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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Bad idea... all the work done lately is about reduce the poly, rise the quality of texture without rise the size of it...
Using two mesh and two texture will simply ask more system resource... and create again some lag on low end sytem... goal is to have the B5 mod look good and run smoothly on all system...
About having one of my model in the B5 mod, will see later... maybe the new Sharlin will be accepted when finished... maybe tobi can check what is already done ( http://www.love-from-russia.be/part01to07.obj ) and make some comment now ( in place to wait that the job is fully done )... around 7k triangle with main body made... next step will be add weapons... last step will be create the side rib... Shape is already not perfect but it was already a pain in the a$$ to keep the main body below 8k triangle... final version with everything will be below the 12k triangle, who is the top limit for capitalship... by the way, segmenting is already done... from now, i make it in the same time that modeling ( it is more easy )...
@FileosoftYour model is a masterpiece! Wonderful work!!! Just one little thing - the fins on the bottom wings should not be tilted outwards that much, more in line with the wings themselves. The top wing should be a bit thinner. (and a last note, on the main body, from back to forth, the second segment should have the same height - at the top - as the first, so that the top curve starts after the second segment) And please try to add the ribs, then it is more than perfect and I will beg you to be able to include it!!! I like your model already more than the one we have now, an it's not even finished! And I second SteinerX, you will be missed greatly!
@TimmaighYes, that description is entirely correct. (And if you want to know, the team color is specified in the aloha channel of the -cl.dds)
Has anyone found out yet if the dreaded white pixel bug using specular maps and AA is gone in 1.04?
Not a problem... they are independant piece and i can rotate them...
The top wing should be a bit thinner.
Can be made, just a little more work... around 25%-30% max thinner else it will need a full remodeling of several other piece... by the way, on the picture on your blog ( http://3.bp.blogspot.com/_EpX6GUNLABE/Sri0fGHM1QI/AAAAAAAAANk/x6aDPTNCJ2M/s1600-h/babylon5_02_1024x768.jpg ), the top wing look large like mine...
(and a last note, on the main body, from back to forth, the second segment should have the same height - at the top - as the first, so that the top curve starts after the second segment)
On the texture, there will be 12 segment like the real ship ( http://upload.wikimedia.org/wikipedia/en/e/eb/Minbwacr_lg1.jpg )... on the poly level, it is only 6 segment... so, when textured, one poly segment will be 2 texture segment... i have can add enough vertex for make the ship with 12 segment but in so case, the model will already be over the normal sins limit...
And please try to add the ribs
Ribs will be added... at the end... i need to know how much poly remain for build them... in some way, they are nothing more that curved cylinder... in function of how much poly remain, i will decide how much face i will use by ribs... the thing who is sure to not be modeling is the 2 hole in the lower row of ribs... will need to be simulated via texture...
Just remember one thing... i made a low poly model for SINS... it cannot be fully like in the show due to poly count limit... sins engine can accept 50k but i don't advice to use so much unless your wish lag in huge battle or make the code in a way that people can only build one or two of these ship...
@ Thoumsin and TobiWahn:
thanks for the answer
One more question:
What size should i use for the texture? Yesterday i started to work on something, and i chose 1024*1024 resolution. When i saved it as dds file with mip maps, it was changed to 2048*1024...should i rescale it to half size?
@TimmaighI don't know if it's 2048 because of the mipmaps, could someone clarify? Also, do we need to include mipmaps? Or shouldn't we just let the graphicscard/driver handle this?
Has started work on "Warlock-lite" ... Sorry, frigate "Cronos" [very similiars on this destroyer].
P.S: Timmaigh - maybe you start work on "Sentri" fighter ? Or another Centauri ? As i - on Earth Alliance fleet [except "Viktory"].
About "Warlock" - Coobalt too many asks for Fileosoft and he has less time on all [on modelling too ].
@ZvezdochetsAbout EA fleet. Koobalt is working on Explorer, Nova and omega it seems.
And I'm anxious to see what you come up next with
vorchan texturing under way
NOOOO WAAAAY!? holy crap...
Double Post
Oh my f*ckin god!!! (And that being said by an atheist)
Wow! She's peachy! Well done, Timmaigh!
Model Koobalt only W.I.P, but he still work.
About my models - i think about next candidate, but we all made nearly all EA ships.
Remains: Cronos, Apollo, Delphi, Myrmidon, Saggitarius, Oracle, Marathon, Hyperion.
Orestes need in hangar bays and i has forgotten about this.
TobiWahn_Kenobi, and about EA defence platform - except missiles and anti-fighter guns maybe [like ability] add superheavy cannon and add antimatter on 3-5 shots [not by default] "one shot - one kill". As you see in "Call to Arms" one shot easily destroy Drakh ship. And full restore antimatter five minutes.
Timmaigh your model very nice and impessive! But i hope - you not put cannons on "wings" ?
Thank you all for words of praise, i´m really happy you like my work.
So i almost ready with this, maybe i will do some more changes regarding UV mapping. Ingame the model works like charm, only weird thing is the lightning /glossiness. As you can see on the screenshots below the horizontal respectively vertical parts parts of the model are "lighter" then the remaining part of the model. I suppose it is because i didnt set the specular or lightning channel of the DATA texture right, unfortunately as i said before, i have absolutely no experience with this.
@ Zvezdochets : thank you. But what´s wrong with cannons on the wings? It is true, i do not remember them from the show, but they were on the blueprints i had on my disposal when i built the model and i saw them on more pictures...so i believe they really were there.
No problem, model and texture very good. But in Babylon-5 too little scenes, where Vorchans opened fire. One of them:
Centauri used only twin main gun and use missiles and mines. But not need change model - maybe this not a cannons but antennas. Good work one more!
In series "And All My Dreams, Torn Asunder" 5 season, 16 series Drazi and Vorchans shot with close distance.
Wonderful work! Could you send me the model in obj to check it for anything that should/could e done? About the lightning, I will take care of that when I put the your model ingame through the path cin4d->xsi->mesh!
Do not give me a 3DS please, as cin4D importer of 3ds is somewhat lacking.
If there is a possibility to export from Max into OBJ format, i will indeed do it.
You will have to take care of the hardpoints as well, bacause i do not know, what others shoud there be except weapons and engines exhausts. I hope it won´t be problem for you.
BTW i will need your email adress or maybe even better icq/skype contact, so i can send it to you.
Hi Guys another update occurred on Sins and Entrenchment:
Sins v1.181 and Entrenchment v1.041 Hotfix ----------------------------------------------------- -Fix for Akkan's colonize potentially creating neutral resource extractors. -Fix for Adept Drone Anima not behaving correctly in original Sins. -Fix NanoHullRepair sound effect -Jam Weapons will now only be autocast when a threshold number of enemy strike craft are in range. (Entrenchment Only) -Improved AI and autocast usage for Flak Burst, TelekineticPush, MassDisorientation and PhaseOutFighters. (Entrenchment Only) -New AIUseTime for modding: OnlyWhenManyTargetsInRange. (Entrenchment Only) -Fixed bug with mines not targetting or detonating if their owner player didn't have vision at their planet. (Entrenchment Only) -Included dll's to make sure ConvertData runs correctly for modders. -Included Developer builds for modders
New model, Oracle scout cruiser. I know, model not too detalized. Have 3.9 tri
Use texture with B5 Mod [starfury]
The Oracle model looks great!
Thanks! Simple model, only 7 hours work. Add few detail and send TobiWahn_Kenibi [together with "Orestes"]
Looks wonderful!
COMING ON THE NEXT TRANSPORT!
NIIICCEEE!
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