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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Thanks, i work on this ship last week Another screenshot [3d render with 3dMax]. Few bugs with nose but this problem only if you see with minimal distance.
About abilities for this ship - maybe add G.O.D cannon [as ability] or anyone else.
@ZvezdochetsNice ship! And we have no 10k tri limit, rather a best stay under 12k tri limit and a the hell stay under 15k tri limit! What should the G.O.D ability do? Spawn a G.O.D missile defence?
Very powerful particle cannons - like Victory quantum discharge cannon, except not yellow and not as powerful
Check the B5 Lost Tale's, battle segments at youtube
No, only as analog GaussBlast - in final battle "Call to arms" G.O.D satellite use lasers and high-energy cannon. One shot - one ship. As on "Victory". Ans when ship use this ability enemy ship gets big damages.
For nice "Saggitarius" cruiser need another, low-poly missiles.
Not in "Lost tales" - "Call to arms". We all see result. This terrible weapon may destroy West coast of America, when Sheridan try ram this satellite.
Well, good it's not The Lost Tales, because I consider that to be utter *$%&§*§!
Sorry,
As for this ability, we would need to tone it down somewhat (one shot one ship might e a bit too drastic, since even the Victories ability does not do enough damage to kill a shadow ship in one shot - but that might change, lets see)
The GOD cannons are on par with the Minbari slicers/neutron beams from what i remember.
And, i didnt mean the storyline or anything, theres just a sweet 20 second visual of 5 or 6 Vorchans taking on 2 Warlocks in beautiful updated CGI
I see this battle, but second "WarlocK' looks strange - as half of ship [but probably this is a programm error, when coding this CGI].
Looks great! Can't wait to see it when it's finished!
@Tobiwahn & Zvezdochets - how do you feel about making the side-facing gun barrels on the Warlock shorter ... I think it would look sleeker and visually more appealing - just an idea - still very happy with this great model either way:)
@SteinerXI agree, just a little tiny bit shorter would make it look more correct I think, but I can't compare it very well, so best leave it to Zvezdochets.
I try change turret use series "Crusade" [1,13] where i saw this ship. Need add else side hangars and other small detail. About "visually more appealing" - agree, this turet not soo appealing but "polycount limit - terrible thing]
Will work more.
P.S: I think about new ability for Narn, because narn ship have low maneuverability and vulnerable.
I want give chance for this ships if he want escape. Secret for all, we all see this ability in our mod [for players]
@SteinerXI have put a file for you onto dropbox - SharlinAmbient_Occlusion.psdIt has AO baked for your texture. You should use it as an overlay for the cl using the blend mode multiply in Photoshop. It may need some correction at the end of the main mesh, but that can be worked out easily.
Rendering took the last 2 days, so I hope you like it.
Cheers
I have entrenchment 1.05 so it seems to be somewhat buggy when running it on it. Any idea when/if it will be updated for the 1.05 version?
Not exactly. I'm a bit behind schedule, but somewhere 1st week of march. Might be that we make it for diplomacy from then on though.
Great thanks for that!
@SteinerX
You are always welcome! The more we optimise the UV Layout, the more difficult it gets bakeing AO into the texture. So I had to remove some parts from the AO bakeing to make it work. I think it looks quite good. Well, I think the new sharlin with your texture looks absolutely stunning.
When I finally get to the point of optimising the Tinashi frigate, would you be so kind as to make a new texture for that as well? You are really talented and your work on minbari texture styles is wonderful!
Partially my mistake... for some non important part, i have not take care of flip the UV piece... since AO is related to light, normal and polygones shadowing each other, i will be more carefull in my next model... i am pretty sure that you have know problem with the AO on the main boy, specially part where are the "rib"...
Rendering took the last 2 days
And i was complaining that my rendering on my previous computer was taking one night... and i complain that with my actual computer ( using 8 render engine in 64 bits mode ), it take 15 minutes... sure that you have a lot of patience...
About patience, take a look at http://danmangames.com/forums/index.php?topic=1880.msg12601#msg12601 ... my work for you ( and other ) will be stopped for around two weeks... but after, i will have a bunch of free time for everybody ( you included )... just sorry for the delay...
Okay thanks, diplomacy aint an issue, i can always buy it.
LOVE IT! - How is it done? Makes a big difference:)
WIP Sharlin tex. update - lots of details to add to .cl and an early .da & .nm - (ingame screenshots)
LINK - to blog for larger images
The AO layer looks wonderful! Thanks for your comments ... tex. is certainly enhanced by your AO layer! I have great teachers/advisers ... as always a great team effort from model/UV/Tex/mesh/enhancements/support/etc ...
Oh, and played our SVN version - Minbari research working as before (no problems)
Of course:) - And thanks teacher for your comments
Well, we have to thank you (tim and time again). Without you - SteinerX - we wouldn't have all the team members we enjoy to have now! And your work is becoming better and better all the way.
As for the Ambient Occlusion - this is an effect you normally get from Global Illumination (at much higher cost)
Global illumination is a lightning model using radiosity where light is coming from all directions. This creates the effect that parts of the model that touch other parts are made darker because of the diffusion of light (damn english, sometimes my knowledge of english is not enough to explain complex concepts... sham on me)For a much better explanation see http://en.wikipedia.org/wiki/Ambient_occlusion
bakeing ambient occlusion into a texture can be done by most professional software packages but is very time consuming. In this case I used a base texture size of 4096x4096 with 2x supersampling which equates to 4 times the texture size. It calculates the ambient occlusion but instead of applying it to the model it saves it as BlackWhite value in a texture.
Well, in some cases we could have done better, but since the ribs for example touch the upper surface (the main body) at different points on their y-axis I cannot use AO on them, so I had to drag them off the uv map to not create undesired effects. We could only remedy this situation at the modelling stage and only with very difficult methods, or do not optimise the ribs at all in the uv.
ps: I answered you in the linked thread. Glad to hear and we will wait patiently for your return!
Thanks for the info:)
Thanks!
And we have a great team doing the best they can in what little time we have ... proud to be part of that team!
Cool I love B5. Keep up the good work guys!
Ahm, guys, sorry to tell you that the next version of SOTYR is a bit off schedule, as I have much work to do at the moment due to my co-worker being abroad for a month or two. Still I will try to release the next version in 2 weeks or so.
Just don't die.
hm....ok
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