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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Back home...
Asimov Rev2 at http://www.love-from-russia.be/asimov.obj
With 4524 triangles, always within your 2k-5k limit...
First correction was about the "windows" around the central circular section... my first model was with 8 group... in the serie, it is 12 group... have correct it...
For the rest, take a look at the screenshot below... in red is what have change...
- More rounder cockpit
- added 4 pipe on the reactor side... if removed, it spare 200 triangles
- added some "radiator" on the big block on the motor section... if removed, it spare 384 triangles
- added some structure near each windows group... if removed, it spare 336 triangles
Now, it is your job to decide... of we keep the model like now... or we remove these details added... it will spare 920 triangle but it will make the texturing job more difficult... all these detail can be added via a good normal map, only difference will be the from some extreme low angle who will not allow to see the detail generated by the map... by example, model from side will show the radiator on the side block but not the top and below block... reason why i try to add the more detail with poly when it is possible, specialy on faces who have surface facing one of the usual view ( top, front, side, etc...
Almost forget... all the sphere thing is made in one piece... if you wish make the center rounded section rotating, i can separate the center round piece from the front/back round piece... but it will add maybe 100 triangles more... again, your choice !!!
This is wonderful! I don't think we will need to remove the details. First, the added triangles will not be that hindering because if we use it as a colony ship, there will never be that may on screen. Second, it looks beautiful that way beyond what I had imagined.
As for the rotating section, I would love to have it, but perhaps have both versions, one with rotating section, the other without, if this is not too much work for you. Another thing, could you do the segmenting? This would be most welcome as I won't have time in the near future and I think you are the only one left beside me to do it. And I want this ship in as soon as possible it has the real B5 feeling to it!
I'm still here, but now i need to complete all my semester project, so until end of exam session i have very little time
Last year of study and I will join the unemployment people
And tomorrow I will end 22 year's of my live:
pessimistic vision: one year closer to my death.
optimistic vision: I'm pessimist.
When i have some time i will model some ship and maybe texture it. We will see
Both version are possible without a lot of work... but since segmenting need to be done, i will first make the version without rotating part... on these done, i will "loop cut" the rotating section from the rest... just select two vertice and two click... and will make again the segmenting of the sphere part...
By the way, do you need that i optimize the UV or will you make it ? If i make the UV, i need to know from the texturer ( TheReal ??? ) if he will put the name of the ship somewhere... better know now for not have the mirror problem for letters...
Since i work back tomorrow, i will only have one or two hours by evening... but i hope to have it ready for texture for new-year...
Now that i think... Are you sure that you wish one with rotating and one without... it will lead to two different UV... i think that it is better make it ready for rotating and save to 3 different object... one with the rotating part, one with the fixed part and one with the rotating and fixed part combined... so, the segmenting, UV and texture will be identical for both version...
I agree! Thanks. If you could optimise it I would be very glad! as for the name, I have no idea if it would fit somewhere on this ship without being obtrusive. If TheReal does not speak up, I would suggest the long (two Triangles wide) side part on the neck.
@KoobaltHappy Birthday then Welcome to the rest of your life. If you ask me, still plenty of time left, if you ask fileosoft, he will tell you the same I hope
I have looked into it a bit but I have no idea how to cange that one. Anyone a clue?
There is a way to make custom colors, besides coloring the logos. In the Window folder, there's a Color.color file. Open it with a text editor like any other, and you'll see a big list of options and color codes next to them. Black- ff000000 White-ffffffff
There is a way to make custom colors, besides coloring the logos. In the Window folder, there's a Color.color file. Open it with a text editor like any other, and you'll see a big list of options and color codes next to them.
Black- ff000000
White-ffffffff
Perhaps?
Happy birthday!
Very Nice ship model!
Yeah you can change the production bar any color you want! If fact you can have it change color as it progresses:
loadBarProgressColor:0 ff000000loadBarProgressColor:1 ffFFC705loadBarProgressColor:2 ffffffff
Look for that in the Color file. As you can ssee mines goes from black to yellow to white.
EDIT: Btw, great work everyone here!!!! Your models, icons, pics, are awesome!
