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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
New update: "Nike" battlecruiser [info with efni.org] And only 5.8k tri.
NEW IMAGE - YOU MAY SEE HOW BIG CAPITAL SHIPS, ALL SHIP IN SCALE.
You may identified ship themselves. Left ship have 2.9 kilometres. Right - 0.2 km.
A backup is made of two part... the first part is about configuration, structure, members list, pictures etc... Dan have receive these part... second part is a "database" with all the post... these is missing... Maxim, the web admin have it but he is MIA since the forum went down...
There was two solution... of restart from one very old backup ( what we have made now ) or wait until we have news from Maxim ( can be never )...
Ok, time for me to continue the web admin work on the new forum
Wow! Nice model!!!
EA Explorer tex. WIP update:
STILL a lot more to add to the -cl and an early -da ...
Very interesting light effect on the side panel... but maybe you can make the surface with light no so much round... it give the impression that the projector are flooting in space... maybe a eggs shaped light surface will be better, with the more round side of the shape being at the opposite side of where the projector is located... and if possible, put a gradient in the light effect...
a little like the lower right blue surface on the pic below
Wow very great pics of the ships..realy fantastic!When would the next update comming out,with those ships??
*g* I'm yust kidding.
Hey would it be able for ships with capture ability to capture enemy stations?Maybe Shipyards where the player can build enemy ships?
And the Towship...could it be possible that it can move for example shipyards?
And the Whitestarclass...I think it should belong to the Mimbary and not to ISA...because the Victoryclass is at the EA wich is god so.
What for Stations do you plan for the mod?
@LoneRanger1as said before (numerous times I believe) we will have up to 4 different types of stations per race (Battle, Diplomatic, trade, colony)as for capturing, this was also said before, it is not possible (to my knowledge) to capture anything other than ships (but I may be wrong here, better ask EvilTesla-RG)as also said before, there is no plan for a white star for now but we MAY add it in a later (much later) release. To whom it will then belong (if we include it) is to be decided then.
Next update will take a while. I'd want to complete the apollo for it and include the explorer, maybe the hyperion and the asimov. Also I plan on including the stats for all the ships of Centauri and Narn (to have them as playable factions) and perhaps Vorlons and Shadows, but that is to be decided.
Glad you like the mod. I think we do not work fast but the quality benefits from it.
I get mini dumps whenever I start a match with your mod on.
:{
Mini dumps are caused by:
Having the Shadows as an AI faction - AND can dump if you have the AI on random faction (sometimes the Shadow is picked on random = dump).
The mod is for ENTRENCHMENT 1.041 ONLY.
If it's not these please give more details, and thanks for testing our mod:)
Edit - double post
Yes, thanks for info ... I was looking at the clip Tobi posted (difficult to find clips or pics of the Cortez) will change lighting to coorespond ... but just was checking the -cl with a basic -da added to see what I needed to change on the -cl:)
Apologies for the mini-rant but;
I'm curious as to why the EA even gets the Victory class? Just like the Whitestar, it's an ISA vessel. Why even have the Victory if you're not going to have the Whitstar? Seems...odd, to me.
As to who should get the Whitestar, if you include one; Since the EA gets the Victory, the Whitestar should go to the Minbari.
As we are still at pre-alpha there is much to consider and implement ... it is a long road and we are just at the begining ...
As Tobi has mentioned the Whitestar is still on the cards (could even include dynamic movement) ... there is a lot to focus upon first ... with but only a handful B5 modders ... our aim is to get 2 races complete (as they can be) EA - Minbari and set the groundings for other races.
Whitestar hasn't been ruled out ... whether for Minbari or a new race ISA ...
We take it a step at a time ... I am pleased with Tobi's choices and because of them we have a B5 mod, I have waited over a year for this ... and watched many attempts fold ... as with all the great mods in this forum great time and effort has gone into them by very talented people ... a little patience/support is required to see these mods bloom.
Thanks SteinerX!!
As for the Victory choice - It was made because every race will get it's top of the line ship. Minbari will get the neroon, narn the BinTak, Centauri the Adira Class ( Or what it is called, can't remember right now ) and EA the Victory. Thats why I chose so. That is the plan for now. I don't say I will change it, but I might ( And believe me, I like the white star a lot, I do want to see it ingame at some point )
Sorry for offtop, but how change weapon colour plasma charge on Advents ships ? Now i build one more ship "Lupo" frigate and he armed heavy particle cannons (you are see this weapon in series "Severed dreams" and he use green charge).
In game this charge have blue colour - and how change he on green colour ?
Just a random thought about the White Star class from someone who's been following the thread intermittently. Why not add the League of Non-Alligned Worlds as a playable race? (No, I'm not trying to add more work for you guys to do.) There are several capital and cruiser class ships seen throughout the series from most of those alien worlds, and the White Star could be seen as their ultimate capital class. Or the destroyer-class White Star, I don't remember its name, but the blue upgraded version. It was built to help defend them, even if they weren't the initial pilots and crew.
Another thing I'd been thinking of, but I don't think it would work, would be to make the Shadows and Vorlons pirate raiders. Not for a low level raid, but maybe when the pirate threat rating got to Severe, a random choice would be made to cause the pirate raid to be replaced by a Shadow or Vorlon attack. Of course we wouldn't want them constantly attacking, so the idea hinges on the pirate raid strength dropping after an attack or as available bounty falls. But as far as I know, lowering raid strength isn't possible.
