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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
@ Zvezdochets ... love the ram ability thanks for sharing that! AND thanks Tobi for adding the modifications:)
Code is from Tobi, i have just change 2 or 3 line... just have the right idea, nothing more
Then credit to Tobi, too!
Now I'm anxious to see what you are working on Fileosoft!!
It is not really a secret.. all have begin on these forum in a topic related to mesh who dissappear... somebody have ask about moving texture like the sun in sins... some have reply that it was hardcoded, not possible, etc...
Have modify one particule file of your mod for show that it is possible... check my shipyard on the other forum...this a basic test... more need to be done... in fact, maybe i will need to create a new shader file ( if possible )... final goal is too have a ship like at http://www.youtube.com/watch?v=P33GQVTkVew ... with the blue texture moving...
For now, the method used is based at almost 100% from you rotating method... in the futur, maybe i will use different texture for each mesh... and if i can rewrite the shader, in place of use a rgb map for the moving texture, will use a rgba where the alpha is illumination ( or maybe bloom )...
Thanks! I glad if these ability valuable for mod!
P.S: for "Hyperion" cruisers planned nuke mines [deploy nukemines - as ability ?] [one mine - <1000-2000 credits, but one mine may destroy even "Shargoti" battlecruiser] ?
In original SoSE TEC scout use "probe" for planet observation, in mod may use deployable probe [similiar for hyperprobe in series "View with gallery"] with ability "AbilityHideMinesTech".
I'm really looking forward to what you come up with!!
And if you get into shader programming, maybe you can get the ShipShader to use parallax mapping instead of normalmapping - I failed at that.
Nice Idea!
Do you have planes for the shadows? I maybe got an idea
If you have some Ideas, just pm them to me. I have plans for the shadows, but nothing too specific for now.
May inquiring minds ask as to the next release date (roughly)
B.M
If everything goes as planned ( That doesn't happen often ) the next release will be due end of February / begin of March. Depends on how much time I and my fellow team members can allocate to the mod though.
Oh that would be nice.And what would be new?
Wait and see
OK
New stuff to come
Model: Zephyr
986 Triangles
Cheers
Pirate fighter ?
Yep, Raiders! (Actually this fighter was used by the colonies to maintain order, but it found its way into the hands of criminal elements)
Very nice!
Nice model! Who author ? If change speed this ship "as fighter" [Fast attack -> round -> new attack) ... this ship be very dangerous for transport ship, and need fighters escort.
As we see in film "Legend of rangers" - group "Zephyr" without big problems nearly destroy patrol ship.
P.S: If we make "ISA-rangers" faction - we need in cruisers "Valen" Mk.I and Mk.II and "Liandra" cutter.
"White" and "Blue-star" too or not ?
Well, lets discuss the ISA fation when the main factions are finished
As for author, that would be me. Thanks!
Thanks for answer! About faction - i agree without questions [and this ship too difficult ].
Nice model! Your 3d skill better with every new model!
Who know this ship ?
Thanks! Learning along the way
As for the ship, I don't know, would have to look it up first
http://spaceship.brainiac.com/Mongoose/ChronosBox.jpg
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