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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Very impressive! As i see, Fileosoft experienced 3d modeller. But i try not too "cut" polygons, and my fighters has more polygons than Fileosoft models. I know, this is not good for game .
To SteinerX: "Olympus" ~ 60-70 % ended. /Warlock - nearly ended/. About "Olympus" - has in maximym 4k tri, but reduce.
Excellent! Your a model making machine! Tobiwahn is going to be busy next week!
Warlock (without small detail - flak turell etc). All model - 9118 tri. If "cut" turret [too many poly] ~ 8000. But maybe reduce poly.
Ship very similiars on "Kol" battleship. "Nose" antenna - reworked.
As for the poly count is it actually engine limited or is the issue more of a problem with users computers?
zeroibis, the engine can handle 50k polies( as mentioned in other threads a long time ago), but the more polies the more processing it takes in game, so to allow the greatest potential and performance it is a GOOD IDEA to create your ships with the minimum polies you can.
harpo
Sweet! It's great! Wonderful work, yet again, Zvezdochets!
Will ask ...
Thanks, harpo for answering this!
B5 Minbari Completion Chart
B5 EA Completion Chart
B5 Shadows Completion Chart
B5 2D Artwork Completion chart
Loading screens 7 to 13 are open for contribution, the best 7 will be chosen.Please put the source/credit with each image.
Please, post them here
or
in this thread.
Size: 1090px by 700px
Example 1:
by Giles Nutyen 2002 www.wallpaperlinks.be
Very nice! SteinerX, if you nave more time, maybe you try make few image ship [black&white] 28 x 28 pixels for Unit_Infocard ? As i see, you very good work in Photoshop! About images: especially me love "Victory".
P.S: If Fileosoft make new "low-poly" "Thunderbolt" model - it's very good! I not advanced modeller. When he make model and he has less 1.7k poly, better add Fileosoft model.
I have made maybe 20 low poly ( 500-1000 poly ) B5 ship next week-end... but they are more sketch that definitive model... but a good base for start work...
By the way, don't begin any Vorlon ship... have already begin all of them... will take one or two month but i will use a single cl for all Vorlon ship...
Thanks Thoumsin/Fileosoft for all your help!
We weren't looking at any Vorlons, yet ... so feel free to start them, I added another thread for the Vorlons:
Feel free to update as you require.
Zvezdochets, looks like Christmas has come early for you!
And I put your Warlock up on the Blog:
Thanks for help! Most problem - in optimization gun turret. I try maximum optimize. And send you in PM [if you have time]. About Vorlon - i do not make them, he very difficult for me [like Minbari].
P.S: Now - has 7864 tri, but if Fileosoft will help - maybe less. Nose antenna reworked and now less ~ 380 tri.
To SteinerX: Help for moral support! Shall work and in future. How ship may be made ...
Wonderful! Thanks again for all your effort ... looking forward to seeing your next ships
Quote from: SteinerX on Today at 05:42:25 Warlock (without small detail - flak turell etc). All model - 9118 poly. If "cut" turret [too many poly] ~ 8000.Ship very similiars on "Kol" battleship. "Nose" antenna - not my work, use with base model. But she has 564 poly and maybe need in reduce. [/quote]First, some norm :- capitalship : 10-12k tri ( not poly but triangles ), texture 2048*2048- cruiser/frigate : 2-4k tri, texture 1024*1024- fighter/bomber : 0.5-1k tri, texture 512*512So, 9118 poly ( if tri ) are not too much
[/quote]First, some norm :- capitalship : 10-12k tri ( not poly but triangles ), texture 2048*2048- cruiser/frigate : 2-4k tri, texture 1024*1024- fighter/bomber : 0.5-1k tri, texture 512*512So, 9118 poly ( if tri ) are not too much
For Zvezdochets.
look at http://www.love-from-russia.be/sc08.jpg, this is my last ship with the type1 turret in the package... i have 20 of them on the ship !!! on big ship, it is not see that barrel have square section...
From Thoumsin/Fileosoft ... Thanks again! Very nice ship!
Edited. My wrong fool count - model has 7864 TRI, nor poly.
