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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Excellent work! Very nicely laid out ... I can use those to make ingame ship icons!
As always wonderful models Zvezdochets!
A great addition to the B5 Mod is:
https://forums.sinsofasolarempire.com/327224/page/11/#replies
(just remember to have it below the B5 mod on the activated mod list)
1 - Babylon 5
2 - Volumetric
Following are screens with it active:
An old pic of the Explorer (just the basic -cl tex - no -da (lighting) or -nm (bump) to show the scale between the Omega
Be carefull with using these very good mod... it is a particule heavy mod... same thing can be say for B5... if the limt of 6k particule is reach on screen, some particule effect will begin to dissappear... think about a bunch of Omega without their rotating part...
Since i have use the manshooter mod, i have edit my user.settings ... simply replace the "MaxParticleCount 6000" by "MaxParticleCount 16000"
One other great graphical mod, based on the Manshooter one is the Bailknight's graphic Mod ( https://forums.sinsofasolarempire.com/301418 )... Since Bailknight is MIA from some time ago, someone have continue his job at https://forums.sinsofasolarempire.com/368651 ...
These two mod, along with sins plus from Uzi are integrated in a lot of mod... in fact, the old Solar Sins mod from Danman was all these mod together... pity that Solar sins have no continue to evolve after the sins version 1.05 ...
You might wanna chech out Celestial Bodies Mod also.
Thanks for the info!
Thanks for the very valuable info too!
I'll check that out! Thanks!
@ Tobiwahn - I am begining again to set-up at 7DS/Danmans games forum ...
Links:
Main: http://danmangames.com/forums/index.php?board=58.0
Mod info: http://danmangames.com/forums/index.php?topic=1688.0
Have a look and tell me what you'd like to include/delete etc ... we lost a lot .. but we can rebuild:)
No problem... in some case, with the mod 7DS, in huge battle, weapons effect ( particules ) was dissapearing... it is someone other who have sound these simple solution... i have just a good memory for think useful for me
we lost a lot .. but we can rebuild
you mean you have lost all... about rebuild, i am not sure that everything need to be rebuild... in fact, for the devs section, the more interesting was your table with the already done and the work remaining... was a great place for pick up our next job... the DMG forum is more a working place... so, i just hope that you was with a backup for all model and texture posted there... in any case, i almost keep my previous work... so if you need something, make the call...
About the few tutorials, Koobalt have backup them... he will post them back in the general tutorial section later...
About my own work, it is somehow delayed... cannot be web admin there and restart the best and modeling in the same time... not enouh hours in the day... so, sorry for any delay... but be sure that i don't forget you...
where do we find the "user.settings" file?
in my case, in "/home/bruno/.wine/drive_c/windows/profiles/bruno/Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Setting" ...
For you, it will be at the same place where you find the mod folder... you have a setting folder there too... file is inside... if you system is at the lower end, it can slowdown the game... in my case, i have see no difference of speed but my system is a highter categorie that desktop computer...
WIP EA Explorer tex. -cl and basic -da update
Deleted
what with the research trees??? it wont let me buy research even when i have the credits & and previous research. for example for a few races it wont let me build strike craft becuase it wont let me do the research to get them.
I get minidumps the very second I start a match with this mod active.
Take a look at the top post of these topic, and read the "limitations" section... or reread the topic and you will see that the devs of these mod have reply to these problem several time... not sure about it but i think that you have some readme in the download too...
There is a readme, but after a fashion everyone ignores it...
@sparten117More details please.
Most common causes of mini-dumps: Pre-Alpha 0.35 is for Entrenchment 1.041 ONLY DO NOT let the AI play as the Shadows = mini dump DO NOT let the AI be on RANDOM race (as sometimes the Shadow race is chosen) = mini dump
Most common causes of mini-dumps:
Pre-Alpha 0.35 is for Entrenchment 1.041 ONLY
DO NOT let the AI play as the Shadows = mini dump
DO NOT let the AI be on RANDOM race (as sometimes the Shadow race is chosen) = mini dump
[quote who="sparten117" reply="1038" id="2505479"]what with the research trees??? it wont let me buy research even when i have the credits & and previous research. for example for a few races it wont let me build strike craft becuase it wont let me do the research to get them.
Which races are you playing? ... I'll check this out myself in the meantime ...
Tested Minbari - all fighters available after research
research required for Minbari fighters in red
Tested EA and Centari- all fighters available
I want ask our modders - how many tri i may use on EA cargo transport ? Now model contains 156 details and 7.8 tri. May i use <8k (or less if i be lucky). This model not my, only as preview, because this model have <100k tri
7754tri:156=49 tri for every detail. Too many simply detail - optimization useless...
Like this
If the EA cargo ship is used to be a TradeShip, you need to be equal of below 3011 triangle ( Phase : 3123, Psi : 2716, TEC : 3194 )... if possible, lower... on big map, you have hundred if not thousand of these Tradeship... when someone have a good economie, there is always several of them in any gravity wheel...
If you use it for replace the Refinery ship, 1506 triangle or lower ( Phase : 3123 , Psi : 652, TEC : 744 )
Maybe use the celestia model for reference but create your own model from zero... it is the only way that i see for remain in the limits...
I make model with zero, but too many detail [celestia model only as etalon and scheme].
Thank for info, i use optimization, but please are not disillusionned low quality 3k because is a trade ship.
For refinery may use this "skylark" transport - 1.5 limit for this small ship enough.
I do want to use the tanker for the refinery ship. But I suspect if you could stay within 4.5k to 5k triangles, that would be fine. I'm not aiming that mod at the low end computers but at the medium. I'd say if it runs acceptable on my system (core2duo E6600 2.4 GHz, 3GB RAM @ 667 MHz, geforce 8800 GTS 640) it should run well on any of todays medium systems. Perhaps not everyone can run it with details set to high on everything (I'm one of them), but thats progress, you know. I'd rather have a mod that looks good on my next computer as well than having a mod that looks mediocre now and even worse later.
In fact, the game will look better on a older computer... a single core at 4 ghz will work better that a quad core at 2 ghz...
You mod will certainly look better in a Sins II who use the full power of today material...
Now, at the modeling level, it is always more easy to add detail to a model that remove them... remember that i have post on the other forum several basic model who are very very low poly... it is what i call 3D sketch... or remember the Asimov... first version was around your lower limit... few version later, with some detail, i have reach your upper limit...
So, if you agree and if Zvezdochets wish it, i can make a very low poly basic model of these ship... can maybe make them both tomorrow after work... these basic model can be used for add details... and maybe check proportion of the model pieces ( in fast first draw, i am bad with proportion )... do we have a deal ?
Always! And BTW I agree that it is always easier to add detail, but the UV and Texture has to be remade as well, and that is the most work. And I still hope that Ironclad finds a way to add a bit of multithreading to the game... never give up hope.
(And basically, with the pipeline optimisations in the newer Nehalems and even the core2duos the raw work done per (G)Hz is much more. The old 20something stage pipeline of the pentium 4's was their biggest failure)
Edit: Hope you do not forget about the Sharlin
http://danmangames.com/forums/index.php?topic=1721.0
Thoumsin, if you try optimize i be very happy. But model have 10k, lower is impossible.
My biggest polycount model especially on comparison with "Hermes" (1.8k tri).
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