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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Nice.
The Titan factory looks amazing. '
Also
I'm a fan of using both to be honest but others may have a different opinion. Transporting individuals / important things seems to be the same style of ship used for both 'transport'/'envoy'?
Darvoth / TobiWahn_Kenobi?
Nice one. Started working on your destroyer model. Had a problem with baking textures (baking the lightning into the texture and such) today. Needed to re-rig the textures to the model. UV layout is done and I expect to get the model ingame completely this week.
I also tried to use a particle for the Pedals of the transport to have the same effect as on the Capital ships, but I've run into a problem:
I've used the extra pedals as a flair particle, using the star.fx shader. I see in the mesh that the hardpoint Flair-VorlonTransportPedalsexists, the particle VorlonTransportPedals.particle exists, but it does not display. If there is an error in the mesh referenced in the particle file sins will dump, so it loads it. Still it does not display. But the same flair displays if I set it up on another model (Heavy Cruiser as a test). After some testing I was unable to get any flair particle to display on the transport. Any ideas anyone?
Thanks
Tobias
Same here, if possible we could use the same ship. After all, it IS an ambassadorial ship.
I was thinking of the Transport, with the wings of the Destroyer, but then folded open all the way (in + shape) so it's fully canon. Also with some nerve-line going up from the center. Maybe a bit sized up since it just hangs there at the very end of the gravity well. I'm already at it.
Thanks! Somehow I fear that UV/Texturing is more work than creating models.
I read about the particle problem but I've never done something like that so I wouldn't know. Is it the glowing effect we see on the cruisers? Perhaps the hardpoint isn't positioned right, or orientation is wrong (if it's a directional hardpoint). I also read having rotate settings (in XSI) for a non-directional hardpoint can have a negative effect.
Also when putting in the matter-streams on the Vorlon capital factory, I noticed that sometimes the directional hardpoints in the XSI editor do not correspont with the direction you see ingame. Very confusing.
I wanted to try a shadow vessel and came across some nice pictures while googling. I've tried to make something of it, what do you think? It could function as a new model for the Shadow Stalker. Currently it's just a bit larger than the scout.
Also I'm in need for good texture template for the Shadows, I made something up but it's nowhere near the ingame style. Are the original textures available? (I mean uncut, seamless 1024px img?)
I don't know, I used Cinema4D shaders to create the textures for the stalker and the Battlecrab
A Shadow Siege vessel. Based on the Shadow-ship seen in the B5 followup Crusade. Would work better with missiles I think, since the Shadow planetkiller also uses missiles.
If I'm not mistaken, this is the Hybrid between shadow and earth tech. Never liked it in the show though. Your version needs to get much more organic me thinks , as it now just doesn't look much shadowy. Like your stalker though
I watched the episode again (didn't like Crusade either, if only for the horrible, horrible music) and read some forums. So it's suggested that it's a hybrid under the Clark administration. But what I don't get is, that at the end of B5 series there's these shadow-adapted battle cruisers but they look nowhere near as advanced as this vessel. Odd.
So, if it's a hybrid, can it play a role in the Earth story-line? An Earth's attempt to recreate a Shadow-vessel, that I'll make resembling this one but more typical shadow.
Perhaps they tried to hybrid with my shadow scorpion
Vorlon Destroyer by Hael-sose
Glad to see your still going on this, maybe I will put trinity back in to check the updates.
For your Flair, do you have too many? there is a limit. I could take a look at the scene if you like a second opinion.
It is the only flair I have on that ship. I will try to send you a link to the files when I'm home (maybe tomorrow). Thanks for the offer on checking the mesh for problem. (If you send me a PM with your email, I can send it using that)
sent
I've received 3 Shadow models from Amras of the B5 X3 Mod. In Low poly perfect condition.
1 Fighter Model2 Capital Ships models (Carrier Capital, Scorpion Shadow ship)
Look awesome and have very good polygon count.
Yeah.
@Hael-soseHave you sent me the Vorlon Planetmodules yet? Love them, need them!
ThanksTobias
I've just sent you all models. Nice work on the destroyer too. Hope you've resolved your Flair problem.
Not yet, sorry. It would look much nicer if it worked (the Transport)
Got the Vorlon Siege ship down from 20.000 to 9.000 polygons, keeping the small lights, though simplified. Next up, UV, texturing and particle for the ship.
I need a vacation from my vacation. You guys have been busy... Like the proposed Stalker model, and the V Destroyer also. Presuming we have a stable build... haven't checked all the sites yet, or e-mail for that matter. I know a focus is supporting all victory conditions. What work remains to achieve that goal? If my limited skill set is unable to assist in that goal, I'll focus some time closing completed tickets and revamping the star bases for each faction.
To my understanding only EA has three selections: gate, military and diplomatic. Each of the other factions have only military and gate. If I need to support an additional starbase type, let me know. I'll be integrating the SB upgrades and abilities into the respective race tech tree so there will be customization rather than the cookie cutter entity files we have now. If anyone has ideas for a particular weapon selection or ability set let me know. I'll work in what I can. There is very limited starbase visual references from the B5 series so if there is an additional or alternative source (TobiWahn), let me know.
TobiWahn,
Need to update the modeler section in the credits since there have been significant additional contributions lately.
Guess I'll be bug hunting awhile...
Hi Darvroth, welcome back
we have no stable build yet. Didn't have the time for tests to be honest.As for Victory Conditions, I have not the faintest idea. Flagships are in, but the others need some additional content it seems, especially the research victory.
As for the starbases, I originally planed for each race to have a multitude of Starbases to choose from - that no longer seems useful. Especially since the AI is to stupid to choose between the different options. It still would be nice to have a military base plus one other, depending on the race, for the younger ones. eg.:
EA: Diplomatic StationMinbari : Culture CenterNarn: Research OutpostCentauri: Orbital Colony
It is already in the readme, but you are right, the page header here and on BitBucket needs updating.
Edit:Update, almost everything should be in alphabetical order now. And everyone should be there. Anyone missing?
Minbari : Culture Center <Trade and cultural resistance are doable, a strong culture push might be OP>
Narn: Research Outpost <Tech can adjust research times and costs..., station upgrades not so much, need to think more on this one>
Centauri: Orbital Colony <Easy, population and trade upgrades
I was also thinking the military bases should be at a minimum ~4X the toughness of the toughest fully upgraded capital ship (using hull as a notional benchmark). Armor and shield mitigation are guided by the race norms so there will be a large variation in absolute terms between the races. Less upgraded outposts, not as much...
First task though is sorting through the stability issue and see where else the DB issue of several weeks ago induced unintended problems.
Created new ticket 172 to track the bugs in the current build as I find them and a recommended resolution, assigned to me. There are definitely some DB induced errors (mostly missing data or blank fields) that were populated in previous builds.
been trying to test why the Flair is not working, tried building just an addon to test the mesh, no go with your entity. Tried using tec scout entity with you mesh, now I get
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/Render/Mesh/Mesh.cpp(243)
m_Orientation.IsLeftHandAndNormalized()
never seen that before
Can I get the XSI scene?
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