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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Update WIP icons - @Tobi could you make the brush files for these so I can see them ingame, and see if they need altering ...
Great work on those!
Sorry about going MIA my graphic card died on me and I am still working on a replacement. I should hopefully be able to get another beta tech tee idea out in a few weeks when I get the dam computer with the file on back together.
Also I am still up for actually programming the tree once we all decide what we want where.
Welcome back!
Wonderful SteinerX. Now two things, first, the button files should be in tga, not dds. Second, I've added psd into your icon directory. Please take a look at the included button effects and tell me what you think of them.
Edit:About the brushes file, You could add the pictures to the tga file I used for the Jumpgate Icon and edit the relevant brushes file. That would be the easiest way. or, if you insist we can make a completely new brushes file for you.
And I put a few pictures of the ships into the icon folder. Especially take a look at the troligan, this would be my preferred version for ingame usage.
Edit:Put the relevant tga and the brush files into the icon directory. You need to convert the brush to txt and then edit it and convert to bin again for ingame use (same as with the loadscreen brush). If You want me to convert it to txt for you, just tell me! Can`t do it atm because I'm at work
Yes, other races will be added when the time comes. I opt for having 2 races (minbari, ea) mostly finished first so we can leave prealpha then.
Edit: Yep, Welcome back ZEROibis, we were missing you!
Updated WIP Icons
damn cool looking icons SteinerX. )
Hi guys!
I just tried the pre-pre-pre-alpha version and i have to say i LOVE the Sharlin cruiser! (crashed when building a shadow cruiser though)
Great maker, it is going to be one hell of a mod!!
Is the Warlock going to be in the next release?
so far the mod looks great keep up the great work. i'm glad to see someone doing a Babylon 5 mod. i know eveyone is doing this on their own time so in no way do i want to interfere with that but i was wondering if anybody might have a mesh and textures for the white star. unfortunately i no nothing about meshes and textures so if someone does have them and would be willing to share them i would be most grateful
Thanks for your words:
http://www.celestiamotherlode.net/catalog/fic_babylon5.php
Thanks! Still more to come!
Yes! It is!
Not for 0.35 (Omega/Sagittarius/Hermes), icons(got to finish those, but we can go with what I've done already!) and some bug fixing PLUS any surprises Tobiwahn has in mind...
@Tobi going through the Icon brush file ATM will drop in stages as I finish certain parts ...
Good morning folks! I've got on idea and a question for the mod.
My idea for the mod is to create a special ability for capital ships, one of those ships should be able to capture enemy constructionships.So the player could build the enemys station and ships.For example...I play EA and attack an Mimbary colony...one of my ships captures one of the constructionships and one ship captures the planet and the rest of the fleet cleans the sector.After that I have the planet,could build the EA stations and Mimbary stations. And I go on....In every race you have a capital ship who can colonize a planet...now you have two different. What I mean is you can colonize a planet with one of your EA or Mimbary ships.When that would be possible it whould be great.But I see one problem..it is the research tree..(shipresearch)... The rest I think is not so important.
And now my question...would you set the incomingrate for money and reasorces higher?When not could you please reduce ship cost and productiontime...because I think its a bit to much.
greet Dennis
Thanks for your suggestion!
and ...
Icon WIP update:
Oh and has anyone noticed, that the Tinashi model's rear section (The strange bulgy fin) is inverted.. Just try to look at it from behind the ship.
Interesting! Hadn't noticed that before ... thanks!
They are on their way ... just hold out for a bit longer!
Oh, the tinashi is my beast (ie my fault). Will have a look at it when I got the time, thanks alot!
Hi folks!
I have got an idea for the mod and two questions
My idea is to give one of the capital ships a special abiliti.The abiliti is to capture enemy ships.But the best thing should be that construktion ships could be captured.My plan would be to build enemy ships and stations.For example...I play EA and capture an construktion ship by the Mimbary or later other races.The researchtree should not important.It could goes so that the Mimbar research would be adapt to the EA research.When you could make it,it would be very nice.
How would the Jumpgates works?
And would you set the incomming rate of money and minerals higher?I ask because I think the cost for the ships is a bit to much and the produktion time to.I mean it not bad.
Otherwise the mod is very great till know
First, thanks for your interest. As for your suggestion, there will not be a possibility to capture construction vessels. There already is an ability to capture other vessels, though it is not completely included in the mod for now. It will be in release 0.36 or later.
The jumpgate is exactly an vasari phase gate, just you need to switch it on to use it. You can switch it off any time again. If you have complete jumpgate technology (all upgrades) you will travel VERY fast from one to another, giving you an enormous advantage.
As for rate of metal / crystal, balancing will follow later (alpha or beta releases - this is just preAlpha). Though one thing, you wont be able to build masses of fleets for cheap with this mod. and losing a ship will hurt. Painfully so. And remember, ships do regenerate no or almost no hull with the exception of the shadows / vorlons.
WIP Icons update
EA Omega in the next MOD update! Pre-Alpha 0.35 (ingame screenshots) ...
Ahhh, thanks for making the screenshots!
Your welcome!
@Tobiwahn - Changed the racelogo file added a Minbari/EA/Shadow logo (it's dropped in):
Still a WIP and intend to add more/different ones for each race intended, just let me know if the are any particular ones you want (+picture)
You got a free hand with this
Just a question, would you do the main icons for the ships as well ( the ones overlaying the models when you zoom out ) ?
These are the most important (in my opinion).
Thanks for all the work you pour into our mod!
EDIT:
Had a look at your race icons, and to my shame I must say I can hardly identify one (except centari). Do you plan on adding the standard EA sign as well as perhaps a triluminary for Minbari, a bab5 and a psicore sign and a few other well known pieces of identification?
How do the colored icons work with the color selecing system? any problems?
I just changed the first 3 ... 1 - Minbari - 2 EA - 3 - Shadow (from Shadow font file)
Yes, will add standard and any others you may want ... this was just a begining to see how it's done and what works best ... another learning curve if you like:)
If you've got pics ... great just post them:
Standard EA sign, yes!
Triluminary, ...will look for pic!
Babylon 5, yes!
Psicore, yes!
Minbari/Shadow icons worked better because of their basic shape/form ... The EA Badge is more complicated and works best with certain colours but the detail is lost on the smaller icons ... so simple is best!
Slave driver! Yes ... I'll use the images from the B5 icons and see what they look like ... may take some time ...
WIP B5 Icons psd dropped in so that you can make the corrections - sorry for the chaos of the layers ...
No problem
Yes, slave driver indeed, but I'm also slave to myself
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