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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Ok, as said before, this is a pre alpha. As for the ships being destroyed easily, if you have ever watched B5, you would have noticed that battles do not last long and are mostly devastating! And it is not about remaking sins of a solar empire, but have a mod that makes this game feel like babylon 5. And, by the way, we will not force you to play it!
Have added the files, thaks. Particles were missing too!
Enjoy playing games as well, we need some spare time for us now and then or we won't have the power to work on the mod after work. Thanks for helping us so much!
@ Tobiwahn - the black progress bar looks great!
@SteinerXThanks! Now, for the first time in sins ever I see the building progress clearly! (Couldn't even see it in vanilla sins)
YES! A defininate improvement!
nice
w00t!!!!
here is it:
http://www.mediafire.com/?zmanivmkiqq
tell me what you think, i don't know maybe it should be a little longer?? Still WIP
Now THAT is a nice model good work.
If I had any skills with that sort of thing (modeling) i would gladly devote some time to it.
Question ... I know they dont appear in the series (at least i dont think) but do you guys plan on making a Bin'Tak for the Narn? According to source that is one of their premiere dreadnoughts, something an admiral might use.
http://archive.firstones.com/tp2b/narn_bintak.html
Anyways I think the model would be somewhat similar from the picture I saw of one. who knows.
Cheers guys, keep up the good work, I like the Vorchan you guys snuck in too! wasnt expecting to see that one. Wondered why the Centauri were playable
Big
Wings3d - easy software for low-poly model with many tutorials on youtube, all my models for sins was made with it.
If it wasn't in series I doubt it will be in this mod.
Alright i got this software you mentioned, I will try my hand at it, the instruction manual PDF seems to be detailed so i will give it a whirl.... if i can help when i figure out what I am doing I will definately try
Biggie
Hey Tobi
My laptop is giveing me a stink about loading Milkshape and when I try to refresh myself on photoshop it crashes, so my display of talents will need to wait untill after my new desktop arives, some where around the 18th.
Hey guys first of all I wish a happy new year to all of you!
...and I have to say that the Narn ship looks very great
Message from File'o'soft:
DUE TO PROBLEM WITH STARDOCK SERVER, THE FORUM GO "BOOM" EACH TIME THAT I TRY TO POST MORE THAT A FEW LINE !!!Quoting TobiWahn_Kenobi, reply 851Enjoy playing games as well, we need some spare time for us now and then or we won't have the power to work on the mod after work. Thanks for helping us so much!Sorry for the delay... was able to finish the work between cooking time ( have a few guest at home these evening )...Package can be download at http://www.love-from-russia.be/Asimov.zip ... inside, you have obj for the full asimov, for the fixed part and for the mobile part ... and a 2048x2048 template... i always make my template the double of the final size... more easy for work... if the texturer use it, don't forget to resize it at 1024x1024 at the end...On the screenshot below, you can see the UV and the model... The black arrow show the same section on the UV and model... when paint, better paint a little more, like show with the blue arrow... if paint only the right section, when it will rotate, some part will not be paint because the spherical part are not perfect ( a sphere is never perfect since it is made of numerous flat surface )... the green arrow show a section that i call "trashcan"... just paint it in black... all the piece there are not visible but some have common edges with visible pieces... making them black is the best thing...http://www.love-from-russia.be/info_UV.jpgNow, i will work on a model for the Star War Empire mod from Scratch... once the texturing is almost done on the numerous model that you have already, contact me and i will finish the UV optimisation of the Sharlin, so you will not remain without work...About the model i work on for Scratch, i have a technical question... and since you are the expert in rotating pieces... the starbase below ( based on the "king" model from Koobalt ) have numerous rotating part... model is far to be finish but i need to know if you can make hardpoint on rotating part and have them follow the rotation... between the doors at front and the mini sun at the center, i have a ring with 4 hangar and a bunch of turret not yet made... i wish to make rotate these section... do you think it is possible with the hardpoint ? By the way, these section wil only appear once the starbase is upgrade with hangar...http://www.love-from-russia.be/340.jpg
Excellent! Koobalt!
