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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Thanks Fileosoft!I only wish I had your UV and Seg for the explorer sooner. I'm now about 80% finished on the uv and optimisation and will finish it this week. I'm not sure which one will be easier to texture but we will see. I will give SteinerX the choice which version to texture, after all he has to work with it. As for teamwork, yes, thats one of the things I appreciate most here!
Thanks for the info File'o'soft, and your work and kind words, we are glad to have had you on our team, too!
@ Tobiwahn - Do I have a green light to tex. the Explorer? Eager to start texturing again:) I have a long list of ships (and a growing one) would like to get started:
I was at this stage ... on 13/11/09 before pausing ... I was just practising while I waited for an updated UV ... but ready to go, again!
Lots of work still to do for that tex. ... one more question ... it's just one model? (the model I was working on before had a main section AND a rotating section last two):
so will need a UV .tga or .psd for the model below plus .MTL
Top Explorer is this.
@ Tobiwahn - I think you just answered my questions, thanks:)
Just curiouse, why are you not including the whitestar in the base mod? Not my favorite ship but its certainly one of the most iconic. Just wondering...
I have no idea from where you have the non seg/uv version of explorer. I give you the same version what File show post upper with seg/uv. The same with Omega, Nova, Marathon, and the rest...
edit:
the narn cruiser will be great with smooth options, but it will be something about 13-15k tri
and i will make for you version with seg before smooth and after it.
I make segmentation, next i made auto smooth, smooth, triangulate, and it looks great, but if i make once more segmentation the parts will go: they will change the shape to very curved, if i don't do this (and leave the segmentation before smooth) i get some problems on model, red circle.
@KoobaltWonderful! If you can give us a segmented version of the final ship that would be great! As for the triangle count, better stay on the 13K side. I so love this ship
me too @TobiWahn_Kenobi
I would be envious because I cant do something like that,well done
well, the segmentation isn't the best, now i see that if i correct some things i can make segmentation after smooth and it's look better. I make once more segmentation after smooth and i don't have this artifacts, thats my first model with smooth options so it wont be the best after first time.
And the triangle will be 12,3 k
do you want the "wings" left and right to be mirrored, (the bottom and top will be in my seg)??
etc: do you want the left part of ship was a mirror image of the right site??
And don't love this ship so much it want stand a single hit from shadow ;]
12,3K is quite good! A mirroring of the parts in the uv would be best. There should not be (to my knowledge) any emblem or text that would forbid mirroring.
Could you please include the White and Blue Star later in the mod?
@ SteinerX Wow the Explorer Class looks very great,I'm gone lovin this ship now.How big would it be (in game),bigger than Victory class?
probably blue star no, white star yes.
ok when that would be I'm happy...And I must say..the Bluestar wasnt one of my faforites...just a question
Not your fault... it was on the 7DS forum but since these is always dead... on everything with is older that 1 month and not more a wip go to my "oldsins" folder... with the year, these become huge and i need time for seek the good file...
Seem that Steiner have a more recent file... chevron look good and name too... in fact, the basic texture seem to be done... only detail can be added...
Maybe, before begin some work, it is better to make a post here and wait a little... you have already enough work for not make something a second time...
Explorer = 150% length of Victory
White star is not promised, maybe, but we would need to decide which faction we give it to. We'll see
@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.
i totally understand i was only asking due to it being shuch an influential ship in B5
@SteinerXExplorer is in you dropbox. You will have the choice between my UV optimisations and Fileosofts/koobaltsIf you choose mine, the model has a few more triangles (200 or so) because Fileosoft made optimisations I did not. If he could correct the obj's and make an mtl for you that would be great (should you choose my version)I'm fine with whatever choice you make. Hope to be able to supply you with the mesh files on wednesday.CheersExplorer obj uv optimised
Hm I would propose that the whitestar could be at the mimbary
Tobi, I would say that the Whitestar would be a Late game Minbari ship, since the Minbari were the manufacturers.
I don't know if I want to add it to the minbari, as it was being used mainly under earthforce (babylon5) command. Also it was the base ship of the ISA. Perhaps we wil later introduce a racepack with ISA as a race. perhaps
Tobi, you don't make the job of the texturer easy with your UV... take a look below :
The two triangle are almost identical on the model but on your UV the size if very different... with curved surface, you have always some strech but you have choose the worse method... take a look at the second screenshot... two identical sphere, both with a identical segmenting... sphere1 ( the left one ) use a "unfolding" followed by a "strech optimisation"... sphere2 ( the right one ) use the projection method... result of sphere2 look like your result... and you see at the colored pattern that strech is huge... in fact, for the best result, you need to cut each half sphere of the sphere one in 4 more piece... there, you will have almost no strech... but it add difficulty for the seam...
By the way, for the rest, your UV was good... only the problem with some curved place or place like the dish who connect the front part to the rotating part... again a projection problem, was better to cut it in more piece...
Strech can be made in gimp ( and certainly in photoshop ) but it ask more work... problem will be in game... for two almost identical poly on the model, one will use a smaller texture surface ( in the example of the first pic, around 350% difference !!! )... this will lead to good quality of the piece when the model is see from the top but low qauality when the model is see from the sides, front or back...
It is a detail... similar to the first detail i have explain you related to UV optimisation... a little trick who allow more quality and more easy work for the texturer...
The Vorchan and the Battlecrab are locking very great
Thanks Fileosoft, will take a look at it when I'm home! The box projection unfolding of conema4d has some issues, but it's the easiest way. I will try to correct this. I was taking a look at you UV and you have some odditis as well, but your pieces are all correctly unfold and therefore have the right proportions. But you have some inconsistencies and overlapping parts as well as some duplicate sides which would be better off if overlayed. Well, noone is perfect, but I hope I wil learn.
As for the version, now SteinerX has to say which one he wants to use (if you choose Fileosofts version I will no longer bother correcting my version)
Hope to see the explorer ingame soon
Your UV was better optimised that mine... but overlapping part are not always a problem... by example, i have put all the pipe along the left and top border... reason was simple... for texture so pipe, i use a brushed metal texture... the important thing in so case is that the piece have good proportion and similar direction...
A extreme with overlappings parts was he jupiter ship from Koobalt for the BSG mod... i have use a existing texture and UV my parts on it... you have hundred of piece who overlap each other... not a problem in sins because the tangent UV can use a separate set of map coordonate...
By the way, i have always better result with model that i made fully myself... at the modeling stage, it happen that i add some edges who seem to have no function... but these edges will be used later for segmenting... by example, the Asimov was not so bad... have can be better if i have add some more poly when i have separate the rotating part... it will have lead to a better UV optimisation...
In fact, it is best when the same modeler make the modeling, segmentation and UV optimisation stage... if possible, a pre-texturing too, so modeler can learn to work in a way who will ease the job of the texturer...
More important is that with each new model, my work become better... yet, until now, i was not able to make a model free of error at the first draw... so, there is always something that i can learn !!!
I choose the one that will look best ingame ... so which one is that going to be? It could be both ...
@ Tobiwahn/File'o'soft it's your decision I just need the correct files ...
The only way for me to choose would be to tex them both and compare ... I choose that unless you decide on one or the other:)
Thanks for your kind word! I hope to learn too, as Sins modding (the jumpgate) was the first time I used my 3D skills for game content creation.
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