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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Thank you soo much SpardaSon21 for this wonderful insight. Now I have to redo a few entity files and meshes...
TobiWahn, Sins has different damages for different fire arcs. They all have the same cooldown time, but they can do different damages per arc. A weapon emitter that faces left will do damage based on the left arc damage in a ship's entity file, and an emitter on the right will do damage based on the right arc damage in the ship's entity file. This also applies to front and rear arcs, of course. Also, all arcs for each weapon use the same particle and sound effects.
Let me get this right TobiWahn, you actually thought all weapons arcs fired when one arc fired?
No, I thought all emitters ( nullpoints / hardpoints ) fired regardless of the weapon arc the emitter faces. I did not know that the weapon emitters facing ( nullpoint direction ) was connected to the weapons arc ( I thought to have read otherwise somewhere on the forums... foolish me)
When I'm talking emitters, I'm not talking about the damage but just the graphical representation, the nullpoints that spawn the particleeffects.
eg.:
I have a model with
Weapon 0: Damage left 120, Damage right 120
5 nullpoints (P0xx-Weapon-0) facing right,5 nullpoints (P0xx-Weapon-0) facing left,
When my ship fires at a target to the left - will only the 5 left-facing nullpoints spawn the weapon firing partiles? I know about the damage models (use them already ) but I'm not sure about the graphical representation.
Oh yeah, only the emitters facing towards the left will fire weapon particle effects, the ones on the right will do nothing.
Thanks alot again for confirming this! This helps lots
been away for a week in wales, hope things are well with the mod
Wow gratullation your webside has succeeded really well
Now you have already made your webside new and the ad on you do not have yet
Welcome back, yes well:)
Thanks on behalf of the B5 team:)
I updated the blog ... but nothing special ... Tobiwahn has organised a great web area for us at:
Developer and Bug Report Forums are over here
http://b5-sotyr.origo.ethz.ch/wiki/b5_sotyr
Sharlin update ... getting there a WIP:
Thanks SteinerX, looks good!
Thanks as does your AO/Mesh improvements to the Omega!
Can't wait to see the AO improvements to the Explorer! +
Thanks for the screens. As for the Explorer, I'm not sure how much I can do on that model, but I will try.
I'm glad to see B5 finally getting some actual mod work, and I love the models that have been put out so far.
One question though, is the next release going to be for the newest version of Entrenchment or Diplomacy? I ask because the current release does not seem to be at all stable under the newest version.
Next Version will be 0.40 and only for Diplomacy ( one has to go with the times )
But still a lot to do.
Planned for 0.40 at the moment:
Hehe, take your time. Eagerly awaiting next release, keep up the good work!
It is on the highest (but AA=none as it causes white dots) ...
I can't understand this, as your textures look washed out compared to mine (but I'm using 8x Anisotropic filtering as well, that might help). Still, I will give you screenshots from me for comparison when I get to it.
As for the white dots, I found sort of a solution:If you got a NVidia Graphicscard, you can download nhancer. There you can profile sins to use Supersampling antialiasing (SSAA) mode (NOT hybrid or MSAA). SSAA is way slower than MSAA, but does not inhibit the white dot problem. So as long as my GFX Card can handle it, I turn it on (might need to turn it off when having huge battles though...)
Any plans for the White Star?
@ronmcd1076Nothing specific for now, but I think some way or the other they will appear. Not in the next release(s) though.
i cant wait to play Earth Alliance!!!!!!!!!!
thanks B5 team!
keep the updates coming
Small question: when i add two or more weapon slots for beam weapon on my ship [Weapon-0] - but in game i see only one beam - from center ship ? How make two or more beam cannon [like Advent Halcyon carrier] for ship ? Needed for modding.
Did you add the proper emitters to Weapon-0? I think the weapon nulls need to be named exactly after their weapon, so a null for Weapon-0 needs to be named Weapon-0, and it needs to either be facing either straight ahead, or in increments of 90 degrees horizontal.
Thanks, i try!
So, did that solve your problem?
@ZvezdochetsYou need a hardpoint for every beam named after your weapon (Weapon-0 in this case) facing the direction the beam should be shot at (roughly)In XSI ModTools you need to name them P001-Weapon-0 to P00X-Weapon-0 for the first weapon for example, because when converted to mesh the converter throws away the first five letters, leaving only Weapon-0 as the ame for the hardpoint.
I just want to say, I hope you guys can manage to catch the Bablyon 5 feel ! Babylon 5 has been, and probably will be the best TV serie expirience ever, The story, the characters, the ships ( White Star is the most beutifull, elegant, fearsome ship designed ) ever created, Cannot wait for this to be getting close to final release!
Wish I could help, but I have zero skills when it comes to modding, all I can say is, keep it up, keep motivated and most of all enjoy your work!
There are many great features available to you once you register, including:
Sign in or Create Account