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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
I've been around, mostly messing around with life for a bit. Time to get back into playing with digital space ships. ^_-'
sorry for the long absence. Not sure what might be the problem to be honest. I would have to have a look at it but as of now I've got rather little time to spare for sins modding. you could send me the brush and texture files you are using and i could try to have a look.
As for the mesh problems, I received an independent message concerning resizing problems that I have to look into. When you got a binary mesh you cannot convert try a different convertData exe. That might help
As for new models I have to say I still have about 30 models I think that I would need to bring ingame first. Modelling never was too much of an issue, rather doing quality UV work of the mesh and texturing that. Also I refrained from taking any model that I have not been granted explicit rights to use for this mod. They are all "homemade". You can, if you have the required skills, add the models yourself or create an "unofficial" extension pack for this mod that only contains the additional content for all to download.
I wish I had the time
Well, I might be able to get some resources together to help with these things, all things depending, on the two questions below.
For the models that you do have, but are not yet in game, and awaiting UV, could you get a list of which ones those are?
More importantly for me, could you provide a list of which items are left that you do not have models for at all?
Please let me know.
Well...I know at one point TobiWahn was maintaining a wiki of the progress of all models in the game for all races...We've shifted servers several times over the years as "free" ceased or the vendor closed up shop. He'll have to answer the question in detail but there is a yes to both.
"As for the mesh problems, I received an independent message concerning resizing problems that I have to look into. When you got a binary mesh you cannot convert try a different convertData exe. That might help" TobiWahn
Where can i find a different convertdata exe?
Hi there, it's been a while since I last posted. Lots of RL and such. But, I'm still around.
I've made a new version of the Vorlon carrier, more in line with the existing capital ship whilst still in line with the other new models. Carrier should be escorted as it is basically a drone fighter platform, but I've added point defense turrets. I styled them a bit like the defense turret that came out of Kosh's vessel when Sheridan and Ivanova took a look at it.
Hope you like it. TobiWahn if you could send me the texture templates you used for the other Vorlon vessels I can try to do the layout. Lighting backing is beyond my software tools atm though..
Hi and welcome back! It’s been a long while. Glad to see you are doing fine and thanks for contributing a new model. I really like it. As for the templates - I have to look it up. It has been a while for me as well. Doing roughly one to two models a year now. Also I’ve switched computers. Now on a brand new MacBook Pro and while it makes it easier to do stuff since I now have my computer with me everywhere I have even less time due to work. But I will try to send you the texture template tomorrow. And you can also just make a basic texture to give me an indication where you want what effect to be applied and so forth.
all the best
Tobias
Welcome back!
Model looks great. Has anyone figured out the issue with converting files from bin. I noticed that previously the bin files when opened the top line was BIN. Now on all the binary files that first line is BIN2A. Where can I find another Convertdata.exe that would work?
What do you want to convert?
Here is an example texture. I use a 3D shader in Cinema4D to create the texture. I've rendered it out to a flat texture in 4K for you but it will look different when I directly render it onto the model.
https://mega.nz/#!9Mwx1QAA!cAhCGehIjPy3q5GzGHEXTHs2zII9tF6jhyxSYGWWLjg
Thanks TobiWahn! It seems to be the one used for the smaller vessels though; isn't it better to use the one from the siege vessel? Or is that the part where it'll look different once you render it directly?
Also, am I correct in assuming that the same parts can share the same UV only if they're not expected to have a different light baking? And that ambient occlusion is only for each object regardless if it's on top or bottom because the ambient occlusion applies only to the object itself?
I'm thinking of redoing the model a bit; the arms seem to have no function. I'll make them support the carrier front lobe. Perhaps add some small tentacles at the front to give it a (weak) frontal firepower.
All the best!
Hael-Sose,
Look at the ship file for weapons load out and abilities, it will help with the model build.
Hi Darvroth,
it has a relatively weak forward gun, and fighters. So that's fine. Is it possible to add point defense (flak like) side guns which can only target fighters? The main gun can stop being able to target fighters in this case. It's too slow for them anyway.
This way the overall firepower of the ship remains, but also is in lore a nice addition. This ship was meant to be an answer to heavy figther/bomber attacks, for which the Vorlons do not typically have a good answer.
I wouldn't exactly call:
WeaponType "Beam"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "FLASHBEAM"
DamagePerBank:FRONT 1500.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 4800.000000
PreBuffCooldownTime 7.000000
CanFireAtFighter TRUE
a weak weapon but yes the fighter count is low... The AI requires all races have access to a starting Capital ship and to prevent this one from being an early game dominatrix it's nerfed. Based on your recommendation it would be easy to add two point defense systems one left arc and one right arc, based off the lightning gun of the heavy cruiser but weaker and with shorter range. Increasing fighter count substantially per level would be a relatively easy fix, but I'd recommend maintaining relatively low squadron numbers for levels 0 and 1 (1 and 2) depending on if people or the machine is counting...
Who ever is doing the final model tweaks that would require adding two additional hard points to hang the weapons from.
I've sent TobiWahn the modtool project with the texture per mail. I've also included the hard points for all weapons, hanger and exhausts.
I got the Carrier in the game with the texture template from TobiWahn. Also included a Vorlon Live Giver (colony ship) to get rid of the Advent model.
Nice! Was the shield render flag set to false?
Thanks! Yes, for both vessels the shield render flag was already FALSE in the entity files. I can make tight fitting shields for them if you like, but I think you intended this for B5 has no visible shielding, right?
Btw it looks like you have to turn off "Events" in the game options; my game crashed just as I got a notification that a vasari titan was randomly spawned.
The latest version is in the main game folder, where the game executable is located. It's called ConvertData_Rebellion. If you've patched everything, it should be the latest version there is.
Darvroth, I found this line in older patchnotes:
-Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage.
Looks like the Vorlon Planet killer can use an update
Yep, been meaning to do that but the last two updates were more than cosmetic. Life has kept me busy and I haven't looked for a non-binary English translation of the files to see how easy or hard it will be to encode that. What I do recall when it first came out was a long string of buffs which is a pain to trouble shoot. I'll see about it once the kids are out of school for the summer.
I have done some repainting on the colony ship. Also, I've been messing around with ParticleForge and Gimp (took me a while, sorry TobiWahn no repaint yet on the Carrier.. I'll send you when I've finished both) and upgraded the Vorlon weapons on most ships. All vessels (CapCruiser, CapCarrier, Destroyer, Transport, Colony, Heavy drone, Drone, Fighter) now have a nice lightning effect charging up (and down) like a growing/shrinking sphere. The CapCruiser also has an updated lightning cross that builds up the sphere, and fits the ship's arms nicely.
The Siege I'd like to propose to update to a CapSiege, and I've already made a frigate Siege but need to paint it first. The same goes for a frigate to supplement the CapCarrier. I'll need to think about a weapon effect for the current Siege (hoping to be a CapSiege, it has the size ) Any suggestions? I'm hoping i can do something resembling the PlanetKiller but smaller. The Siege already has the disc, and it's easy to believe the PlanetKiller has evolved from that vessel.
Changing the race's hyperspace entry and exit to the blue swirls from the jumpgate also adds to the immersiveness of the game.
Wow, you've upped your game!
There are many great features available to you once you register, including:
Sign in or Create Account