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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
not sure about everything but...
reducing polygone and texture size reduce always the memory use... mainly at the start when sins load everything... since mod almost always flirt with the 2 gb limit, a few hundred kb spared can mean the difference between a crash or a good game...
About model being only a icon, i don't think that it is true... icon keep always the same size but in function of the zoom level, model can use all the screen ( or more ) or use a single pixel... anyway, the .mesh is always loaded and used, same if you see nothing... remember that same in his "icon" form, the model can shoot, have reactor particule effect, etc... all the hardpoints for this are "in" the .mesh, along their orientation... so, i am pretty sure that the engine calculate how to render all the model polies same if they are a single pixel... same thing for the texture... texture have mip map... in the case of a capital texture ( 2048 x 2048 ), the mip map level is 12 ( 2048x2048, 1024x1024, 512x512, 256x256, 128x128, 64x64, 32x32, 16x16, 8x8, 4x4, 2x2, 1x1 ), so the lower level of texture is one pixel ( these don't need processor or GPU power since mipmap are embedded in the dds but the full dds take ram)... now, a model who is a single pixel on screen don't use so much data but it change nothing for the shader code, the ship_gs... number of instruction remain the same...
About sins use geometric instancing, again, i am not sure but i think that it don't use it... first, it was something new in directx9, using separate stream ( thread ) to render multiple copy of the same object... since we have no documentation about the engine itself, we cannot know for sure... second, instancing use the same vertex data for each copy, variation being made via various texture and/or skeletal animation ( pose )... .mesh having already included the info related to texture, the various texture is something not possible... and until now skeletal animation is not possible with sins ( if sins was using shader 3.0, some simple mesh animation will have be possible, by example a ship with wings moving like these of a manta ray or surface moving like wave... )
But the lag in late game is due to other reason, at any moment, the game need to know the position of any object, what he make, etc... you can be busy with a little battle but elsewhere, invisible to your eyes, there can be a huge battle who require a lot of data and processing power... and it is where the few kb, mb or more meory who is spared with texture or poly optimization become important... the extra memory spared can be used by the game for these late game complexe calculation...
Thanks! That explains a lot!
First, first karma for helping the mod
About triangles, like tobi say, it is the numbers of faces after triangulation... but it is better never triangle your model before he his finish... Wings3d work better with quad... specialy if you have make a very low poly model and that you wish smooth some curved region later for better quality...
So since wings3D work mainly with quad, look how much face you have and multiply it by two... the result will be somehow around the result after triangulation...
About "connect" in the top menu... try to not use it... it will try to connect your numerous object and increase the poly count... best is in object mode to : top menu "select all", right-click, "combine"
oFant0mo register on this site:
http://danmangames.com/forums/index.php
and ask File'o'soft for mod developer status and go here:
http://danmangames.com/forums/index.php?topic=1789.0
here you have a great tutorial how segment and UV model in Wings3d made by Thoumsin/File'o'soft for me, it will help you a lot.
Will be a good idea to register yourself on the fews working places for the B5 mod... one of the place where i am web admin is http://danmangames.com/forums/index.php?board=58.0 ... once register, i will be able to give you the mod devs status...
Reason is very simple... these forum is good but it is not really a good work place... by example, for posting your wip files... a screenshoot is great but your WIP model in obj or wings3d format is best for check it... Tobi will check it for be sure that it look canon on every side ( can be a reactor more long, a detail wished to be added, etc )... second reason is other modeler able to check your model, maybe correct minor error ( until now, i have never make a model error free from the first draw, and i have a lot of experience )... can be interesting for other modeler from the team wishing to use piece from you model for a other one ( by example, Tobi using my reactor flap for the Aurora... me using the Zvez front part for all new transporter...
I bet that you are enough new with wings3D... before make the UV, there is a important stage called "segmenting"... for both stage ( segmenting, UV ), no auto-tools will give a good result that a manual work...Once you are register on the danmangame forum, and have the mod devs status, take a look at http://danmangames.com/forums/index.php?topic=1789.0 ... it is a tutorial that i have make a long time ago and that Koobalt have post there... it is about the segmenting and UV optimisation of the B5 explorer model... was a enough complex model for show a lot of thing...
About the model done, i don't agree... a one picture tutorial for poly optimisation...
1) now use 8 tri can reduce it to 4... select the edge at the base of the pyramid, loop cut, remove the red/blue edges on the main body... repeat for each pyramid... total spare 40 tri
2) now 20 tri reduce to 12 tri... make the connection in green, delete the connection in red and the red vertex
3) similar to 1)... from 12 tri to 4 tri
4) use the 2) method... from 10 tri to 8 ... if method 1 used, 10 tri to 4 tri
I think that you see my point... each operation only spare a few tri... but it can be repeated at a lot of place on the model... maybe 1k tri can be spared in total... important since a bunch of raider fighter will need to be added on the arm of the model
EDIT : For the T form where come the fighter, i can reduce a group of 30 triangle to 16 tri for each !!! ... by the way, my poly reduction never change the shape of the model...
@ThoumsinYep, you are da man when it comes to optimisations!
@oFant0moAbout the T Section, yes, the base T can be made of two cubes (cuboids) intersecting each other instead of the current approach. When making the T sections more optimised (and in general) be careful not to have two faces exactly overlapping each other or we will get atrifacts ingame (cause the engine never knows which face to be the nearest) so just offset them by a very very tiny bit. Hope that was understandable
Have no choice... i have wonderfull professional tools who are able to reduce the poly count from a 10 million poly to a 200-250k... but it fail to make a good work on low poly models...