Thanks for the detailed information! Always a great help! And your kind words ... your work is very inspiring and great, too!
You are lucky... no work today... have discover it when i was alone at work today !!!
During the segmenting, i have find a modeling error ( a diagonal edge inside a cubic piece ) and corrected it... hope that one day, i will be able to make a error free model from the first "draw"...
Have cut the rotating piece... and modify a little the piece around the rotating section... have make them more thin and going a little over the rotating section, a little like if these pieces was holding the rotating section in place... all this based on the first minute of "lost soul" episode...
Now, segmenting is done... afternoon is for my girlfriend... evening will be for UV optimisation... with luck, it can be done today !!!
Wow! You are really fast. You need to show me how to speed up that much some day
Have a pleasant evening.
@-Ue_CarbonThanks alot!Edit: Changed to Black, in your dropbox SteinerX
As I've played a bit around with it but could not get anything usefull to work:
Is there anyone who has any experience working with HLSL shaders and sins? I found some HLSL shader improvements that could make the white artifact problem go away as well as examples on using relief mapping with shadows, but I could not get any of it to work (not even parallax mapping) because I do not have the required experience in matrix transformations (world to tangent to viewpoint corrections and such).Sins seems to be using only Vertexshader 1.1 and pixelshader 2.0 - can we just change the fx to compile for 3.0 or would they need to change the program to allow for ps and vs 3.0 execution?
It would be wonderful to get some more advanced shaders in.
Hey guys, love the new version, definetly been having fun playing it. I've noticed a few problem, though. After a minute or two playing as the Minbari (usually when I start to make scout ships) It tends to minidump on me. I didn't get any specifics but I cant try if you guys need them.
@vp21ctShadows as AI? OR AI = random and happening to have shadows as AI?
nope, I made sure the Shadows weren't in it.
I cannot reproduce it. I tried to play minbari for as long as possible and had no problem whatsoever. I played for about 3 hours on a very large map!
did a bit of testing on XP and vista machines and its working fine, minbari are ok...dont know what hes doing wrong
OK. So this mod looked awesome. But I seriously would like some questions answered. What's with the insanely expensive ships?!?!?! And 1% maximum shield mitigations. And 14000 hull points taken down in less than a pinutes by a couple of light frigates. And the research. And the cruisers. I am sorry, but this mod is in its current state a failure in my eyes.
I know games are supposed to be realistic, but I don't think that's ever been the point of Sins of a Solar Empire or any of its mods. Am I wrong?? Ships in real life aren't and shouyldn't be very strong, and this realistically makes that senario, but come on, I can't even play this mod.
I would say its safe to assume that b/c this mod is in PRE-ALPHA stage that its not gonna be 100% fun.
Figured it out!!!
It would seem that while transfering the files, I goofed up and that caused it. Got it fixed now.
I didn't say it wasn't fun. I just said it was too realistic.
Glad you like it ... and your problem has been solved!
@Tobiwahn - I think that there are some files missing from the Mod 0.35 (in the dropbox) - .dds compared to the public release - not an issue just an observation:)
Hello?? This mod is at the beginning,its great till now.Many thinks could be change in future versions,and I think we could speak with the theam about everything.Its not at the time to say that the mod is not god.When you wont play it ok...than let it be.We could be happy that we can play it during they work on it,its much work and hard and they have other things to do too.
Not so fast after all... yesterday, i have try a new "old game"... Rome total war with the two expension pack... so, i have not work anymore on the model...
Today, i have begin the UV... almost done... i have can reach a optimisation of surface with a ratio of 225% ( it is already 5 time more surface for paint that the usual UV )... have can be better if there was not a rotating part... or more poly for cut...
About speed... it is not a problem with model that i have build... i know where are my vertices, edges, surfaces... and some pieces are pre-segmented... any pieces that i will repeat more that a few time is first segmented before duplicate it... when i duplicate, it keep the segmentation... For UV opt, you have a similar speed that me...
Our main problem is not the speed but the limited free time... if i was able to use the same time for model that for my work, i will be able to make a ship each 2 days...
One hours more work on it tomorrow evening, maybe add a 1/2 hours for ready the package and you will have it...
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