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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Next ships: Yeah, all ship in scale as on early preview.
Hey, I dont know if this will help yall with scale but its a really cool site:
http://www.merzo.net/
I don't forget... but somehow, the UV opt is a big work for my own pipeline
In the case of these ship, it is a new version...so, no problem with segmenting or UV since it don't yet exist... have made a low poly version of the tanker... 2.5k... i ate the numerous pipes of the EA ship...
Edit : have use the front part from Zverdochets ( more details ) and my back... now 5k tri
the one that uses mostly beam wepons & is mostly modeled after the advent
Excellent! Thanks!
[quote who="-Ue_Carbon" reply="1052" id="2506295"]Hey, I dont know if this will help yall with scale but its a really cool site: http://www.merzo.net/
Yes there are some interesting ref. pics there, thank you!
Minbari = please check reply: 1043 - larger images on the blog:
http://babylon5ins.blogspot.com/search/label/B5%20Play%20testing%20reponses
WIP EA Explorer update - in the process of adding details to -cl (basic -da will improve that when -cl finished)
just a base tex for the solar panels more details to add (above)
http://babylon5ins.blogspot.com/
Explorer looks wonderful!!
@ Tobiwahn - It looks wonderful because I had a great teacher ....thanks for your comments Teacher:)
I'll drop the latest .dds in but please remember it's still a WIP:)
One thing could you have a look at this area in the tex.
the grill (dark side)area seems warped somehow ... yet on the tex. it's perfect...I shrunk the grill to highlight this problem ... once solved will expand it again.
I will take a look at it at home (probably tomorrow, because today I have to attend yoga)
EDIT: You do mean the square dark part on the side, don't you?
Rework hangar bays on "Delphi", now ship have four side bays for "Thunderbolt". This ship is scout and does not needed in large numerous fighter. Before - 3760tri, after - 3168. And possibly reduce to 3k tri.
EDIT: soon complete "Lupo" frigate. Very cute ship. And thanks Thoumsin for optimization lesson - before optimization gun turret have 72 tri, after - only 56. And one turret with gun only 182tri.
For my problem with the research tree ( not letting me buy certain research witch wont let me start the research tree for use of strike craft) this trouble is with the race <Minbari>
It was tested by SteinerX and me and I can confirm it works. SteinerX has posted a screenshot for you to see how you get to that research. Maybe you just have not enough credits.
Yes, the dark grill effect on the sides seems warped so can't get a nice effect as the rightside of that is twisted ...
The research is expensive and you need to build enough military research stations (3) for first step (4-5-6-7 research stations to have all fighters). Look at the red highlighted areas.
Tobi, when you have time, go to http://danmangames.com/forums/index.php?topic=1757.0 ... two models ( the Saturn-F3 tanker and the Skylark-T transport ) are waiting your approval for begin segmenting/UV... more coming soon...
Thanks Fileosoft, answered in the danman forums. I'll try to finish the UV of the apollo this weekend, maybe get the textures done next week or so and then start including the stats of centauri and narn into the mod files.
@ Tobi - don't worry about this! the problem is that there seems to be a difference between a rendered image and ingame image - LOOKS FINE INGAME!
WIP EA Explorer update:
Rendered image:
Ingame images:
@ Tobiwahn - there doesn't seem to be any engine burn ATM
When you render, be sure to have "smooth polygon" off... this work perfectly with quad but in case of triangles, you can have some strange deformation... specialy on model where hard edges are not mark...
there doesn't seem to be any engine burn ATM
Seing your pic, your are already working on the da map... use the alpha for add some "bloom" to the engine... but mainly, the effect is made via harpoint for particule effect... if the model is not yet harpointed or the particule effect ot existing, you will not have the flame of the engine burn...
Great thanks for the info!
I managed to win a scenario with Minbari. It was struggling until I got some armor research done. Then the sharlins became rather nice But it got me thinking about the organic armour in series. It seemed to ignore all damage until enough firepower was being used. e.g. one w-star couldn't do a thing to shadow battlecrab all day (until it took that jump engine off), but with added firepower the crab got red real quick.So perhaps the last organic armour research could improve repair rate by huge amount, but not so much the armour value itself? It could do some nice things to tactics and I don't think any other mod has such a feature
@SteinerXI had a look at your Explorer textures, they are beautiful. May I just give the advise that the heat exchangers (what others think are solar panels, and they might as well be, noone cares) should have a border around them so that the look more correct (they would be rather fragile without)
Yes not solar panels but heat exchangers for the nuclear reactor ... that's already done(in the latest tex.) ... but thanks for the info! -
http://2.bp.blogspot.com/_EpX6GUNLABE/S1CVT4gsIeI/AAAAAAAAA5g/sPTPq6QLR58/s1600-h/ScreenShot_54.jpg
(still a WIP more details to add)
EDIT: Haven't dropped that one in yet 90% done(-cl) working on the -da now
@ Tobiwahn - Latest -cl (95% finished) and -da dropped in.
Looks very nice! You should add a Bloom chanel though, or it might happen that the alpha is not saved correctly and the whole ship glows. I'm anxious to see what normalmap you come up with.
Yes working on the -da ATM haven't done the alpha yet ... will then have a go at the -nm ...
Update on EA Explorer:
-cl base tex 95% done (some addtional details/colour correction to add/do)
-da lighting effects 95% done (some addtional effects to add)
-nm bump map to start
So far she's looking "peachy" a great model to work with thanks Koobalt!
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