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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
OK, thanks to TobiWahn, I got the scene files and it is fixed, although, not quite sure what it was, but it was definitely the particle mesh. The blue on the peddles is now happily doing its moving goo thing.
A couple recommendations:
The texture for inside the pedals looks just like star_blue, I used that, I always share textures where ever possible to save RAM.
The peddles on the particle mesh had inside and outside polys, I deleted the inside polys as they are not seen or needed. I know it's not many, but in Rebellion, inside and outside polys sharing the same space causes a bad lines effect that was not in Diplomacy. I had to rebuild the inside of the Federation starbase in SOA2 because of this. If you want to save more polys (I save every possible poly I can, they add up) you can delete the blue sun polys for the peddles on the main model as the particle should fill it.
I never seen a pink normal map before I learned the red channel is copied to the alpha, yours had no red so I copied the alpha to red. Its -nm2.
The model is huge in-game. I have the mod, if I know which reference model is about the same size, I will scale it in XSI, that is very easy.
I will archive it and put in my dropbox and PM TobiWahn a link.
BTW, awesome looking model. Looks very bad ass
Thanks a lot!
I've changed it to a special Starblue that is used for all vorlon ships in the mesh directly afterwards, but thanks.
Does it not cause any problems with convertXSI any more? I had lots of problems with polygons that were not closed using ConvertXSI in the pre Rebellion days. Sometimes it would optimise faces away, sometimes the normals were suddenly inverted...
The red channel is never used, so I leave it blank. Reason for not using the red channel is that is has less bits for compression reasons which is fine for colour textures, but not for normalmaps. Therefore the red channel information is stored in the alpha. Blue is not used either I think (height information), but i leave it there, just in case it gets ever supported)
no need but thanks, I always resize the meshes using my mod Editor. Only thing neccessary is, that the input meshes (Transport, Pedals) share the same scale.
Thanks a lot again. Put you in the credits!
That is awesome to know.
I really have no idea why the XSI model for the particle failed, if it was from the XSI scene, it should have worked. The only thing that I can see happening is the scaling from your mod tool altered the mesh somehow. It also may have been that the material was not connected to the proper UV. There was 2 materials in the XSI scene with nothing connected. If you hand edited the .mesh, the material may have defaulted to UV2 or something.
Scaling in XSI is super easy. I would recommend all your final scenes be scaled properly for export.
if you get my convert scripts working, you can easily change something, press Convert, and the new model is changed on the fly in-game. The only way to fly.
I actually never remember that issue. Only errors I had to fix on SOA2 models were the odd flipped faces which I am sure is from exporting or importing to and from other software.
EDIT: Link sent over Steam Chat
TobiWahn,
I'll send a small commit no later than next week that addresses some fixes for the current build but I strongly suspect there are nested problems and we'll have to fix some to uncover others. Ticket 172 could use some attention.
Thanks mate.
And thanks to myfist I now now what kept the particles from displaying - using my modEditor I also resized the orientation vectors when resizing the meshes, but the vectors for orientation need to be normalizes it seems. They seem to be multiplied in the Particle display distance.
Here is your fix for today, (also committed to our repository)
Vorlon Siege by Johan Klaver
Nice, I particularly like the faction markings on the port and starboard sides just aft of where the arms merge.
Progress on ticket 172 but there is still a long way to go.
Still working to identify and address issues with the new build but have discovered something disturbing. Several issues I know I corrected in previous commits are not in this build. I'll dig through past submissions and see where they dropped out and send you the missing or updated files.
On a different avenue of pursuit the Shadow AI (all of them) refuses to use the colony ship though it is the same in every respect to the other races colony ships, I even armed it and set the defaultAutoAttackOn TRUE. Still it sits there stupidly, even when enemy ships enter the gravity well. I'll keep tinkering but I'm open to suggestions.
@TobiWahn_Kenobi
Those lights on the arms came out quite nicely!
Ensure that: defaultAutoAttackRange "GravityWell"
It is, in all the important ways it is identical to the other race colony ships and they work. I had the same issue with an EA ship a couple months ago and it sort of resolved itself. My computer wants to do a reboot, who knows maybe that will solve the mystery AI issue....
Completed the Vorlon oribtal defense systems (small and large versions).
Very nice! Keep up the good work and I'll see if I can sort through what is likely my own doing to restore the current internal build to stability.
Cool, thanks!
After several days of computer ICU I've restored DB functionality seemingly without loss of data. Extreme care should be taken when using the current internal build. When exiting check for extra processes and separately shut those down. I made no progress owing to computer issues but hope to this weekend. Cheers.
Centauri appear to have just the one bug. I'm still hunting down the Narn issue but the list of possible causes is shrinking fast.
Hi guys,
sorry for the lack of updates/news on my end. Had a busy week(end) and migraine most of the past week (including today). I've started work on a new model, an in-between job for Darvroth - Centauri Primus it is - before going back to bringing the rest of John Klavers wonderful models ingame.
All the best
Tobias
Woot, will be nice to see this classic ship in game.
Solved many stability issues but work remains. Good progress on the internal build. Engine continues to reveal quirks that squash various routes to implement desired improvements.
I just downloaded pre alpha for rebellion and the few model you have in game are great. Keep up the great work gentlemen!!!!!
Thanks, enjoy.
Centauri are now stable, however I'm seeing the following error on shut down:
Runtime Error!
path..
R6025
-pure virtual function call
Good news, mod seems to work in v1.82
Recent jobchange and Dark Souls II took much more of my time than anticipated, sorry for the absence. I did have a try at the Minbari Morshin. Here's an image with a placeholder texture.
Narn are now stable, took a couple tweaks but running smoothly.
Might be worth accentuating where the bay entrances/exits are.
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