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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Looking awesome!
So ... with work kicking back off with Hael-sose, Darvroth and TobiWahn in the next few months. What can the rest of us do to help assist in getting this mod project closer to the finish line? It sounds like many models are complete and just waiting for texture and insertion into the game? Other than general balance / patch related mod maintenance, what else needs to be tackled?
Thanks,
Reuben
All the 2D art for the UI including, ship tiles and all the tech screens and in other spots as well. Models for the planet orbitals and a good scrub of the technology the tree and all the ability files and associated buff files. In particular the strike craft still have some bazaar behaviors despite half a dozen or more efforts to address.
I'm sure TobiWahn has more, but that's my short list.
Thanks guys!
It's harder because most of the research items are story related. How can you make an icon for such?
It would indeed really be nice to have the buildable object icons (where you click on them to be build) are done. Ships and structures, and also the sprites they become when you zoom out so it's easy to recognize what's where.
It worked! Getting the hang of ParticleForge. The charge effect is semi-circular and follows the ship's blue arc. @TobiWahn, I had to move the bomb-hardpoint's Z to 50 so it starts at the center of the disc. Could you update that?
@Davroth, are you still managing the .entity files? I can send you my updates at a later time. Because of the weapon effects, the weapon properties had to change. The damage output has therefor changed (due to FireDelay and PreBuffCooldown).
Do we have a style guide at all or examples of what we're trying to match too? I think it's largely just updating a .tga file or two, correct?
Ship and structures are easy...just a recognizable outline for the 2D art. There are other symbols aplenty for some key timeline techs but more esoteric ones will require creative thought.
The tech tree could be winnowed a bit to reduce the quantity but that would require a wholesale rebalance for research time and resources. We also need an upward pointing arrow for the tech screens, the base game has down and right pointing arrows only.
I'll see about rebalancing the tech trees to reduce the icon count as well as theming the needed 2D art. Any interested artists PM me and I'll respond by email.
I'll proceed by race and screen procession so the effort is more concerted and progress measurable rather than a shotgun approach starting with the EA which has arguably one of the more cluttered tech trees.
I can dive into this over the next 8 weeks. PM sent Darvroth.
That's great, Boshimi! Thanks.
I've completed the Vorlon Carrier. I went back to the older sketch, but now having the arms as support for the drone hulk.
Beautiful stuff!
I forgot the yellow aft burners, and have just added them.
Looks amazing!!
Holy F***! That looks awesome.
Could you just send me the Mesh with the changed hard point? Or do I get it wrong?
As for the entity files, I'm not sure who has the correct ModDatabase version now. I think I have the master at the moment.
@Darvroth: Do you happen to have FileMaker from some source? Version 16 or up? I could send you the master or upload it somewhere and you could enter the data. But I think I would first need to ad support for the buff to allow a ship to ruin a planet? Or is it already in there?
Damn. So out of touch.
My moddatabase is 2-3 years out of date and had some incompatible issue with yours. I also have many files full of various balance and tweaks I've been working on and play testing.
I'm fine uploading to your database but I've never had luck the other way. What I really need is an English translation of the most recent vanilla Rebellion build entity files to know what is in game. It is so much easier to modify existing entity files than write new ones though that is necessary at times. It is also a chore keeping account of the ability buff files as they can string together in long complex sequences to achieve a desired effect.
Of note there are also a lot of needed particle effects for weapons and ship ability files. Most modern files reference existing vanilla effects audio and visual as there wasn't an alternative.
I'm trying to convert a mesh file. Every time i try do convert one of the bin files that is BIN2A it causes the convertdata.exe to unexpectantly to close.
[quote who="TobiWahn_Kenobi" reply="5136" id="3744862"]
What do you want to convert?
I'm trying to convert a mesh file. The binary files that are BIN2A causes the convertdata.exe to unexpectantly close.
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.
Just saw this post after replying. When you say " latest version is in the main game folder, where the game executable is located" Where would i find this? Everytime i turn on the computer Steam updates so i should have the latest version of the game.
Hi, just right-click on the game in your library list -> properties -> local files -> browse local files
Thank you very much, that did the trick.
I'll send you the mesh
To destroy a planet you simply use the provided ability, and it works fine. But to use it at the end of a chain (because we want a muzzle AND a beam effect before) is giving me a headache.
Meanwhile I've almost finished repainting and adjusting my other models. Will post some pictures later, but for now: happy Easter!
A time delay in one of the buffs should give us a close approximation but I'd need to review exactly how the revs strung together the ability.
... which is finally working. The PlanetKiller just killed its first planet with it's full effects!
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