Thank... and sorry to have use your blog... point is that i have promise the Asimov before new year to Tobi and it was the only way to make it... was able to read these forum but any action ( reply to post or PM ) have lead to a page with "boom" or with something about "pigeons"...
Yes, good work.... and one more model for you to texture
It is not a difficult software to use... in fact, by default, it is in "simple" mode... later, when you will have some control of it, you can enable the extended menu ( magnet are great for curved organic form )...
Koobalt have learn to use it in only 2 week... and he make now wonder with it...
Later, if you wish continue with modeling but will try the next level, try "Art of Illussion"... http://en.wikipedia.org/wiki/Art_of_Illusion ... more complex, with a lot of function very similar to 3Dmax, main difference is that AOI is a free software...
For check a model, correct hole, calculate weighted normal, etc ... you have meshlab ... http://en.wikipedia.org/wiki/Meshlab ... again something free ... and perfect for clean/inspect/correct a model...
For texture, you can use the well know GIMP... almost so good that photoshop and again free software...
No problem:)
Yes! The list grows longer!
Very interesting stuff! Got 3d wings just to have a play ...
Update: B5 skybox + Omega
@Tobiwahn - dropped the B5 skybox in - let me know what you think - early stages and my first attempt
In your screen shoot, was the sun a green sun ? Is it possible with coding to associate a skybox with a type of sun ? Your new skybox will be wonderful with a red sun !!!
To get the skybox ingame I replaced skybox 4 ... which was indeed a green one! ... I wasn't aware that there was coding for this ... but see your point ... perhaps it's in the color.file that we used to change the colour of the ship progress bar ...
I'll look into it and appreciate your suggestion!THANKS!
Look in the GameInfo file for the individual star files, you will see something like this:
coloredSkyboxMeshNameCount 8meshName "SkyboxBackdrop2"meshName "SkyboxBackdrop3"meshName "SkyboxBackdrop4"meshName "SkyboxBackdrop5"meshName "SkyboxBackdrop6"meshName "SkyboxBackdrop8"meshName "SkyboxBackdrop1DistantStars"meshName "SkyboxBackdrop2DistantStars"deepSpaceSkyboxMeshNameCount 1meshName "SkyboxBackdrop7"
You can customized what skybox shows up with what star.
Also you might wanna checkout the SkyboxProperty file also in the GameInfo. You can tweak lightsource colors a bit.
But it was strange to have a redish skybox but having the Omega illuminate with green light...
In fact, you don't need to replace a existing skybox by yours... simply give a new number to it... and change the code in STAR_"color".entity ...
A little table :
Sun type ColoredSkybox DeepSpaceSkybox
RED 2,6 7
BLUE 2,4,5,6 7
YELLOW 2,4,5,6 7
GREEN 2,4,6 7
So, you can call your ColoredSkybox "8" and change in the STAR_red.entity
coloredSkyboxMeshNameCount 2
meshName "SkyboxBackdrop2"
meshName "SkyboxBackdrop6"
by
coloredSkyboxMeshNameCount 3
meshName "SkyboxBackdrop8"
You will need to add a entry in SkyBoxProperties.skyboxbackdropdata too... it is there that you control the diffuse, ambient, specular, dust, galaxy color texture, etc...
By the way, i was not aware of it too... have just check the code now... it is your render who have make me think that skybox can be related to star type... and since almost everything can be found in entity file...
In fact, you can create a purple star if you wish and associate your own Skybox with it ... Sins is really great... it have some limit but almost everything can be fine tune... and code is always easy to understand... problem is mainly find the right file between the few thousand...
Remember, i am not a coder... so, maybe other file are involved too...
EDIT : Ue_Carbon was faster that me !!!
Thanks both of you!
Yes, I know I didn't need to change an existing Skybox ... but didn't like the green one ... and wasn't sure what coding needed to be done until now ...
So with the replacement method I used (replacing Skybox 4) had to alter both red/green star.entity files and the SkyboxProperty file ... to add the red light effects,etc ...
@Ue_Carbon thanks for the detailed info yet again!
@File'o'soft thanks for your great eye for detail!
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