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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
It does matter in late game because the more objects you have aka fighter craft with high poly count the SLOWER the game will run, you also run into the 2 gb limit the game has and causes a crash. With fighters you have literally thousands of them flying around in battles. Your fighters along with the other races all add up, doesn't matter if it's one opponent or 2 or 3, they all add up and that eats up memory
@Tacitus_GermanicusAs I said before, it is OK for me if you post the modified files as archive (and only them please), as long as you post them in a seperate thread ( but you can post the link to that thread here), as I don't want to answer questions related to your modifications.
As for the Vorlon planet killer, it will most likely be modified and some weaponry added. Though it won't be too much ( as not to completely overpower that ship )
its not work
well, thats what I call a detailed error report!
EternalRequiem: I wrote in a way that I hoped wouldn't be misinterpeted. But appareantly not. What I meant was that because of the 2 gb limit (of which I am aware) maybe the Vorlon fighters needn't have a high polycount as you seldom actually zoom in and see the fighters anyway.
Well, I rather often zoom in on the Aurora Starfury and like it when it's looking good. We won't waste polygons, believe me ( and thoumsin / Fileosoft for that matter ) but we enjoy high quality visuals. Also, having more fighters of a high poly fighter should to my understanding not increase the memory the fighter mesh takes up, as it is not transformed or modified but just reused over and over again. Perhaps my understanding is wrong, but the additional mem should come from the data the fighter ( not the mesh of it, but the game data like position, speed, angle and so forth ) takes up.
Hi again guys,
I've been playing the mod for the past few weeks now (not so much since starcraft 2 came out), but still quite often. The only problem I have with the game is it looks so good that I start zooming in and taking photos for my desktop. It really does look outstanding.
My personal fav's are the narn and vorlon, but basically everything I've seen so far is simply stunning.
It's been at least 6 months since I've seen any B5, but once again I'm watching (for the Idontknowth time) mainly due to starting music you used from season 5.
Congratulations on what you've all managed so far, and thank you all for putting in the work to get this done- It really is wonderful.
First in regards to the fighters I always zoom in on the Starfurys and enjoy watching the battle from their perspective from time to time, I think it is fantastic how detailed even the fighters are. Second I did the same thing Anthony, When I heard that Season 5 music I had to start watching the whole series again. Third that was one hell of an error report from Loooseer hahaha, quite detailed.
Thanks all of you for giving such wonderful feedback! Thats what keeps the train going.
I really hope no one can do anything legal to me over the short intro sequence I used from the season 5, I love that intro, makes me shiver. Other than that, all new music is made by HawkWall, praises to him for these glorious pieces.
New Nial Screens
Looks great, awesome work!
Nice fighter. Shoot as real fighter, from 3 guns ?
It should. At least it has three hardpoints and a delay. But I need to tweak the effect still ( yours was fine visually, but the range was much to far )
But effect tweaking and creation will take place later.
Thanks for answer. But one "Nial" in battle cost as 9-11 "Starfury" [kill/death ratio] and maybe need enlarge speed, hull points, weapon power - but for balance, enlarge construction time and antimatter.
@ZvezdochetsI will look into balancing once I put all the entity files into my database ( which I'm currently developing ) so to more easy compare the different ship values and balance them.
Wonderful work!
Tobiwahn!
Koobalt!
Zvezdochets!
Thoumsin!
Sorry B5 team/fans my time is so limited - working 6 days a week - gives me minimal amount of time I would wish to offer this epic mod ...
But, am always impressed by the quality of work you've all produced ...
Still here, but for just brief amounts of time:(
Thanks SteinerX! Hope you do get some free time, as too much work makes life a pain! Be well
What's my next task?
Hi! Just wanted to let you guys know that im still here.. Its just this damn heat. I cannot stay indoors much.. But i'll try to make some new music tracks as soon as the weather cools down a bit..
Keep up the good work!
Jiiihhaaa!! Im looking forward to it!!
about next job maybe T'Loth/T'Rakk/Narn StarBase ?? 3 models on 1 UV map
Hi all -- I had an idea when I was thinking about the mod this morning. I don't know if it is possible, but when playing the Centauri, could there be an option to hire the Shadows for missions from the Pirate's screen? I would foresee this as an option only for the Centauri. Probably it won't work with the architecture of the program, but I thought I would ask.
Also, for the Pirates -- is there any thought as to changing their ship designs to match those of the Raiders?
Raiders as pirates, this I believe is already planned
Yep, we can't make it so only centauri have them. Sorry ( and good it is, would be very overpowered )
@SteinerX
Well, we have a lot of Narn Ships awaiting textureing
I made a new Folder on Dropbox ( under modding ) called Textureing, where all the models awaiting textureing are located. Best to begin with the DagKar or ShoKas, as the GVrahn should be overlooked by me again for AO issues
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