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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Brother, you are dreaming !!! B5 mod will be a WIP for the next few years... with all the races in the league, with the ancient, with the Dilgar ( can allow map related to the Girldar war who was before the Minbari war ), and more; i am sure that the B5 mod will not be finish these year...
And maybe, in one or two year, Ironclad will release Sins II with 64 bit support, multicore support, modable AI, etc... who will lead to a B5 mod second generation...
Sorry for you Tobi, but you have choose to be the mod leader of the B5 mod, knowing that the B5 universe is huge with a lot of races and ships...
By the way, i have buy recently UV layout professional ( http://www.uvlayout.com/ ) ... will be perfect for segment/UV/optimize organic model ( Vorlon, Minbari and a few other races )...
Ha, if you read correctly, I didn't mean you to finish the mod in 2011, but the Babylon 5 "Station" model
ps.: The software looks very promising!
This report, as it is honest and forthright, gives me encouragement and depression in equal measure. Truly in line with the spirit of Babylon 5. Nevertheless, we all await the next version to come "in the fullness of time."
Now i concentrate my efforts on abilities and particle effects [i want make "hyperspace drive" for capships, but without results].
@ZvezdochetsWhat should the "hyperspace drive" do?
Travel between planets without "phase lanes" [of course, "hyperspace engine" mounted on ship - not gates].
P.S: sorry, i forgot about advanced jumpgate ability on capital ships.
Does anyone have any Top Down 2D pictures of Vorlon or non-aligned races they would be willing to share with me ( In color/textured ). I'm trying to create ship sets for Distant Worlds( http://www.matrixgames.com/products/379/details/Distant.Worlds ). If any of the images you let me use are your creations I would give you credit/homage, and I pledge that I would not make any profit from this. Thanks in advance for your help.
Thats OK with me. Since most of our models are teamwork, I'd wait for the others to give their OK.
No idea did I create any image, but if yes, you can use it, if this go for me.
And i can say i made the last 3 military ships for narn ( Rongoth, Rothan and Kar'Bin'Tak) , just some minor changes, codeing, texturing and maybe in ~2 years you will see them in game (joke about the time, make takes less or more )
All depends on how fast we can texture them ( we, in that regard is SteinerX, me and anyone who has the decency to help us out )
Wish I could help, but I don't have the skills...
Vorlon fighter [WIP, 70%]
That looks really cool but is it a high poly count? I will keep my fighters simple, there is to many of them and I never zoom in on them anyway after I have seen it once.
This is a Vorlon ship. There will be very, very few of these on the map at any one moment.
Yep, that's the balancing factor for the Vorlon and the Shadow races is they will be limited to ships because they will cost large amount of fleet supply. As like with their big ships which will be powerful so will the smaller ships which means less in number
3.8k tri. But all vorlon ships are very polycount model
But if every vorlon squad have 3-5 fighter problem with hi-poly models is not so important.
...
In fact, few or a lot of ship on the map is not important... it is more about ship on screen... yes, Vorlon have few ship, usual encounter is maybe with one or two... by when they are on the offensive, they concentrate their power in a huge fleet... http://www.youtube.com/watch?v=s3HRQ18A0mc
Now, it was discuss some time ago that fighter/bomber will have new original model with very low poly count... due to the comment here, i have decide to reveal the unfinished model ( no segmenting, no UV and no texture ) on the Danmangame forum ( ... fighter and bomber together are below the 1k triangle ( 416 tri for the fighter, 536 tri for the bomber; hope these numbers please myfist0 )... shape is almost identical to thze well know Vorlon capitalship, same spider body, with petals around it, and arms forward... Zvezdochets, take a look at http://danmangames.com/forums/index.php?topic=1757.msg16273#msg16273 , for the other, sorry, it can only be see by Danmangame mod devs
But the work of Zvezdochets is useful... it was planned to move the canon fighter to the frigate categorie ( and 3.8k tri is good for a frigate ) ... there remain two other canon model to make... the vorlon destroyer ( in brown on the pic http://www.freewebs.com/dedonta/VorlonInvasion.jpg ) and the vorlon transport ( http://chrusion.com/images/display/B5_vorlon.jpg ) who will be the colony ship ... the last remaining canon ship, the Vorlon plannet killer is almost done at the modeling level... and we will need a other non canon ship for the scout frigate...
For these who worry about poly count, memory use, etc... there is no need to worry... in the B5 mod, models themself are optimized at poly level, UV are optimised ( sometime over the 200% ) who allow textured to have 4 time pore pixel for paint piece without increasing size of the texture map... more, in several case, texture map are recycled for other models... some of our models share the same cl map, a few share the same nm and da map too...
One last thing... all who is done in the B5 mod is not post here... these topic is our windows to the player world but we have a blog, a dev forum and some working room at Danman game... it is virtually impossible to post everything here else the topic will be several hundred page long with information that player don't care about...
Thoumsin, thanks for info! Good decision about "fighter-frigate" Probably this frigate need use as "antifighter frigate" and your fighter and bomber drone as real fighter.
P.S: who want start work on mushroom base "Vorlon outpost" ?
Don't know what role will give Tobi to the recycled canon fighter... in fact, for the moment, we mainly concentrate on the canon vorlon model and later will work on non fully canon one... unfortunaly, i have not yet seek info about these... myself having "B5 war" book by agent of gamig for reference and Tobi having the Mongoose roleplayer books... same think about Vorlon structure and non military ship...
Thanks for the Ship-infos. Like all of them. As for the frigate, Vorlon fighter will be like Myrmidon for EA, a fighter in the Frigates category so to say.
Haven't had much time and will the last two days, as I received my new computer on friday and had to set it up properly. (Still doing it a bit) But from now on, AO Rendering and Radiosity rendering will take a mere hours, not day(s)!! Oh, and I can run Sins with supersampling AA to avoid the white dot problem!! (Thanks radeon HD5870 )
Welcome to the club of people who have upgrade computer for faster render... have make my move a few year ago... it was really good to see my 8 core at 100%, using 8 threaded 64 bit render engine... render time from one night to 15 minutes !!!
Yes! Having 6 Cores / 12 Threads MacPro now makes me smile! What an upgrade from my old core2duo ( and my old PowerMac G5)
Sorry for the lack of updates, reworking an older model at the moment. Will post screens once finished.
Hi all -- would it be possible, way down the road, for you to have Drazi, Breen and Brakkiri ships around independent planets instead of what is there now -- standard pirate or Terran-style ships?
We will see. The Idea has been brought up numerous times, but there is so much else to do before considering that.
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