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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
the Victory class was BUILT by a company within the EA but was contracted by the IA to build it. I believe the guys who work on the project have explained this several times already. Simply the class of ship was alone built by humans and not minbari and humans, those humans being citizens of the EA
Does the current game engine support another race including all the ones that are going to be in it? It just seems like there are a lot of limitations in the design of the game from what I could gather from different mods forums I have read. Ive played SOGE, Requim and SOA2, all great mods, looking very forward to B5, I just seem to like the whole series more, just felt more realistic to me, plus it was a series where the humans werent the most powerful in the galaxy.
I know mods take a long time, since people take time out of there own lives to build it, I give them props for doing so, they really are selfless people. Looking forward to the next big release! I will keep playing around with the current version.
One question though, if in the future the Whitestar was implemented which ship role would it fill? Capital ship seems like a little much, I would think it would fit great as a heavy cruiser.
Thanks. Yes, to make a mod is almost as much work as to make a fully fledged game. So that takes lots of time, and even the mod team has a private life we have to attend to.
As for Excalibur, it was built using EA resources with help of minbari and others, so it's really plausible that EA has access to all the resources needed, and they have no other ship that matches its capabilities. ( For example, Minbari got the neroon flagship, Centauri the adira and Narn the ka'bin'tak ) so everyone has a balanced and of the tech tree.
AS for white star, you will have to wait.
@larsonedWhite Star would definitely be a capitalship, by the sheer firepower and armor of it. Also, it was a Flagship in the Shadow war ( hosting Captain Sheridan) so how could it not be. You would still be able to build enough of them I suppose. But thats all future talk ( unless someone supplies me with a model and a texture in psd format with the UV supporting AO out of the box. ( I'd still take the model even without the UV and Texture... )
Don't forget, Whitestar very difficult model, too many smooth surfaces. This work only for Thoumsin class hi-level modellers, not me
You can easily request to use the model from the B5 mod on the X3TC site I think or the mod teams site. Most of the models there... some of which I have made for are within the area of polys this game can use... of course if it is a poly high model there are ways to reduce the models polygons without destroying the model completely and still leaving it in the shape it's suppose to be
@EternalRequiem
Thanks for the offer. As for easily reducing the number of polygons without changing the shape, I'm not sure how you want to achieve that. We work with a poly limit of maximum 15.000 polys per capship ( and that should really be the max, as a consideration, the Sharlin uses 15.500 IIRC )I expect the work for the X3TC mod to have no such limit ( rather 50.000 - 150.000 or even more... )
Deciding what details to put where and getting such an organic shape right with that limited amount of polygons, without it looking to edgy is a work for a modelling master, a mere downsizing would not work, except when the model you offer already only uses 15K polygons.
Nevertheless, if you have made the WhiteStar, and are willing to offer it to us, I will take a look at it.
Thanks for the offer again.
Cheers
TobiWahn_Kenobi
When do you guys anticipate the next big release of the B5 mod? Or what general time are you trying to shoot for?
unfortunately my plate is too full at the moment to even attempt to do a low poly count model of the whitestar... also... I think the general shape is well beyond my ability as a modeler to do... I am still learning how to do models myself and I don't want to undertake a challenge I might not be able to complete. My reproductions so far haven't been exact copies to start is also another reason why
@larsonedcannot tell. All of us are busy with other things at the moment. And the next release might not be so "big" considering our only real texturer ( not counting me ) has not time right now. ( And that I understand completely SteinerX )For me, I'm still working on getting all the ship entities into my database and then trying to model research trees. Once I got something to release ( more than a minbary nial *) I will. Also need to implement the rest of Fileosofts Vorlon ships. They are mostly finished, just need an entity, a mesh conversion, tangents and the AO / Radiosity Layer. And I'm awaiting my next computer with anticipation.
@EternalRequiemI understand, but trying is the only way to achieve the goal. Failing is not the issue here, you may well surprise yourself.
*PS.: Forgot, and we have another musical masterpiece from Hawkwall!
To our B5 team and fans apologies for my reduced time available for this great mod ... working 12hrs/6 days a week has its effect ... would love to spend more time to texture and add 2d work ... but RL work is quite overwhelming, I'll try to do what I can, when I can, for all that love this mod as I do ... we all started with minimal experience/skills - but through working together we developed what we needed to make this mod one of the best ...
I mentioned so many times before ... it's just the will to progress this mod that is all that is required and the rest you learn in that endeavor ...
So many failed attempts at a B5 mod (for one reason or another) and look how far we've come ... and what we've done!
