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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Like it! Will have a look at the model in the next days. I think the exit is underneath, isn't it?
I think you're correct TobiWahn_Kenobi. The models looks very nice.
Yeah I suppose so, the underneath exit is the main hangar. Now it looks just like the template. Do you suggest making it more earth-like hangars? F.e. squared entry points? Or with lights inside? Perhaps it's something that can be arranged with texture.
Also, on top there's two tubes with same (although reversed) openings, not sure if they were meant to have fighters launching. The only hangar point I've included in the XSI was underneath.
No need for boxy EA style hangars and I agree texture and/or lighting can do the job, it just wasn't very clear where the hangar was (to me), and there is a scarcity of show video evidence... good model, I like it. The Minbari always struck me as a bit feng shui where form and function were equally as important.
A try at a Minbari Torotha. With placeholder textures.
Hael, nice looking model. The Torotha entity has two medium beams forward and antiVeryLight beams on all four facings, if that helps. Also, not sure which layer has the windows but an almost wrap around window "bridge" and a lower level with only port and starboard windows in the forward section would in my opinion, help define the utility of the ship, the aft is clearly an engineering section. I am very fond of the striping effect. Also, the Torotha doesn't have organic strike craft, but I like the idea it can land them.
One final recommendation would be to enlarge the rear center fin about 40%. The Torotha is fast and the gravity drive system the Minbari use is somehow tied to the fins.
Keep it up, very much appreciate the effort behind your sharp models.
As a side note, I'm really beginning to dislike nested buff entity files. Change one little thing and it commits you to a whole slew of changes in all the daughter buffs. This is especially true were earlier labor saving had several races call the same buff sequence for a common effect. Makes my head hurt.
Although I can't cite a canon source, I get the impression the side fins are used as manoeuvring "thrusters", projecting a differential port/starboard fields to alter the vessel's course.
Nerds!
Like the torotha. I think the striping effect might be a bit more organic, other than that, great job.
I will be away next week because of job reasons, then spend the weekend on vacation. We are making good progress, though I still torture myself with the primus UV. Texturing will be even more of a chore. After that is done I'll get back to polishing Hael-Soses models (what a backlog I've got now. You are so fast
All the best and many thanksTobias
Hael-sose,
Feeling like adding a project to your list? The Narn T'Rakk is the wing sections of the T'Loth as well as the segments of the JaStat Warbase. The poly count for the T'Rakk would need to be relatively low as more than doubled (center section added) makes the T'Loth and the JaStat is made by attaching multiple hulls to a center connector section that also holds additional station support facilities. The JaStat can have from 3 to 6 wing sections...which require a 3, 4, 5 and 6 wing models with a common connector section.
Here is decent shot of the T'Loth as a frame of reference: https://www.google.it/search?hl=en&site=imghp&tbm=isch&source=hp&biw=1333&bih=627&q=Narn+T%27Loth&oq=Narn+T%27Loth&gs_l=img.3...2835.5918.0.6611.11.7.0.4.0.0.118.681.5j2.7.0....0...1ac.1.45.img..5.6.594.oJhLNjY2G38#facrc=_&imgrc=ODSbXfTf48i1fM%253A%3BDzqqJJSm9lTG7M%3Bhttp%253A%252F%252Fwww.foundation3d.com%252Fplugins%252Fp13_download_manager%252Fimages%252F1221.jpg%3Bhttp%253A%252F%252Fwww.foundation3d.com%252Findex.php%253Fcategoryid%253D38%2526p13_sectionid%253D1%2526p13_fileid%253D1221%3B640%3B480
Here is an image of the JaStat: https://www.google.it/search?hl=en&site=imghp&tbm=isch&source=hp&biw=1333&bih=627&q=Narn+T%27Loth&oq=Narn+T%27Loth&gs_l=img.3...2835.5918.0.6611.11.7.0.4.0.0.118.681.5j2.7.0....0...1ac.1.45.img..5.6.594.oJhLNjY2G38#facrc=_&imgdii=_&imgrc=6Vu5kag3yRgw5M%253A%3BbEYHnH4UvJ2oUM%3Bhttp%253A%252F%252Fwww.sharecg.com%252Fimages%252Fmedium%252F119297.jpg%25253C%252Fa%25253E%25253C%252Fdiv%25253E%25253Cdiv%252520class%253D%3Bhttp%253A%252F%252Fwww.sharecg.com%252Fv%252F68460%252Fgallery%252F11%252FPoser%252Fbabylon-5-Narn-Military-Base%3B600%3B414
I don't like it. It makes far more sense to mount the individual wing pieces as on the T'Loth (so the individual hull sections are stacked on the side) and have the engine sections point toward the center. Thoughts?
Edit: I should probably add the initial 3 section station is as viewed from the top an equilateral triangle and additional wing sections are added between these primary sections. The center node would be where the engines were and the T'Loth mounting arms would be further from the center node.
Thanks! The front bottom guns and aft guns are already there, I've added side guns as suggested. Also increased aft main fin, trying to find balance between size and aestetics.
but I'm burrying Tobiwahn_Kenobi
Or too much time, I'm not sure
Also changed hangar bay and aft section to make them less organic and more spaceship-like.
