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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Now, 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.jpgReduced 33%Original 1680 x 1050
The hardpoint name must be:
"Flair-particlename" in 3dmax or "p001-Flair-particle" in xsiThe particle needs to have the mesh you want to add as a rotating part. The shader should be ship-gs on the mesh of the particle (thanks BigBangTheory)
there can be as many as you like. As fo this appearing only after the upgrade:
I haven't done such a thing as of yet, but I assume that the upgraded model has a new mesh assigned after the upgrade. In that case it should be sufficient to have the new mesh contain the hardpoint for the rotating particle section. You need to try though.
Thanks for the asimov, an can't wait to get the sharlin
Happy new Year to all of you!
As for the Bin'Tak, it will be in there! If you get me the model it will be in there sooner
I would make the elliptic part a bit less tall (ie. closer to the hull) and the centre part of the elliptic part a bitt less big. Other than that, a wonderful model! Thanks!
PS: You only used 4.x K so far. I would recommend to use additional triangles to make the ship rounder. That would benefit the ingam look much!
Wow, those are pretty cool pics!
Regarding skyboxes, do you guys have on your disposal Coriana 6 skybox? The one from the "Into the Fire" episode? I always wanted to have it, cause i really liked it. It seemed to me it was recolored Eagle Nebula.
Thanks! Just trying to create more of a B5 atmosphere ...
Would need some good pics for a base to do it justice ...
As mentioned before ... EA Hermes in our current release (screen shots REALLY don't do this justice - you have to spend a good few minutes rotating the camera around this ship to truly appreciate the time, effort and detail that has gone into it!)
Model by Zvezdochets, Tex. plus additions by Tobiwahn.
http://www.mediafire.com/?15zqzonmttw
2 version of the cruiser, what version do you like and what improvements you want ( i update the model to your last post)
EA Hermes Movie Clip:
http://babylon5ins.blogspot.com/search/label/B5%20Ingame%20movie%20clips
Thank for the info... the only thing i was not sure is that hardpoint was possible with the particule system and if these will rotate....
For the upgrade system of a starbase, it is always a new fully mesh file... by example, i have 5 visual upgrade on the 8 possible... with sins, i will need 32 .mesh for have any possible variations ( 2^5 )...
For the B5 mod, starbase with visual upgrade are not really a good option... specialy with the bunch of races, ship and structure planned... you don't really wish hit the hardcode limit for mesh... in fact, it is maybe possible... to my knowledge, there is only one visual upgrade for the B5 station, when they have install the new defense grid...
For space picture, i always seek at http://antwrp.gsfc.nasa.gov/apod/archivepix.html ... one new pic each day...
In the case of "Into the Fire", it is the Eagle Nebula... some examples :
http://antwrp.gsfc.nasa.gov/apod/image/0902/eagle_kp09_big.jpg
http://antwrp.gsfc.nasa.gov/apod/image/0602/eagle_kp09_big.jpg
http://antwrp.gsfc.nasa.gov/apod/image/0206/eagle_kp09_big.jpg
sure that you will find some good base picture on these site for your very good job !!!
Wonderful resource site! Thank you!
I am talking about this:
It seems like the central most famous part of the Eagle Nebula, which appeared in the same episode as well from distance:
so it is probably meant to be the same nebula, though the one on the upper image seems to have different colors than the original eagle nebula - it lacks greenish background color you can see on the second image or on the classic images like this:
Wow that looks very great
Tim... the B5 serie is cinema and they have plenty of filter... below, your classic images, rotate and flip... and add a few percent of purple for the midtone and the shadow, have not touch the highlight... result is now almost like your first picture...
And i am a amateur with 2d paint software... if Steiner have good source, i am sure that it can make a better job that me for the mod with the picture of the Nasa
First, thanks for all the support. Yes, the images would make a great skybox.
@SteinerXThanks for the videos, it's nice to see these clips!!
@koobaltI like the second version more, but you seem to have some errors in the mesh, mainly on the edge of the ship (front, side and rear edge). Perhaps Fileosoft can give you a hand. I hope you can sort this out because the model looks awesome!
@FileosoftYes, the rotating section is just a particle which is fixed at the hardpoint with the name "flair-particlename". For an example you can have a look at the file OmegaRotate.particleas for mesh upgrades to stations, I'm not planning for this, though if someone wants to do it he is welcome to try
Oh yes nebula backgrounds thats nice.First I wanted to ask you if you could give capitalships and battleplatforms a bit more power.But then I was surprised what 88 different Starfurigroups can do against a enemy fleet of strong crusers and corvettes and one or two capitalships.Good work.I think its like the B5-series....realistic.Now I'm happy because a big fleet of corvetes,crusers and capitalships are not required for my planet defence.
If I think correct you like more the v s.obj version, i use the smooth options on some parts, and thats made this errors i will correct it, but the smooth made many new small curves around this part, and I don't know how it will be looks with texture. File do you made ever model with smooth for sins?? Is there sens in working on this or, maybe the better choice is to improve the model made by normal way (v n.obj)??
I keep my hand but i can give some advice...
- try to keep your model non triangulate until the final version... for check the poly count, triangulate, check, undo... reason is that it is more easy to work with quad and some function like smooth don't like triangle...
- the few errors in the second mesh are due to the "smooth"... specialy problem with hard edges... before any smooth work, go in object mode, select all object, right click and select "auto-smooth"... this action will mark all hard edges in green... if you smooth now, you will not have these artifacts since the marked hard edges are not smoothed... if you wish smooth a hard edges, better use a bevel...