One final word, much thanks for focusing and working so hard on this mod. It's absolutely wonderful to finally see a B5 mod evolve beyond the idea phase. The models are beautiful, professional grade work, and I'm looking forward to future releases.
Check out in the texture folder for plasma.dds or plasma.dds. With photoshop or GIMP open it and change the color there. Also there may be a way to change it in the enity file...I know beams you can tweak but not sure for other weapons.
Tobi has mentioned about something more ... nasty ... appearing as the severity of pirate raids increase ... a surprise for later updates ...
But Tobi is the best one to answer(hint at) this:)
It has been a long road and continues to be so ... but what we lack in numbers is certainly made up by the quality and talent we have in the B5 team and those that have contributed ...
Thank you for your comments and interest!
Upgraded "White star" is named as "Blue star" - small antifighter ship.
http://www.b5tech.com/isa/bluestar/bluestar.html
How many people request "White star" ... why we not work on other minbary ships ? Minbari ships very difficult because use organical design. About other races and ships - we have only four modders [koobalt, Thoumsin, TobiWahn and i'am] and every have its plan [my - EA cargo ship, Lupo and Arctik cruiser], TobiWahn build Apollo cruiser, Thoumsin build "Sharlin" cruiser (incredible model! but very difficult) and i don't know about koobalt plan - Hyperion ? And maybe when i finish work on this ships i start work on "Whitestar" ...
P.S: i speak about 3d modders, because SteinerX our main texturer!
Sorry for my english.
EA Explorer - altered the spotlights "similar" to your suggestions File'o'soft (still need some alterations but did them similar to the Cortez clip Tobi posted)- but will focus on the -da more after -cl tex. is mostly finished ... I have a nice base tex. and now am adding details and adjusting as I tex.
@ TobiWahn_Kenobi...I pleased you...you and your theam working so god as posible on the mod.Sure it takes time...but you all can't work day and night on the mod And sure the quality is very great
In fact, we have already discuss about the League of Non-Alligned Worlds on the old 7DS forum... all these post have now dissappear but i remember it... The only thing who was not yet sure is if the League is one single faction or if we make one minor faction for each race of the league... you have 16 races in the league and so much canon model that it can be too much for a single faction !!!
But like say before, it is something for the future... the mod is now about the main races... League will be for later... and who know, maybe the first one too...
This project is a long term project... if we don't work step by step, there will never be any release... Tobi have already say that he will quit the alpha stage once he have two races almost fully functional...
And any people who complain is free to help us... you don't need to be a modeler... texturer, musician, people with good voices, and other are welcome to help... more, you know nothing related to game modding but you master two languages... at a later stage, you will be welcome for translate the english.str in any other language that English... for make a good mod, numerous talent are needed and everybody is good at something !!!
Don't worry too much about me... about the work, i am somehow like Tobi... never happy with the result, always trying to make something better... now always possible due to the limit of the sins engine or due to timing ( we cannot begin to use one year by model )... like say before, render in game are almost the same quality that in the serie ( who is really something good for a game )...
Not really... i have more easy with organic design that block design... magnet system make very easy to make curved surface... main problem is the poly count...
In the case of the B5 univerce, a lot of EA ship have curved part too... and these eat poly too... more bad are all the pipe section on numerous model from the EA...
For these like me or koobalt who use wings3d... take a look at http://www.youtube.com/watch?v=E3E1KZ8ZhE8 ... it is not a tutorial but it show how magnet affect a basic head mesh... organic work with a single click ( can be used for a lot of B5 races )... the same style of work with a subdivided cubus and and create the sharlin body in a very short time... in the video, the guy choose always one egdes or one surface... but you can choose one full room if you wish... by the way, any pro 3d software can make better that wings3d... because organic was something difficult, a lot of tools was created for it in 3D software...
So my only merit with the sharlin is not the model itself but staying in the requested Tobi poly limit...
Interest trailer about modelling, but i use 3d max and now ship without curved surfaces more simply for me.
Pipe structure on EA ships is a clear terrible for polycount. In this time work on EA civil transport and now model have 4.5 tri [unfinished! and try use maximal polycount limit].
Once you will start learn for organic shape, your 3d max will be a very very good software... somehow, 3dmax is complex but you have all you need in it...
I know... when i have add the 4 pipe to the Asimov's motor, it have eat more poly that the full central section... Koobalt was with similar problem with the explorer or the capital ship shipyard... normaly, i need to make one constructor for the mod... in the show, there is two type... one like the starfury with a lot of pipe an one more rounded with two robot arm... i think that i will choose the rounded one because pipe are like hell !!!
My point was very simple... don't underestimate the work you make with the EA ship... they are not easy model... organic one ask other technic but it don't mean that your EA work is not valuable...
About poly count, i can maybe help you a little... on bad model, i can reduce the poly count by 50%, on usual model i can reduce it by 20-30%... on your model or these of koobalt, if i am lucky, i can maybe reduce it by 5-10%... so, once your model is finish, post it... i will try to reduce the poly count without changing the shape... reduction will not be a lot with your models but a few % is better that nothing...
Continue your good work and don't worry too much...
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