I agree, it seems silly for a space station to have opposing thrusters. Perhaps use only the hulls? What would you think of the sections rotated and altered between point up and point down (need 6 sections for that).
I'm not really a big fan of Narn "tech" but I'll give it a try.
@Darvroth
Here's a peek for the Torotha with side weapons (and somewhat larger aft fin). I've had to split the anti-verylight weapons into multiple groups because the converter doesn't allow 8 meshpoints for the same weapongroup.
http://i60.tinypic.com/n46skh.png
Lovely.
Will be away for a little over a week. Have a nice Time.
Tobias
Very nice! I like how the striping is continued in a subtle way onto the hull, almost like shadows from waves when viewed under water.
I really hate when the DB does weird stuff. Rework is so incredibly annoying.
Edit: Hours of work shot to hell, and why? No idea. All level 1 are gone and level 2 replicated overwriting all other levels.
Edit 2: While attempting to restore lost work I noted that when a level was deleted in one starbase upgrade tab all of that level were deleted in all the other tabs. Example: If level 0 were deleted in any starbase upgrade tab all level 0 upgrades are deleted for that starbase. The primary impact is work must be perfect the first time as any subsequent editing may lead to hours of reconstruction. On a positive note, some of the lost work repopulates when the deleted level is readded.
All entity files, upgrades, ability and research linkages for the Narn JaStat Warbase are done. It is a different beast from the current default military outpost.
Edit: Next up Minbari military outpost.
Good holidays to you!
Can't really help you with the scripting but glad that you don't give up
For this, and the T'Loth request, I've send you a PM with some examples. Would love to hear your thoughts on it.
Responded. The centerline feature seems to be a Narn trademark feature.
I'll work on the JaDul before I shift my attention to the Minbari.... I've been thinking the Minbari would have three bases, one for each caste: Military, worker, religious.
Sorry to hear that. At first glance through the database entries, everything seems to be there (for me). Can you tell me what exactly is missing?
ThanksTobias
Ahhh, now I know what happens. Upon deleting a stage, the stages need to be renumbered again (for sins). To make the Stringnames correspond to the correct Stages I automatically change the Stringnames to the correct numbering (stage)
BUT
i do not change the strings, so after deleting the stages, the stringnames now point to the wrong strings. It can easily be corrected, one just needs to change the NameStingID and DescriptionStringID, but I should probably do this automatically.
Problem is, shall I delete the corresponding strings as well when deleting a stage? So that there are not two strings with the same ID?
If a level say 0, the starter level for that SB upgrade tab were deleted, then all level 0 baseline in the other tabs would be removed. If a new level in that tab were added it would start at 0 (out of sequence), then 1 if 1 were also missing. Some of the data from the previously deleted upgrade level would autorepopulate, and I noted on occasion the values would change such that level 1 now had the previous level 0 upgrade level values.
On a different note, I've been testing the Vorlon and Shadow. Both need substantial work for different reasons, the Shadow most of all. The Assassin is now in game and is a wonderful addition. The Vorlon Heavy Drone is not in game.
The Vorlon, Shadow, and EA still have tech display problems and tech not displayed In the colored field does not appear to be selectable, even for the AI. I haven't experienced a minidump yet in the new build even upon exiting normally.
I'll complete the Narn JaDul SB before turning my attention to fixing some of the noted problems with the Vorlon and Shadow.
Narn JaDul SB entity, upgrades, and research linkages are complete. I found I didn't need any abilities to achieve the desired SB so this represents an area of future growth.
Now on to working on what may be the never ending quest of Vorlon and Shadow balance...Stupid AI.
Added to the DB :
A non-scouting variant of the Shadow Scout, and a Shadow Scout capital ship variant. The scouting variant made a poor front line ship always leaving to go scout....
A Vorlon Lite Fleet Carrier capital ship (Hael-sose's model should work well here).
Both capital ships are available at game start with no research restriction and are modeled on the Shadow Scout and Vorlon Destroyer for balancing.
Made minor research path adjustments to both races. Added weak bombing to both races capital ships, in practice there are few enough ships there is no great harm.
The above should (fingers crossed) correct some AI issues, AI prioritized capital ship and would sit there and stupidly die while attempting to garner enough resources to acquire the first capital ship, behaving somewhat normally once attaining it's goal.
TobiWahn,
For the next DB build, request include the pirates and associated entity files. You have the raider carrier in game but I still need to update the associated files.
All,
Experienced a sync error while playing MP with my son: "Sync Error detected between Player 0 and Player 1 at tick: 46730"
Any ideas on what the issue might be and a solution are welcome. We were playing using the dev.exe as it is a bit more tolerant to other known hiccups.
Edit: Should probably also add, a network vice internet match, if that helps.
You guys may want to check this out. Don't know if you gave them permission to use your models.
link
http://www.moddb.com/mods/traduccion-de-sins-off-a-solar-empire-rebellion-es
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