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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
@DavrothAs much as I prefer your vision, we cannot distinguish between Jumpgate jumps (ie vasari phasegate jumps) and standard jumps. Both use the same cost - structure sins intern, so I cannot make normal jumps cost antimatter and jumpgatejumps cost none. Though one could make jumpgates refill the antimatter as well (perhaps someone tells me how to make it so that jumpgates only fill the antimatter up to a certain level ie. required for one jump). that would make jumpgates in unowned systems vital for travelling.
Question: Are ships really unable to jump when they have 0 antimatter?
yes, they can't jump with 0 antimatter
@KoobaltWonderful
For all ship, there is a option for replinish antimatter... all suns in sins have a ability to recharge slowly antimatter...
If i good remember, the TEC have a orbital structure able to recharge antimatter too... so the code, entity already exist...
By the way, i am for the need to recharge antimatter near sun or orbital structure/starbase... it is more realistic... you have now ability who use antimatter ( like missile barrage ) without the need to recharge something... let rename "antimatter" and call it energy... no realistic ship have a unlimited amount of energy... and adding some supply need will really add a interesting dimension to the game...
Can simply add the ability "Ability_AntiMatterRechargeModule" to the stargate... and make it slow for recharge so it cannot be used in the heat of a fight... of course, you will need to modify the ability for apply to everybody, not only friendly ship... about the constraint, a actual one is "HasAntiMatterShortage"... need to check if there is some other constraint that you can use ( ask Danman, i have make a wiki entry for all sins constraint in the past and Dan is the only one with the wiki data since the move of the forum )...
Almost forget, your Vorlon Light Cruiser is fully done ( model, segment, UV, texture )... take a look at http://danmangames.com/forums/index.php?topic=1757.msg13620#msg13620 ... with very little work, you will have it ingame in a short time... maybe a Vorlon Heavy Cruiser ( non canon too ) for tomorrow... and when the Ambassador transport will be done, same type of work, it will be the base for a total of 5 models... will remain the destroyer and planet killer who is unique...
TobiWahn,
I see the point. Ok all jumps consume anti-matter but jump gates could add X "energy" for Y seconds making the use of a jump gate energy neutral (with the bonus of a built in recharge period) presuming a ship didn't have enough "energy" on its own prior to the jump.
Q: Will all gravity wells begin with jump gates and if not how will they be distributed?
Q: How if jump gates have the ownership of a faction are they not targeted by AI controlled fleets and raiders? Is it possible to code jump gates the same as neutral "resources" even if within a claimed gravity well?
Q: Will non-self jump shipping follow the phase lane model (simulating many short jums)? And self jump capable ships follow the Visari model of being able to jump to any explored gravity well? And if not how do you envision (within the current limits of Sins) working?
Many thanks.
Darvroth
This is the ability "AbilityAntiMatterRestore" - in previous year i offer this ability for "Hermes".
And two types "antimatter" tankers - military "Hermes" and civil tanker [Thoumsin - you remember our tanker ?]
About ability - i may modified ability [change transfer distance, etc]
I remember them... there are a few models that Tobi wait... but i will remake all of them later... in fact, all will have your ship head ( cannot make better with fewer poly )... goal is to have one texture map for several models... and since the head is the complex part at the poly level, best to use your good version...
About remember, i have a fighter to finish too... but it is not problem, our hero texture is so much busy that he cannot follow the flow of models...
haha, yes, we keep SteinerX very busy
And I need to get myself around to make him the hyperion UV so he can start working on it. Too bad my weekend is almost completely planned for by my sweetheart and relatives.
Whoa sweetheart? c'mon dude.. who has gfs? Videogames are life. lol
two - 3 hours work.. this program is similar to the one i used in class... whatcha think?
@oFant0moLooks nice, though keep the polygon limit in mind when you do roundings, they seem a bit too much from here (keep in mind that the polygon limit is counted in triangles, not quads=
@radu1Sorry, no release date yet, but you can gauge progress here e bit:http://b5-sotyr.origo.ethz.ch/blog
Nice!
[quote who="radu1" reply="1487" id="2601568"]hi guys..is there an ETA on 0.40 version ?
Soonish
Texture update:
Sharlin remodeled by File'o'soft/Thoumsin - AO by Tobiwahn - "a lick of paint" by me: 100% done
@ Tobiwahn files dropped in
I've been following your mod for some time now..i'm a huge B5 fan..and this is an incredible work you are doing...my favourite is the Omega destroyer...breathtaking..simply breathtaking...maybe it's because of that rotating module, but the ship looks sooo..alive...if you know what i mean...i even added it to my original Sins , so now the Tec have 6 capitals..keep up the good work..and keep those ships coming..
Nice model and texture! Interesting, Nial will remodeled or no ?
P.S: SteinerX, in new release you make new ship icons from file "B5_Unit_Infocard" ?
In previos release i see "Explorer", "Omega", "Poseidon", "Nova", "Hyperion", "Saggitarius" ... and all
Planned new ship icons ?
@SteinerXWOW! Looks soo good!@radu1Thanks alot, wait till you see the updated texture for the omega in 0.40!!@ZvezdochetsSecond that. New icons would be so cool!
Thanks for your interest and comments on behalf of the B5 Team.
Yes love the Omega, too. BigBangTheory worked out the rotating effect for a previous B5 attempt ... Tobiwahn recreated this for us here (Great work Tobiwahn!) ... if you love the Omega then you'll like the Explorer, too ... it has a rotating section ...
The new Sharlin looks great ingame ... plus the Vorlon Dreadnought with the moving tex.
All in all a splendid team effort ... am always amazed by the quality/creativity of the work produced (abilities/models/tex/coding/teamwork/etc).
It's on my ever growing list of things to do
Thanks great model and great AO, just a bit of paint from me. Some Minbari ships will have some retexture work.
Good! Yesterday i start work on LONAW fleet - better when we have 3d models, on future of course.
P.S: Drazi Sun hawk have 2468 tri, fighter Sky Serpent 1168 tri [slighty more limits, but Sunhawk carry only one fighter]. Render image from 3d max.
Looks very nice!
Thanks! More and more miscellaneouses ships for mod !
I like seeing that Drazi ship. It really encourages me to come and look for updates.
Ok slight slag.. im not used to wings.. I wanna mirrior image a duplicate section of a model... soo can anyone help me with that? I duplicated the module but i wanna mirrior it to opposite what it is now..
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