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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
@ TobiWhan_Kenobi
Just a question...when do you think would the next release comes out? Or would you finished all and then make the release?
@loneranger1Ha, thatw as a good one. If I would wait to have everything finished before a new release, you would have to wait a very long time
0.40 is on its way
http://b5-sotyr.origo.ethz.ch/blog
@radu1Which Pictures are used is specified in the brushes files. There you have coordinates of the picture parts inside the image as well as their identity string. The brushes file is in binary, so you need to convert it using ConvertData.exe before editing, and then reconvert it to use it in sins.
I am poundering about something.
The way Babylon 5 used 'combat' in the show was quite often with beams and usually a well placed beam destroyed a ship.(Quite often the foward beams of most capital ships have and some smaller ships like the White Star)
How is this being implented into the mod? Atm ( haven't tried it ) I assume it is normal combat. Will it be/become more like Babylon 5? Ships probably would be cheaper if they are destroyed in 4 hits, but it does add realisme to the Babylon feel.
Well, depending on the attacker ship and defender ship, they can even be destroyed in 1 hit. But balancing will take place later (as was said before, many times )
@ TobiWahn_Kenobi ..good to now it.And hey I could wait till its all done
Can't wait to try it out with more or less two complete factions to see how it is! I know balancing comes when it comes, I just wanted to know how the combat would be and its a good answer ^^ keeping babylon 5 feel alive!
Yes, I don't want to make it too frustrating but don't want to stray from B5 too much. So it will be a sort of compromise. After all, ships cost a lot, so they need to sustain a little.
Need Help / Advice:Yesterday I tried to make the supply line Idea work, though I have encountered various problems with the abilities.
Even though I made the ShipRecharge Ability for the Planetmodule to only recharge antimatter with constraint HasAntiMatterShortage, yet it always performs that ability, even when no ships are in the targetradius.
I made an ability for tradeships (passive, others don't seem to work) to rechage PlanetModules and StarBases, though while it shows the correct radius, it never does recharge anything. I will probably try to circumvent tis tih the stealantimatter buff, but has anybody experience with tradeships and abilities, and the limitations of this combination?
Sidenote, I've neverbeen able to stop phasejumping by having no antimatter. Can anybody confirm that having no antimatter really stops you from phasejumping?
You can't disable phasejumping if there is no antimatter.
Add a second constraint "NotSelf"... Recharge use anntimatter... if the antimatter level of the planet module is not at 100%, witout these second constraint, the planetmodule will try to recharge itself... since the recharge use itself antimatter, you have a loop who can in the long term slow down all the game...I made an ability for tradeships (passive, others don't seem to work) to rechage PlanetModules and StarBases, though while it shows the correct radius, it never does recharge anything. Will be more easy to reply if we see the code... are your sure that you have the "isAutoCastOnByDefault TRUE"
In the mod, don't you use the Vasari gate code for jump ? If so, only ship with antimatter can jump from one gate to the other since it is a ability...
I am not sure of it but i think that ship without antimatter can jump phaseline... but during the jump, you loose some antimatter... long time that i have play a normal sins game...
@ThoumsinCould not post code, because I'm at work, and had little time yesterday to post it (since when I got to sleep after failing with that ability it was already 3am)
Yes, I'm using NotSelf as a constraint.
Another thing that bothered me, I made the ability so it gave 1 anitmatter repeatedly, still it would only recharge my ships to 219 out of 220, but never stop using the ability.
As for tradeship buffs, I couldn't use autocast, because the ability wouldn't even show up if I used something other than a passive ability.
i try today game, and try to jump from one planet to another, the problem is that to phase jump the ship is need to turn back and until that he recharge 15 antimater, so i can't tell you for 100% that the ship don't need the antimater for phase jump, but from my observation the don't need it, but to be sure you need a ship that can't recharged antimater, or have always 0.
And another topic: I will be very busy, with my engineering thesis, so i wont be online often. But don't be lazy i will check on you.
The red eye see everything
Ok, I got it basically working now, just a few minor problems (crossing fingers)
My main problem was using the ApplyBuffToTargetsInRadius instead of ApplyBuffToTarget
The Problem with the abilities not being used by tradeships was solved by using the StealAntiMatterForFirstSpawner action on the repairplatform (and to be used on the starbases as well)
Now I just need to work out the details.
Early WIP Test Tex for G'Quarn update.
G'Quan mesh is in repository! Might need some tweaking on the tangent map, but that i can only say after I have the texture.
G'Quan early tex. update - replaced test tex.
Render:
Ingame - but perhaps some lighting issues ...
Still a lot more details to add/revise/etc ...
WIP Tex. update - WIP .cl - basic .da/nm
Looks wonderful!!
I have a defensive platform the Earth Alliance. models 3d Max 2010model : 900 polygonsTexture one file 512х512 px.
is necessary ?
TobiWahn, this model better then my. And probably need attach in mod this model than my [and in my 2.1k poly]
@lovadVery nice. Was this done by yourself? If yes, I'm definitely interested. Is it uv segmented, optimised and uv textured?If this model is 900 triangles, you might add some details (up to 15k triangles) if you wish! Thanks alot.
@ZvezdochetsWell, I can't say if it is better than yours or not, but for 900 tri, tjis is very good.
It is say 900 poly and not 900 triangles... Have already see so much 3dMax model where round surface was a single poly... once triangulate, using the round surface can use a lot of poly...
For say what model is better, we need them in .obj format and check them in some 3D software, fully triangulated with possible error corrected, and transparent poly replaced if they exist...
At me two models of this platform. One on 900 poly, another is a bit easier on ~700 rpoly. Distinctions in them are minimum and visible if to look narrowly. Tell where to send, I will give in max, obg, 3ds + texture
Thentus frigate - Narn
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