By the way, Koobalt is very good too for optimisations... he just need a little more experience with curved model...
One oof-topic question for oFant0mo ... what is your OS ? I mainly use Wings3d on Linux and XP pro on my desktop... with my laptop and Vista, i have huge problem of stability and i think to use Win7... need to know if Win7 work good with Wings3D...
I don't use Wings3D in the way you do, but I never had a crash on Win7
i use Wing only on Win 7, and it's stable, it work good.
I use windows 7. As for optimizing for poly count guess Ill have to get to work. I worked with Studio 3d back in college and its been a long time. More than anything im learning as I go to catch up.. I did the connect option I saw in other tutorials.. saw the faces count.. if thats the case Im good. As far as lowering triangles Im gonna have to work on it also.. I tried to UV map it and honestly I think I can manage.. but its gna be tough.. alot of angles and corners... anywho.. once I connected them i had some plane overlay if that makes sense.. segments of plane that overlapped.. i had to edit it so they didnt.. Again.. I feel like a noob lol.. gna have to watch more tutorials.. Lol. Tbh a vent server would be awesome.. cause if we hit a snag you could always bother someone...
I saw that some of you were working on the structures like you said but since not all structures were shown in the series is there any chance of some concept artwork for them? I was more of an art major in my degree so the work stiener does.. im right there with him.. including using something like premiere for the intro movie for the game. But Ill focus on my fail modeling for the moment.. lol
duplicate delete
I also joined your forums. Are you guys gonna have like raider races? Drazi? And the like or group them? Like..
League of Un-alligning Races
Raiders
etc..?
Thirdspace aliens, as fear raiders. One Thirdspace fighter for every "Whitestar".
About LONAW - as TobiWahn will solve this.
T'Loth, T'Roth and Battlestation from one UV map
We begin by the model show in the serie but mongoose model are somehow accepted by Tobi... myself, i use a lot the "B5 war" material...
About your other post, related to the numerous races... yes, it is planned in the very very long term, for Sins II or maybe Sins III... i think that we will make the max who is possible with the actual game engine but unfortunaly, these engine will never be able to support ALL the races of the B5 universe... if sins2 or a other game allow to use more ressource, Tobi will be able to adapt the mod to the new engine... model are in .obj format, texture are in layered PSD format, stat are mainly based on the mongoose book, etc...
Nice work, koobalt! You our Narn Warlord.
P.S: For "Aeolus" tug i use 6.5 tri. I know, too many poly - but i want reduce.
Now work on Centauri "Octurion" battleship.
Yes, koobalt is our Narn supreme leader! Wonderful.
As Thoumsin said, the most important models are the ones shown in the series (though I don't count the last movie in, I hate it to be honest)As for structures, if you want you can provide some concept artwork for them. We do not have much information about the structures of the races. (Minbari seem to use crystal as their main building material, though I'm not sure it would be good in space)
As for Raiders, they wont be their own faction, but rather replace the pirates.
Small update:Apollo texture is now finished, need to make model AO compatible, render AO and Radiosity into the texture and convert to mesh.
I love the Narn ships.. Im totally planing on playing them when 1.0 comes out.
It is a shame all I see from koobalt's posting is a small white field with a red X..... and not lovely ships.
I even see the #$%@ red X in the other sites postings... http://babylon5ins.blogspot.com/search/label/Koobalt%27s%20B5%20Shipyard
Darvroth
you don't see only my image with ships or another to??
maybe try with another software, i use Opera.
I don't see the image as well... I do see a small squarish looking box I can click on that brings me to the danman games forum but it says
An Error Has Occurred! The topic or board you are looking for appears to be either missing or off limits to you.
that is what happens when I click on the small box which I suppose is supposed to be the image?
Ja'Stat Narn battlestation
Being one of the web admin of the dmg forum, i can explain the "why"... first, only member of the dmg forum can see linked picture... in these case, the picture is from a mod devs section, so only mod dev, mod leader, moderator and admin from the dmg forum can see it...
i am really sorry about it but it is due to the way i have setup the right access when the old 7DS forum have dissappear... best is to make like Koobalt have make now, choose a externe hosting... or wait until Steinerx include it in his blog...
A other thing, for people who worry about our progress... these topic is mainly about what is already existing in our public beta release... but a lot of thing are already done and almost ready ( or ready ) to be included in the next release... being the dedicated Vorlon modeler, you have already see the Vorlon cruiser here... but the Vorlon light cruiser, and the Vorlon heavy cruiser are already done... Vorlon carrier wil be done today... on the Narm level, Koobalt is working on 3 models in the same time... this is dev work that you don't see... where the main goal is numerous model sharing the same texture... it can seem to be a detail but these working method allow us to spare more that 50% of memory use at the texture level ( and it is a bunch of mb spared )...
Due to the Tobi, Koobalt, Steinerx, etc... hard work, we can have 6 B5 races using fewer main memory that the 3 sins races !!! Yes, we keep in mind the 2gb limit of sins and try to use modeling/texturing method who allow us to give more visual pleasure to the player but using fewer resource...
These reply was not only for EternalRequiem but for anybody having question about our progress... not eerything is show here, not everything is show on the blog, not everything is show on the dmg forum, ... i don"t know what Tobi have planned for the 0.40 beta but i am sure that he will be a huge change... and when 0.40 will be released, don't forget that WE NEEED YOU for test it...
duplicate post due to "forum go boom"
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