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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Sharlin text missing is a mystery to me, the (sins default) string is there... I now replaced it with a unique new string, hope that helps.
@vp21ctModeling goes forward, slowly but surely. just don't expect any miracles.
@EternalDragonYes, thats true, and will stay so for some time. Progressing slowly, but thanks to EvilTEsla-RG and zRazor, abilities are coming in.
And how many ship s model already done now ?
And how many ship
http://sri-corp.com/Forum/index.php?topic=2360.0
Currently 5 + Shadow BattleCrab for Pre-Alpha 0.32(a)
Most of the EA ships/abilities
Click on image for link.
PS: If the text can be inside the boxes, I can make a nicer image.
Please, inform me of any changes so I can update this poster.
Love that wallpaper!
Thanks!
Will do the same for the Minbari - soonish ...
EA Avenger Ship Abilities - click on image for link:
nice to see this is still going
You can get more information about this mod at:
7DS
http://sri-corp.com/Forum/index.php?board=46.0
and
http://babylon5ins.blogspot.com/
Very nice texture on Avenger, looks perfect. Twenty EA ship ...
We have the resources, talent and experience of the 7 Deadly Sins team to help us, too!
Don't worry ... ...
Zvezdochets your models look great! Just a few more to go ...
Work in progress, Hermes, military armed transport. May add ability "antimatter recharger" for this ship - for recharge capital ship. The antimatter capacity on board may be certainly ~ 4000. And antimatter non-restore on board, full recharge only on "base recharger". Like ship-tanker. Work sucessfully ended - now work on fighter abilities: try add few types fighters [long-range bomber for jump on next planet and back. For attack on light ship and making the enemy troubles, like U-2 in WWII].
UPD, Hermes.
Damn... Got some serious problems with my mesh. First, its a hell of a job to get the tangents right, second, my mesh is getting f*cked up. Everything is fine in XSI, but when I convert using the convertXSI.exe, I have some polygon normals inverted and some weird artifacts (seems to be connected to my working on the tangents...)
I so wanted to release today, but it seems to be delayed till the weekend.
Nice one Zvezdochets, The idea of an ability tanker is nice, would make taking the tanker back to a recharge station a nice requirement. Will consider it!
Just a little longer (and if anyone has knowhow on repairing meshes or aligning tangents so they look good ingame, please contact me)
Posted your request at 7ds.
Nice work on the Hermes, Zvezdochets!
Wonderful that Filosoft has already offered help. From now on I will send all the meshes to him for inspection before doing the texturing I suppose.
@SteinerXSorry, working on the mesh I forgot to send you the Information for the brush files. Still, heres the explanation in short:
Put the *.brushes file you want to edit/have a look at into the bin folder (the one included in the archive I sent you). Then run the cmd file for BIN to TXT conversion for Brushes (or run all of the cmd files, one of em does it)
Afterwards, you will find the respective brushes file as a TXT file in the folder TXT. Open it using Notepad or any other text editor (would recommend Ultraedit, Notepad++ or my favorite - Textpad)
You will see something like this:
TXT
onlyLoadOnDemand FALSEbrushCount 181brushname "HUDICON_ABILITY_TECHORBITALCANNON"content "States"DisabledfileName "Buttons_Research_Disabled"pixelBox [ 5 , 216 , 47 , 33 ]PressedfileName "Buttons_Research_Pressed"pixelBox [ 5 , 216 , 47 , 33 ]CursorOverfileName "Buttons_Research_CursorOver"pixelBox [ 5 , 216 , 47 , 33 ]FocusedfileName "Buttons_Research_Normal"pixelBox [ 5 , 216 , 47 , 33 ]NormalfileName "Buttons_Research_Normal"pixelBox [ 5 , 216 , 47 , 33 ]brushname "HUDICON_ABILITY_PSIORBITALCANNON"...
The brushCount tells the engine how many brush entries are in the file. You must update this when you add a new brush entry to the file.
The brush tag starts a new brush
The name tag defines the name I can refereence the file from within an entity (or window) file. This is how the entity files are connected to the icons for example.
I don't know what the content "States" line does, leave it alone for now, You will not need to change it i suppose
Then, you have 5 subsections. These represent the different states an User Interface element can be in. They are
DisabledPressedCurserOverFocusedNormal
Each of these subsections has two Tags:
fileName - represents the physical file in the textures folder the graphic is located in without the fileending (it is expected to be tga format)
pixelBox - Represents the pixel coordinates in the Graphics file (the TGA) the icons is located in. These are in the format [Left, Top, Width, Height] where Left is the x coordinate in pixels, Top the y coordinate (from topleft corner), width is the width of the icon/picture and Height the height of the icon/Picture. Just take a look at the specified tgas and you will see.
When you have completed your work on the brushes file, copy the file into the BIN folder (the one I sent you) and call the cmd for TXT to BIN for brushes. Then take the brushes file from the bin folder an copy it into the window folder of the mod
Cheers
This is more simply as i thought! Recharge ability i add in research tree together with repair platform. And now try this "recharge ability" in battle. Add ability on four Cobalt frigate[200x4] and Kol capship very easy destroy Halcyon and ~ 5 Disciples, but when Kol continuously shoot on enemy [use railgun ability] all my frigates has been destroyed. In future, very weak Hermes need in strong escort ... And more: in battle frigate glow blue.
I did it! Thanks Tobiwahn/Fileosoft!!!
PS - Tobiwahn what are the EA and SHADOW races called in the brush file, couldn't get it to load the image when I created new brush entries for them, so had to use TECH and PHASE brushes ... just changed the location of the image ...
Thanks for the reminder, I didn't change them yet. In the next release they will be
LoadScreenCharacterEA
LoadScreenCharacterMinbari
LoadScreenCharacterShadows
BTW. Nice Shadow!!! I'm anxious to have it!!
Just needs a little more work ...
How would you like to report bugs for this mod? Any particular place or formatt? I tried out the minbari the other day and noticed that some of the tech tree will not select. In addation you can reasurch docks for space stations in the tech tree but you can not buy docks in the actual spacestation.
Also great work on the mod so far! It is going to be so awsome to finally have a B5 space game like this!
Thanks for playtesting this pre-alpha mod!
Your feedback is great, and yes I noticed the same problem regarding the Minbari research tree ... this is currently being worked upon.
And yes it's going to be awsome!!!
Very nice EA ship ... just a few more to go ...
Most of the Minbari ships
Shadow Loading screen character WIP2
Thanks! End work on selfdestruct ability. Now may selfdestruct ship with enemy .
Bad that on EA side only 2 types strike craft ... Starfury and Thunderbolt. Tigerfury is too early. And who made new explosion model on fighters ? Like in film - red-yellow fireball explosion. In 2-3 "craft" span ? [30-40 meters]
Any images of these?
looking good , keep up the good work guys
Starfury and Thunderbolt.Any images of these?
Thunderbolt up.
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