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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Q'Quan will be a Capital ship, as is Vorchan and Hyperion. They just have a different cost/productiontime assigned to each.
As for power of this Ship, I cannot say now (at work) but you will see.
Love the Sharlin too!
Good decision. About ship in WIP stage - how ship in texture work now: i know only about Explorer, Sharlin and ... ?
May i also beg of you, quite seriously to cut the build times of some of the capital ships, and cut the upgrade times for the stations.
Upping the cost of them i dont mind at all, but slaving to get the already semi high cost and then have to further wait another 2-4 minutes for the upgrade to finish hurts. Bear in mind there are 18 upgrade slots to be used up, lets use the lowest time of 2 minutes per upgrade, 2 multiplied by 18 is 36, so 36 minutes to fully upgrade an outpost?
Imagine the upgrade times on the stations, when you have 15 of them built and not a single one fully upgraded for the reasons above
B.M
Apollo is worked on by me. Texture is about 50% finished. I seem to take the longest possible time for textureing, not good
As for build times, we will see. I meant for balancing to take place in the later stages of the mod, but we ( I ) might consider some changes before that.As for the station upgrades, I meant that to be that way. You have a lot more possible upgrades for the stations now, but to fully upgrade one does take an enormous amount of time and resources, so it is wise to make upgrades were needed first. I mean, a military outpost is not easy to build and upgrade it would take a lot of time. I should however make some upgrades take less time, but that will be balanced out once we have all types of stations (military, trade, diplomatic, colony)
As a side note, since I have started the mod, I haven't played one single game of sins (be it vanilla or mod), just a few testruns to see the ships ingame and test some abilities ( all spare time in front of the computer goes into the mod). Therefore I have not that big of an idea what the game playes like on longer sessions. Just give us some time.
Thanks for info. Probably better if i concentrate on ability or weapon effects. But i much love weapon abilities.
On first time possible use modified particle in SoSE. For Narn and Centauri weapon needed only change colour.
P.S: For Centauri "Primus" needed "mass-drivers" for planet bombing. But i don't know how link mesh and particle effect.
Linking mesh and particle effect is pretty easy. Install yourself particleforge and start it.
If you install particleforge in an own folder, be sure to have the subfolders
MeshParticlePipelineEffectTextureAnimationsTextures
in it and in them any file you reference.
In particleforge, when you create and select a new emitter, you can assign it a mesh under ParticleMesh/Filename
For editing purposes, best open the files from your local folders.
To make it usefull you will have to assign it the shader "GsShip" if you want to use the same texturemodel as on ships (cl, nm, da) or any other if you think it fits better.
last, when your particle is ready for use ingame, you need to change the path of the mesh from something like
C:\games\ParticleForge\mesh\mymesh.mesh
to
C:\gs\main\DataSource\Mesh\mymesh.mesh
This path seems to be replaced by the game for the real path sins looks for the mesh (in our case the mod folder)
then place the mesh and the particle file into the respective folders in your mod folder and start to test (after assigning the particlefile to the respective entity of course)
If you got any further questions, just pm me or ask in this thread.
Thanks for help! After work i immediately use your advice.
No problem, and thanks for the Karma. If you need an example you can always look at the file OmegaRotate.particle.
@ Tobi - dropped a revised explorer.da in ... made some improvements.
My Game crashes when i activate the mod.
Can someone help me with this ?
I'm playing the german Game Version, i hope thats not the problem.
What Version of Entrenchment are you using? Have had no problem reports so far concerning crashes when activating the mod.
This mod is not for vanilla sins and not (yet) for diplomacy, just entrenchment for now
German version likely doesnt read the English.str from the String folder. so u need to copy paste the modifications done to that file to the german version of the file.
Ah i have the Vanilla Game, that should be the Problem.
I don't even know if its possible to get the addon in german yet. I hope so
For Entrenchment, and Diplomacy, only English... Vanilla version will become English too once you upgrade over the 1.05... text will be English but sound/voice will remain mainly German...
I have the Kalypso version too...
For these mod, no change needed... in my case, it is only strange to hear French voice with fit badly with the B5 mod...
Ha, thats really something different. (not want to hurt your feelings, but I never though french makes a good language for war)
Narn update: by Koobalt
EA Tiger
EA Chronos
EA Update: by Zvezdochets
Wow that models are looking very great...wana play this!
The Groundwork for Narn and Centauri should be laid with v0.40, but the models will be added over time (textureing takes its toll)
When we make miscellaneouses special abilities ship be more interested.
About Narn - Koobalt our Narn Admiral [he make all model narn ships_G'quan, Bin'tak, Th'norr, T'loth and fighter-bomber Gorith]. G'quan and Bin'tak probably equipped energy mine [but last word for TobiWahn_Kenobi]
About Centaui: we have only one ship - "Vorchan" frigate.
http://rutracker.org/forum/viewtopic.php?t=1692346 here......there is very big, fans collection of music...B5 by Christopher Franke (:
These songs are still sold, please remove the link from your post. We want to use fan created music (Hawkwall did a fantastic job with his first two pieces!)
I don't want to run into issues with copyright as I cannot and will not afford any problems arising from a copyright violation!
U guys want extra pair of hands for codeing abilitys or something else?
Unfortunetly sounds and 3D art are not my thing.
Well, codeing and research trees are always welcome.
What did you have in mind?
I have been pokeing your mod, only the shadow faction this far. Adding 2 new ships (carrier & drednought) useing the mesh u have. Also made the labs to take only 1 slot so u can have all of them in home system. Cause i like the idea makeing completly difrent kind of gameplay for them, like just haveing only the home planet.
So atm im thinking options for resourse and allegianse gains. Also takeing ability options from the B5 Wars table game(half-phaseing, Vortex disruptor). Personaly i like to focus on shadows and vorlons but if u have something spesific u need done just ask. As u could say i have too much time in my hands so im just glad to be able to speed up your work to see this mod in its full glory.
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