Was always a dream to see an Omega ingame ... and WOW! Doesn't she look great! Rotating section, fluffy dice and the trimmings:) And that just one of the many great ships/coding/music/2d/3d/etc... works many have contributed!
Note from Teacher: Must do better! - Sorry, Will try harder:)
Really hard to have a six day work week. I'm so glad my 38.5 hour week ( which most of the time translates into a 45 hour week ) leaves me at least 2 days a week to relax and work a little on the mod.
I really hope you have enough spare time to relax yourself, as too much work ( be it for money or for joy ) does wear you down. So don't push yourself too hard for the mod, you've already done so much for our cause. Thanks to you and be well.
As for finding the will, wonderfully said. Everyone can contribute, be it with textures, UV optimisations, models, sounds or other things. If you are afraid to not live up to our standards, don't be discouraged by our critisism, for it is only to help you get better. Nobody starts perfect, we all had to learn ( quite a lot actually ). Look at my first models, they weren't good at all, but I think I'm getting better with every new piece. So if you are eager to help or join us, just give me a call.
Id love to help with something, but I have no skills in modding, the most ive done is modify files with word pad to some attributes of the ships. For example the Omega to me moved like a snail and when a pirate raid of 50 ships came after me I lost my planet before my ships barely got to them to start defending. So I sped them up a tad and increased their turn rate. I lack the sofware resources to even practice with things like models, it would be fun to try I can teach myself things, or try to understand how things work. Its all trial and error and google helps out alot too.
I totally understand needing the time to do things, 12 hour shifts are the suck, you barely have time to eat dinner and get some rest before you have to repeat the next day. I also have a 3 month old and keeping up on house work and taking care of her lends to only an hour or two during the week sometimes, weekends I have more time though. But I understand where you all are coming from, kudos to the work you guys have put into the mod, looking forward to seeing more in the future!!
TobiWahn_Kenobi, how many tri need on "Whitestar" ? And this ship may fly as fighter - need use ONLY 2 type weapon, not 3. I dream about big squadrons "Whitestar" and this ship probably reduce number superiority EA.
I not promise, but "Whitestar" will be maked. When i make this ship i upload trailer on youtube. "Whitestar" vs ... ?
And antifighter "Bluestar's" very cool too.
WIP "Whitestar" today start work on this ship, now probably 30-40 %
http://img801.imageshack.us/img801/6711/windowsbitmapimage.jpg
Would be wonderful!! Should have max 15k tri, better 12k, but visuals are more important on that one.
I know this has been written before, but the work that SteinerX, Tobiwahn, Zvezdochets and others on this project is truly appreciated, especially knowing how much you have to work in the "real world". Like Larsoned, I don't have any modding skills either, though I have done the sorts of tweaks he discussed on other games. Moral support only goes so far, though, I know. If you need testers later on, I'll be glad to help, but of course that is sort of like someone being willing to test the cake after someone has put in the time to mixing and baking it. Either way, take your time and we'll wait patiently!
Well said Gregory.
Thanks, testing will be a very important task ( as a software engineer one knows that the last 20 percent amount to 80 percent of the work - mostly testing and correntions, bugfixes and such )
Next release will take some time though, atm I have to help my beautiful girl make some graphics for her paper presentation. Takes me a lot of time, so I can't put any time into the mod till the weekend. But next week it is time to order my new machine (and getting it 5-7 days thereafter) so rendering the AO and GI takes much less time from that point on.
Hehe, have to keep the gal happy, thats what is most important. Eagerly waiting for next version though, would be awesome to have 2 factions that you could duke it out with for real.
demo-version "Whitestar" in SotYR mod. Trailer later.
P.S: sorry, not in mod - only view this ship in mod. This image only screenshot from my PC.
Looks very nice. Please post more screens!! And the model at DMG when finished ( before you have another Harddisk meltdown )
Of course! Main problem with tail and wings.
Now in this model 4.5k tri. I make ship as frigate/cruiser for massive attack.
Thanks, but I was hoping for a ship with details from 7k tri to 12k tri for Capships ( so you could still build a lot, but to keep the balance. Cheap as chips whitestars would have no match amongst the other races )
"Zerg-rush" with ~ 80 "Whitestars" against EA ships. Fast and terrible "Whitestars" vs. weakest "Olympus"
http://www.youtube.com/watch?v=F0zdJOOJjy4
P.S: TobiWahn_Kenobi rights - if add this ship in mod as frigatte or cruiser we all see new tactics - "whitestar spam"
Something like battle on trailer. Main gun - from "Sharlin".
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