Thank for the thunderbold... Good model... maybe too much good because i have not find a way for reduce the poly count on it... maybe a few poly but not worthy the work...About the body itself, i think that mine is maybe a little large but your is too much thin... http://www.isnnews.net/hyperspace/ea/eafury-d_lg3.jpg ... by the ship schematic ( http://www.shipschematics.net/b5/images/earthforce/fighter_thunderbolt.jpg ), show a thinner body like yours... by the way, the pod in the middle of the wings are not up the wings but embeded in... In fact, the only problem that i have found is related to the UV... and it is not really a modeling error but a sins limit... you model use multiple texture map... and sins allow a max of 2 texture... the triangle count is high for sins but again it is game related... happy to see a model perfect at the technical side... i can assure you that it is very rare... Quote About fighters - not too little tri ? TechFighter has 3684 tri, bomber 2220. Other more less, but vasari fighter has 1626 tri ! Directly from the .mesh ...- SupportShip_TechBomber.mesh : NumVertices 944, NumTriangles 740- SupportShip_TechFighter.mesh : NumVertices 1612, NumTriangles 1228- SupportShip_PhaseFighter.mesh : NumVertices 692, NumTriangles 542
Thank for the thunderbold... Good model... maybe too much good because i have not find a way for reduce the poly count on it... maybe a few poly but not worthy the work...About the body itself, i think that mine is maybe a little large but your is too much thin... http://www.isnnews.net/hyperspace/ea/eafury-d_lg3.jpg ... by the ship schematic ( http://www.shipschematics.net/b5/images/earthforce/fighter_thunderbolt.jpg ), show a thinner body like yours... by the way, the pod in the middle of the wings are not up the wings but embeded in... In fact, the only problem that i have found is related to the UV... and it is not really a modeling error but a sins limit... you model use multiple texture map... and sins allow a max of 2 texture... the triangle count is high for sins but again it is game related... happy to see a model perfect at the technical side... i can assure you that it is very rare...
Directly from the .mesh ...- SupportShip_TechBomber.mesh : NumVertices 944, NumTriangles 740- SupportShip_TechFighter.mesh : NumVertices 1612, NumTriangles 1228- SupportShip_PhaseFighter.mesh : NumVertices 692, NumTriangles 542
For Zvezdochets, from Fileosoft at 7DS.
Thanks for post, but a registered on 7DS forum and read post Fileosoft on 7DS forum.
As i speak - my wrong count - model has 7864 tri, nor poly.
Thanks Fileosoft for help.
Great that's saved me a lot of going back and forth from forum to forum! Thanks!
Remained only made engine, flak weapons and "Poseidon" has been maded. Maybe, rotate section not very detalized ... be think. In carrier not many detail and now has only 2104 tri. Hangar bays try make with view on internal [like on Avenger model - in TobiWahn-Kenobi version, but not so openly, more then needed. ]. "Poseidon" in twice larger then "Avenger" and big angar bays not need.
Few troubles with "Olympus".
Wow!
Don't worry about this now! Rotating sections ...
At a later date:
BigBangTheory would be able to help talk you through the rear rotating section, he did the same with the Omega using a particle effect:
sins has a really good and moddable particle system, its basically a secondary mesh acting as a flair point particle emitter with one of the shaders used on normal ship models. I wish there was a way to add more advanced logic into the animation but that information really needs to come from the core game engine and it doen't read motion paths externally.
http://www.youtube.com/watch?v=CIS5y1MrIko
EDIT: Have a look at Reply #35
Well done again Zvezdochets! Beautiful model!!!
EDIT: Added it to your shipyard in the Blog.
Ok Folks!! I'm back from vacation and honoured by your progress and dedication! I have to say I'm absolutely stunned by the work you all have done. Especially SteinerX, Zvezdochets and Fileosoft. Thanks so much for all of it. I will try to get many a thing going this weekend. Let's see ho far we can take it!!
Good evening! We are all waited you. I want ask you: how time you spend for texture one ship ?
I dont't know, ended Filieosoft model Warlock [in cooperation ] and Thunderbolt [i gave model Fileosoft too - for optimize, and unknown - he send model you or be textured yourself ?]. And how about Hermes - it's low-poly model, may be simple. Your texture on models very impessive.
As i see, in this mod ship only EA vs. Minbari Few day ago i find nice model "Saggitarius" cruiser and maybe try rework his [SteinerX- please, not write this ship on me! I think.]
Few minuts ago has visited idea: maybe entered in mod "Thirdspace aliens" as "random factor" - they unexpected attacks anybody in random order, and gamers /if he - target/ must defend objects and planets from their aliens. Like pirates, but their target - total destructions.
Hi Zvezdochets!
For texturing I first need to make an UV mesh, then start texturing it. That takes me 1 to 3 days (at 8 hours) each (cause I'm not very good at it yet )
The models from you are splendid! I hope to get them ingame in the next week or so. As for the races, we are starting with ea and minbari, then progressing with centari and narn and then we'll have a go at shadows and vorlons. (or roughly that order)
As for thirdspace, that sounds like a cool idea. As the toughest pirate raid for example!
Whoa... I didn't think you could actually have ships with moving parts like that in game! THAT IS FREAKING AWESOME!
"White stars" vs. "Thirdspace alpha" ... EA fighters - no chance against they, power TSA capship i not understand, perhaps like few "Sharlins".
I glad help you in modding, it's very interesting! And thanks too for cool texture, impressive!
Ended "Olympus", but 3.15k tri /in limit] - too many small and important detail. Soon send you (only need catch few "bugs")[e digicons]:karma:[/e]
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