Of course... by example, the sharlin main body was start from a cube... using smooth for have enough quad for use the magnet system... on the Steiner blog, you can see how i have use the smooth...
http://3.bp.blogspot.com/_EpX6GUNLABE/SrbZuvscp0I/AAAAAAAAAME/pnOM-Of7G8g/s1600-h/sharlin.jpg
left model is the basic model i have created ( not yet 1k )... with a cubic look... right model is the smoothed one with hard edges in green... and triangulate after the smooth... have undo the triangulate and begin work on detail, simplify some part, add poly to other... and you know the final result...
And i start all my model with very low poly mesh like these on the left... create them take very little time, and smooth them lead almost directly to the right shape...
like say before, try with the autosmooth on your model, if possible, on a model not yet triangulate... if you wish add some hard edges or remove some, it can be made in edges mode manually... and finaly, smooth...
I have try it to the extreme and the result is without error... below, you can see your model with 1/2 million poly... have just autosmooth one time and smooth several time... don't try so much poly in your windows version of wings3d, it will crash ( i have use my own self compiled linux version )...
Wonderful, thanks fileosoft!
@koobaltAnother question/request. As Fileosoft pointed out to me, he is doing the segmenting while modelin (sort of) so as to copy the segmentation when he duplicates a part for reuse (for example on the same model). Could you do the segmentation of the G'Quan Cruiser? It would e more easy to do it before the smoothing (and if possible before triangulation) and than adjust, because you then have less polys to work with. Your models are wonderful, but it takes me way to much time to segment them from scratch if there is lots of detail (like the explorer I'm working on atm). It would be far easier to segment while making the model (all the duplicate parts of the cortez would have tobe segmented just once, now I'm segmenting all of them mostly by hand)
Thanks and keep up the fantastic work!
hey, havnet been in here for a while. but a quick question.
will the white star be in the mod. if yes who for. and if no...
would it be possible to make one and give it to us as a single package so we can decide who gets to use it?
@HMS-ARKROYALWhite star will not be in the base version. If we find the time we might add that alongside a few others in an extra package. But I won't promise anything.
Great mod! I've been longing to see Babylon 5 come to life! However I had some issues I just wanted to check with to see if its just me or if these features havent been implimented yet
Most of the EA ships dont seem to be the actual ones, like the Hyperion or EarthForce One for example, are these just placeholders for a future release or is there something wrong wtih my version?
Also the jumpgates dont seem to do anything, that is I cant get my ships to jump between them, though they look beautiful activated. Also, a minor thing but Im pretty sure the jump Gate funnel is backwards, that is the entrance is pointing away from planets, i think the vortex should be reversed so the entrance is facing the system its in.
Good work Thoumsin, thank you. I was aware it is just Eagle Nebula recolored, i just did not know it is so easy to edit it to get the same colours like on TV. And i was curious if it is on your (or SteinerX´s respectively) disposal in this revamped version used on the show just like the Z´ha´dum nebula i saw before in the jpg/bmp/whatever format.
Anyway i hope you guys would be able to make it into the mod, cause it really looks good IMO.
Whoa... you guys have been busy while I was away, glad to see this is still going strong... Thoumsin... as always awesome work with the models
Thanks. We are doing our best.
@LenaMarieGlad you like it. As for the models included, please read the readme or the head section of this thread. As for the Jumpgate, it uses the vasari phase gate tech, so nothing fancy here. The facing will perhaps be changed sometime, but this is no priority.
Not always and not everything... by example, for the sharlin, all the spike are identical... some are smaller, some are streched, some are more spherical but all use the same poly and segmenting... but on UV pieces will different is you don't resize/scale them or move some vertex...
Your models are wonderful, but it takes me way to much time to segment them from scratch if there is lots of detail (like the explorer I'm working on atm).
If i good remember, the explorer was fully segmented and with UV... the only problem was some surface of the UV who need to be flip due to the name... in fact, the explorer was used for the tutorial related to segmenting and UV...
And for minor change in the segmenting, you don't need to start all again... don't know if you software is able to make it but in wings3d, you can "cut" piece directly on the UV map or "glue" some piece together...
For the last version that i have from the Explorer, with segmenting and UV, http://www.love-from-russia.be/Explorer.obj ... screenshoot of the UV below :
If i good remember, Koobalt have create a simple texture for it... and Steiner have begin texture it too... only problem with name and something related to the chevron... it mean more UV work but not a segmenting work... maybe 10 page was related to the modeling, segmenting and UV of these model... these model was the one used for "teach" modeling to Koobalt....
No wonder here... Koobalt have only 2 or 3 month experience with Wings3D... i have almost two year with it... since i have begin model for sins... and Maya was really too much heavy for game modeling... Koobalt have learn a lot in a very short time... i think that when he will be older, like you or me, he will be a top modeler... his only problem is patience... but he will learn it with the years passing...and if i was with more free time, i will have teach to him what he ask me from a long time.... the basic of texturing... so, i think that at the end of 2010, you will have a koobalt not only able to create a model but to texture it too...
By the way, same with my 20 year experience, i learn each day... so, i will begin these year by "thank" Timmaigh... i have use his "reverse" methode ( first texture, after the segment and UV ) on a koobalt model for the BSG mod... a lott of people have like it and the "puzzle" work was really fast, faster that my texturing skill !!!!
What is really wonderful is these B5 mod team... people share experience there... my last model for here, the Asimov, if in fact a collaboration between me, SteinerX and Tobi... here, i find the team work that i have not found elsewhere... and the result can be see in the mod... no hurry, no timeline, only one request called quality...
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