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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Sorry, i am totally forget about this ... my apologies.
Simply - "Explorer" very nice but cost too many time. Very difficult model ...
"Delphi" advanced scout.
And as teaser - group ships: "Orestes", "Oracle", "Olympus" and small dunboats "Monsson"
Thanks Fileosoft! That really mean much to me (although I never think of myself as a boss, but I guess I am now )yes, almost all of the mod is the work of many of us. Everybody touches it here or there or teaches on how to work, optimise and such. So I am really proud and glad and must say I'm really fortunate to have such great team colleagues! Thanks to all of you.
Edit: Nice one Zvezdochets! As for Apollo, main body done, still pieces missing and between 2900 and 3500k for now (I will see when I combine the pieces and convert them to polygon based ones and triangulate them). I hope to stay under 5K. Should be possible though.
Excellent work!
It would be great if you could post pictures of all your models (like the Delphi ingame) so I can post them on other threads and B5 blog. I have pics of your models as .obj but it's always nice to see ingame!
Yes! We have an inspiring complement of a team ... as I'm working on such a wonderful model (Koobalt/File'o'soft/Tobiwahn) ... I have to produce a wonderful tex. !
EA Explorer WIP Tex. cl update:
Rendered image:
Ingame:
Just working on the -cl first building up the basic tex. before adding greater detail ... then will move to -da and -nm
Impressive! SteinerX and TobiWahn - how be armed this ship ? How many guns ?
SteinerX - yes, i make ships "ingame" screenshots today.
P.S: TobiWahn - thanks for answer! This ship need in escort - we have "Artemis" and need something else ship.
The Explorer is a colonisation / Exploration / Support vessel, therefore it's armarment is limited:
A Heavy Pulse Cannon to the front, Medium Pulse Cannons to the side. 4 Starfuries at start, 6 Starfuries max.Can build Jumpgate construction ships, has Command ability, can colonise planets.
If you read the canon description :
4 52mm plasma pulse cannons ( omega have 12 )
4 twin particle cannons( omega have 12 )
62 mk1 defense grid energy projector ( omega have 18 mk2 )
16 Starfury ( omega have 36 )
Earth Alliance has very few of these ships due to their large cost in credits and equipment, but the few they do have allow for rapid expansion in Earth's sphere of influence through jumpgate construction and are a good source of income, as other races can then be charged for the use of new jumpgates.
Is there a way with code to have the ship generate money for each jumpgate build ? Normally, these ship is expensive but once build, it is a money machine !!! Attack is low on these ship but defense is high !!!
Thoumsin - i read b5tech description, but in game this ship may carry another weapon. If this ship in game start fire from 62 cannons ... we see slideshow. And because i ask about weapon.
About money very interest idea! And new - if yours ship use jumpgate, you must spent money [quantium 40 very cost. Interest - may add new resource in game, for jumpgates ?]
@Thoumsinb4tech is not canon, just a try to make a tech library that tries to be canon. I like the data to be found there, but I don't regard it madatory. As for the weapons, we cannot implement the weapons of the ships as presented by b5tech because of the sins limitations. As for the plasma, that is correct for the first version (built in the early years). To make it not too underpowered (in comparison to other capitals) I used a later armarment, though I just give it a selection of the weapons it should have had. In the series you never see it fire any weapon, and since it is an explorer/sience vessel one could argue that it had almost no weapons at all. But that would be too useless in Sins, so it has the pulse cannons as armarment. As for the money benefit, I'm not sure about it, as building jumpgates is a benefit not to be laughed at. getting money from it would be nice though it may overpower the ship a little.
Apollo Screens
has about 2.9 K Triangles
Cheers
Magnificent! Good work and only 2.9k tri ... Good idea with armour plates - attach plates with hull. Need use this method on warlock. About polygons limit - you better then koobalt and me!
Orestes - 4252 tri (very hight)
Monsson - 2598 tri (and on small ship!)
Delphi - 3760 tri
Oracle - 3864 tri
Olympus - 2558 tri
Tethis - 1649 tri
Nike battlecruiser [WIP]
2.9 tri for this ship (Apollo) and nearly cruiser very good!
from the "B5 - The Earth Alliance Fact Book"@ 2000 Warner Bros
artificial gravity ( rotating section), 24 Starfury, 5 jump point construction module, cargo 750000 ln, 16 officers, 36 pilot, 12 sensors operator, 160 crewmen, 480 Civilian scientists, 6 shuttle, twin linked heavy pulse canon, two quad linked particule beam, 8 mk1 interceptor point defense...
Only the first edition from 2000 was made in colaboration with Michael Straczynski... all other revision, until the last in 2006 have not involve Straczynski... and have other value...
So, i think that the value in these post are the more canon that it can be... for info, the Explorer who created AFTER the minbari war...real canon data will be difficult since almost nothing is say in the serie about the numerous ship... all tech was writen once the serie was finish...
The point is that it is your mod and you can choice what you wish to be canon or not !
In fact, it is not a very good idea... 4 triangles will be replaced by 8 triangles in a model like these for each bridged plate... only a interesting option if you have enough poly at your disposal...
explorer looks wonderful the same with Apollo.
Great thanks!
Wonderful, love it!
Thanks but still far from finished ... working on the -cl ... da/nm to go!
@ Tobiwahn - I noticed with the Explorer from the drop(ingame) that the engine "flare" needs to be added.
With our 7DS threads gone ... I have made a secondard blog for all to comment on ... so if there are any error reports or observations, etc ... you can choose to comment here or:
http://sinsoftheyoungerracesb5team.blogspot.com/
The 7DS forum is back onile
http://danmangames.com/forums/index.php
Correct ... but our threads (last 6 months) are not:(
And all our threads and information lost ? Too bad ...
koobalt - thanks for good news!
Sorry guys but i work with what i have... you can already be happy that i use a lot of my normal sleep time for try make the working place running again...
Remember that i have loose a lot too... more that 3000 post, several tutorials, etc... the topic here on the sins forum is great but it is not the ideal place for work...
By the way, it is not more the "7DS forum" but the DMG ( danmangame ) forum... 7DS is a mod like the other... the new structure put each individual mod on a equal level... when all the new structure will be done, it will show the real goal of the DMG forum... a working place for several mod, where these several mod can share knowledge, help each other, etc...
If you don't wish return to the forum, i will understand it... you have invest a lot of time there and all is gone !!! but all the active people on the old forum have loose a lot !!!
For YOU Fileosoft, and the time and effort you have given us! I will begin to recreate all that was ... but we had a lot and it will take time ... if only we knew before all would have been lost ... I could have saved it ... if
Bug reporting now at Danmangames thread: For 0.35 Pre Alpha
http://danmangames.com/forums/index.php?topic=1722.0
I thought that a backup from december will be put online? Was that a joke and all is really lost?
Yes, there was a backup but the person who make it, is unavailable from time the forum go down.
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