after long time and more than enough resources the AI does not research it. Maybe (likely) I'm doing something wrong.
Ok, what you've done is made something that is in a "chain". This ensures that the AI will eventually research something. This could take anywhere from a number of minutes to a number of hours. If you want to prioritize that research subject, you need to make it a research prerequisite of the ship entity itself.
That would mean I could only prioritize a few selected researches.
And in the combat tree section I do the same thing (chaining) and it mostly just works whereas in the defense tree it doesn't. Is the AI research behavior tree specific? In tat it will only research subjects when in a given tree? (combat,defense,noncombat,...)
Yup. You can get at least 8 or so prioritized.
I don't know; I've found that it works for the Defense tree personally. Mind you, in my case, every single tech in the Defense tree bar three unlock an ability, level up an ability, a module, starbase, or improve a starbase. I'd really have to look at the techs myself to check.
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