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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Awesome news Zvezdochets!!!
select the part, right click and select filp and chose one of axis, i always make one part, duplicate it flip with z axis and than I made the middle part. ( i always make the front with x axis)
I want to move fast foward to time to play 1.0 !!!
love the minbari ship
good news on the rotating ship thing too!
Koobalt method is good for single piece... but if you are really lazy and wish a perfect symetrie, model a half ship... select all the face who will the mirror reference, hit backspace, tools>virtual mirror>create , tools>virtual mirror>freeze ... with these methode, you only need to create a half of the model...
Narn G'Quan: Model by Koobalt
Early test tex. WIP - basic using elements from celestiamotherlode's tex. for their G'Quan
@ Tobiwahn - I used the G'Quan from the dropbox + UV. Tex.psd .... just a basic tex. for now until I can see it ingame and replace the test tex. with my own
@ZvezdochetsWas that what you had in mind?
1086 triangles
Good, but for 1068 polygons. For mod good too, because if i make "Nial" i use too many polygons [and too heavy for game]. For mod your variant better.
If you come to think of it, the current nial uses 948 triangles, the new one 1086, so you can see how bad my first nial was
hmmm... are you guys addressing the issue of late game lag if it ever pops up of large fleets, FC and of course trade vessels, ect ect? stuff that might slow the game down for us players who like to play VERY long games on very large maps? This might have been asked already but I'm not sure so I decided to throw this question out there for you guys to answer cause someone later on will probably do the same thing I am asking
Yes, this model more better then early! I see big progress.
@EternalRequiem
We'll see. Though be warned that SOTYR has higher requirements that default sins. So if you are having ram issues, lowering the graphic options might help a lot. As for lag due to cpu issues (trade ships, FC movement, weapon calculations) we can only hope that Ironclad can and will make progress in relation to threading and cpu optimisations.
Yeah I don't have an issue with graphics cause my PC is custom built and can handle alot... that remains to be seen with Ironclad seeing how they did some poor work in some areas of the game only to have to go back and fix them later on... there is also the issue with the hardcoded 2 gig ram issue
I ment to ask were we going to mod structures? I havent actually looked for examples on structures.. but things like research structures and ship factories there are some examples.. so for those and the ones without examples are we gonna do something for them?
Don't know what is already included in the actual release but if i good remember, the ship factory for the EA was already done... i think that for the EA capitalship factory, the excalibur shipyard from the serie was used ( made by Kobalt )... Zvez have work some time ago on the GOD EA defense platform... Myself have make a pre-model ( very low low poly version ) of the B5 starbase... Koobalt have look recently at various Narm orbital structure...
Just remember that a lot of think are now WIP and not yet show in these topic and of course not yet included in the mod...
About lag and trade ship... for the EA, the models are already done but will be remake fully... trade ship and resource will use the cargo and tanker B5 model see in the serie... now the models are too much differents but in the serie, all the super structure are identical... goal is to have a comman structure at the poly level who will allow us to use a single map set for the two model...
Recently, Tobi have ask a Vorlon light cruiser... since these have a lot of common part, for the difference, i have recycle some unused poly from the Vorlon cruiser... result is two different model with similar UV using one single texture set... when you think that a capital texture is over the 5mb in size and that each texture set is made of 3 texture, over 15mb is memory is win on a single model !!! In fact, one more ship is maybe planned to use the same texture set... meaning that optimisation will lead to spare 66% of memory on 3 ship... i am not sure about it, but i think that it is possible to make all canon Vorlon fleet with 3 or 4 texture set... non canon being derivated from canon one, we can recycle and use these basic texture for them...
At the modeling level, model can seem heavy but we reach very detail with few poly... the original Sharlin was around 45k poly !!! The revisited one that Steiner have paint in a wonderfull way have only 15k poly and more details that the previous one...
The only thig who can pose problem is at the graphic card level... the B5 mod use a lot of particule effect who themself use shader code... these shader code is excecuted by the GPU and not the CPU is your graphic card have shader 2.0 ... if you have a low end shader 2.0 compatible card or a non compatible shader 2.0 graphic card ( in these case, directx and CPU make all the work ), you will have some lag... In short, compared to other mod, the B5 mod will maybe use fewer ram for similar material, CPU use will be lower or equal but GPU use will be more intensive...
Thanks for the writeUp Fileosoft! Nice insight.
One question about a thing I never quite understood:
Many a people say that reducing polygons and reducing texture size on the trade ships and fighter craft helps a lot in relation to ram and speed issues. From my understanding, most of the time, the meshes and textures for tradeships and fighter craft are not visible, but replaced with the icons. How should a polyreduction and texture reduction help in such a case?
And does sins use instancing?
Thanks for any answers and insights!
OK new question lol.. how do I determine the amount of triangles? Is it the edges that appear when i select my object?
Status up date Raider Mothership - Cruiser Hull
Ive worked with somethings to try and cut down my triangles.. just cause there are so many objects in my design that I bet im over.. but if i select the images.. connect... and then look at the faces, edges, and vertices number at the left corner of my work area I dont know wether to be happy or worried lol.
Polygons are faces. To determine your amount correctly, you need to triangulate the model first (so that there are only triangles, no more quads or n-gons). Then just post the number of faces the model has. Judging from the screenshots, you seem to have struck a very good balance. Model looks wonderful. Thanks!!
So far.. 4800 faces. I think this model is done. Lol Gotta start UV now..
4800? Thats very good!
Looks great! Thanks for your contribution!
Well.. its not finished yet.. but Im having alot of fun with this.. you guys are great and this is worth the effort to get these things done for the mod.
A great model needs a great tex. I've always been inspired by all the B5 modelers .. such great work ... wish there were more of us to tex. all the splendid models we have!
Also, all the other help however big/small moves us further to our goal.
As with all the work we do, a combined effort model/UV/AO/mesh/coding/abilities/tex = some of the best works of art I've seen!
Again I think/believe we all have to thank Tobiwahn (B5 team leader) for saving the B5 mod from the ashes and his continued devotion to it. Without his efforts we wouldn't have the skills and motivation to bring forth all that we have done (@ Tobiwahn - no flowers just fact).
I started by seeing so many Sins B5 attempts look great ... but fade and die ... so I decided to do what I could to help ... just started with 2D loading screens ... learn a lot from File'o'soft/Thoumsin, Evil Tesla and Tobiwahn ... now adding icons/images/loading screen characters/texturing ships/etc ... You don't have to know how to mod to help .. you just need enthusiasm and the rest you can learn ...
Your effort is more than welcome!
As always, wise words from SteinerX. Thanks all of you who work on this mod to make it come to life! We all play a small part in the making of the mod, but the wole is more than the sum of its pieces. Every single one of us learns here and advances his skills in game development more and more. I've always wanted to make a game (or mod ) and wasn't ever sure I could really pull such a thing off. Now, with the help of SteinerX, Fileosoft, Koobalt, Zvezdochets, Hawkwall and lots of others I think we have made more quality progress than any other sins mod out there. we may just be in alpha, but I think, when I look at a sharlin or omega, we have some of the best models ever made for sins. Thanks alot for your passion and enthusiasm, your helpful insights and contributions, your ideas and motivations. The beginnings of sotyr started about a year ago
https://forums.sinsofasolarempire.com/345274/page/2/#replies
with the creation of a jumpgate for the then planned b5 mod by LordTareq, which never materialised, but, thanks to SteinerX, made me start the B5 Sins Of The Younger Races Mod (officially on 17th of August - must not forget that date)!
So thanks for one year in support and hope we continue on that path!
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