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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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 played with some values for the Vorlons. Here's what I get (on a dark map) with:- metalness 0%- roughness 70%- subsurface scattering 35%
Hard to find the best settings.. want to get it right before I redo all the textures.. you mentioned you did use metalness?
This one has:- metalness 50%- roughness 50%- subsurface scattering 35%
But now it is more influenced by the galaxy color on red/green/purple maps..
Nice.
where can I download this mod?
And how do I do it?
Thanks
I started to watch the series again and noted in the episode where the Cruiser first appears (the dilgar Episode) that it is much more metallic than I remembered.
love your texture btw.
edit: depending on how clean your UV is I can help you bake Ambient Occlusion maps or bake lightning into the albedo (colour/diffuse) map
edit 2: as for metallic, you can tone it down and just lower the roughness to get speculate but less reflection.
Yes I remember. They do seem to differ per epsiode, it seems.
Thanks!
I'll have a look thanks. The problem with roughness is that at a certain point it becomes just too mirror like.
I think I'll stick to this one; metalic to 0 and roughness halved.
And now redo all the other textures..
The work is never done as the rework keeps getting in the way...
that’s what I meant with baking the ao map
love your work! Keep it up.
As it has always been
i mostly upped the contrast for the Bloom map and used half the brightness on the emit channel (using the remastered shaders)
@Darvroth
Converting (my own stuff - I saved all the intermediate layer files) only takes about 10 minutes per model. I've already converted all the orbitals. Not too much work
LoL oh I misread hehe
I spoke with Dolynick and this is because in DDS DTX5 the Green and Alpha channels are less compressed compared to Red and Blue. So the most detail-dependent maps should be in those channels.
Also on this point, in a future version this will be changed so no need to half the brightness.
Vorlon refinery
Vorlon technology centre
On this point, when we set up the emissive in the PBR shader originally, we just copied the calculation from the vanilla shader. Recently Jon went back to rework certain parts of the shaders (mainly post processing) and noted that that old emissive calculation was very wonky and was severely amping up the emissive levels. It worked out for the vanilla shaders for some reason but it was giving more expected (based on the pumped up values) that you'd expect in the PBR shaders. It's been adjusted to behave with resulting levels more on par with what you would expect from the data map values.
I don't have a timeframe for the release of that change but it will be in the next version that goes out.
Holy moly! I tributed your old project on my B5 games retro website years ago and actually thought the project was dead. Am so happy to see you guys still here working away on it and that it's for Rebellion. Especially as I wasn't a Sins player back then but I am now! Been playing lots of Rebellion mods and doing youtube videos, would LOVE to do a video of yours one for fans like I've done with other B5 mods!
Blake00,
Point one, the races aren't balanced. If you choose to play as the Narn, buckle, up.
Point two, there is still debate if the Vorlon and Shadow's should be NPC only... but we've done some wonky things so the AI can't play them well either (cheats aside).
Point three, fighters in some instances will end up in a perpetual tail chase. This is resolved by fighter decay if the carrier can be destroyed. This also leads to some rather odd behavior from ships with anti-fighter weapons. Most battles it isn't too bad but occasionally its Outer Limits strange. (A lot of work has been done to mitigate this and still represent the tech disparities. Vanilla resolved the AI issues by giving strike craft insane tactical speeds.)
Point four, know your weapon arcs.
Point five, some ships are particularly sluggish early game, see point one.
There's more but why spoil the fun.
Sound good mate. I look forward to the next release and trying it with my mates!
Are you guys operating out of a new project site these days (eg ModDB)? I noticed the old site's been inactive since 2011.
Hey Guys I've been lurking for awhile and love the work you're doing! Is there a link to a download for playtesting? I saw your reply the Blake and I just want to play the mod the balance and such doesn't matter all that much to me. Thanks for all your doing!
An addendum, I would be happy to provide any feedback to you guys on any play experiences I have if that would be helpful.
On this point, when we set up the emissive in the PBR shader originally, we just copied the calculation from the vanilla shader. Recently Jon went back to rework certain parts of the shaders (mainly post processing) and noted that that old emissive calculation was very wonky and was severely amping up the emissive levels. It worked out for the vanilla shaders for some reason but it was giving more expected (based on the pumped up values) that you'd expect in the PBR shaders. It's been adjusted to behave with resulting levels more on par with what you would expect from the data map values.I don't have a timeframe for the release of that change but it will be in the next version that goes out.
Thanks for posting that here and welcome to our little corner of the SOASE world
That old site hasn't been updated in many years. But it is nice from a historical perspective. We have/mostly had some presence on bitbucket but that hasn't been used in years as well. Mostly because I had no longer much time for the project as did some other long time members and contributors. So while it is no longer active in the sense that we have a team working on it we still have some very dedicated souls keeping it alive (Darvroth and hael-sose mostly). But Hael-sose has all my old files - released and unreleased - and is very gifted with models and textures so we all look forward to a next release someday
Download is in the original Post first page on top.
Any feedback here is welcome
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