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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Any thoughts as to when the next update will be?
Is this thread still active? There had been alot of posts and then went silent without anything in over a month.
It is
I've been working on adding light effects to textures. Can't do that with ZBrush, so I've installed Blender. Takes time to learn though; but I'm getting there. Also I've been working on how tech trees work and ship abilities. Lot's of trial and error hehe.
I did complete the Refinement Vessel. And the Colony Vessel now has colonize animation and effects. Plus, I've added a long range Capital ship (so now the Vorlon have a close encounter/tank Capital, a siege Capital, a Carrier Capital and a long range Capital). I'll post some pictures somewhere this week.
That would complete the Vorlon race. For testing purposes, I've made a minimod that just adds the Vorlon as a playable race to the base game, with token abilities and tech tree. A bit of time went into that as well.
Next on the list after I've done my lighting, is I think the Narn scout vessel; it is the earliest ship you can build for Narns and it's still a black box; can't have that
Love the Narn ships!
Orbital defense and colony vessel redone with light baking
(orange was the teamcolor)
Next on my list
looks awesome
When the update will be released to version 1.94, with all these new changes?
@TobiWahn_Kenobi manages the releases, I really don't know the timetables.
Loving the new Blender 2.8
From concept to ingame. The Starbase starts as a capital ship (Starbase Transport), and can be deployed (first only vertically) and opened up to 'hang' as Starbase. I wonder if I should let it revert to transport mode again for redeployement
The AI can't handle capital starbase constructors, so I have to also have it as a frigate with the starbaseconstructor roletype, hidden from players and available only for the AI.. but for upgrades, I don't know how to hide research from the research window.
I forgot about the envoy. I chose the ship of ambassador Kosh for that.
And this is a frigate carrier.
Tech have a grid coordinate system to populate the 2D icons, just ensure the hidden tech has a grid coordinate that is off the page and its hidden.
Is there any plans to do a release soon? I noticed that it has been over a year since the last real update and there is alot of cool content based on the thread. I have played this mod for quite some time and am excited to see what all is added after a year.
Is this mod/thread still active or is this mod dead?
Hi guys,
sorry, real life is a bitch.
@Hael-SoseWow!! Looks awesome.
@New releaseI'm not sure I can manage this anymore (well, I didn't for the past year). If there is somebody who is willing to take over for me I would provide all Models, Textures, ModDB, basically everything I have under the premise that the readme as it exists now is included and credit is give to all those who have worked on it.
TobiWahn,
Sorry too hear life of late has provided you with excess entropy. I don't have the time or technical chops to pick up the lead.
On a side note since last we spoke I've become a grandfather to twin girls...
I think I'll be able to do that. And of course the premise will be honored.
So happy to hear! Wish you all the joy this can bring.
I can sympathize. Wish you all the strength you need.
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