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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
WOW! Looks wonderful so far. Good to see I'm not alone here
hey guys..how is the hyperion coming along? have you started working on it yet ?
Yes
Just wait
But modder team spent on this mod four year! And 11 members.
Of course, mod very excellent!
Please wait 3 year. This in only joke.
I agree, excellent looking mod. Though I would recommend to bake AO into the textures
lol of course, of course, but the demo is quite short from what I know, though I can't seem to get it to play correctly *shrugs* oh well. A total conversion though takes time and effort to do especially when they are doing all the major races of B5 and then some with extras and what not they have to create all the ships and stations for them and I bet that's a lot of work as compared to Sins. Granted you guys have your work cut out for you
For info, it is planned to make all the major races in these mod too... possible, later, add the 18 minor races and all the ancients... we create all our ships too... and X3 is nothing more that the open source vega strike, a space flight simulator without multiplayer... balancing a mod for sins, who is a strategic game is somehow enough difficult too...
You are not from the team, you don't know the amount of work put in these mod... how can you say that we work fewer that guys from a other mod...
From my understanding and I know you guys do a lot of work but comparing this to X3tc is well... hard to do no insult intended. X3 just allows for much more details on the models and as I understand there are more content that'll be in the mod for X3tc conversion. You all have done a lot of work I know that and I know I am not a part of the mod team but I follow things very well. I have a very good fair guess as to how much work you've guys put into this. I don't mean to say you've done less work then the guys who worked on the X3tc mod conversion either, don't take my word seriously. I've never made a mod myself and even though I'm helping someone make a mod right now, all I'm really doing is giving feed back on testing the mod as well as providing models for the mod.
18 minor races thing as well as all the other races, how exactly is that going to be done though? doesn't the 2 gig limit come in to consideration for the game engine. you can only add so much content until you reach a peak limit for the amount you add.
@EternalRequiemI take no insult, I merely think this is a sign of you not knowing what you are talking about. If you think it is harder to do a model with more polygons than few, you'd be surprised. It's the other way round. It's easy to make a good looking model if you got 100.000's of triangles to spare, but if you try that same model to look good on 5000 or maybe 10000 triangles, you got to be really good to make it look cinematic. Just take a look at Fileosofts Sharlin. 15.000 triangles and it looks better than most babylon 5 models using ten times that amount. I think you got no knowledge of modding, no offence.
You are correct with me having no knowledge of modding and I don't take offense to it at all. I'm a modeler not a modder and I am still learning, my skills are small compared to the rest of the guys modding and doing models. What's difficult about doing models is the small details, why it is so difficult depends on how much time it takes to do the model. Though this also depends on the persons skill and experience
How it will be done will be for later... i will be starting a other project next year... if it work, it will allow to choice a max of 10 races ( max allowed by sins ) between a virtualy unlimited ( the limit will be the capacity of your harddrive ) number of races to choice from...
What's difficult about doing models is the small details, why it is so difficult depends on how much time it takes to do the model. Though this also depends on the persons skill and experience
Modeling is not only about make a shape with poly... there is so much people who call themself modeler but are not a able to segment, UV and optimize the UV map...
A other thing about "details"... be sure to discuss the model with the guy who will texture it... it will be able to say you : "Don't need poly for make these half embeded pipe, it is possible to make it with nm map and texture... but these dish need to be made with poly"... a good model is the result of a team work... nobody is good at everything...
Anyway, it is not a good idea to compare mod, specialy for different games... same if there was 2 B5 mod for sins, it will be difficult to compare them... taste and color are personal...
You are correct, lol and I should know better with models and such seeing how your the one who gave me pointers in how to begin modeling in the first place Thoumsin
Not something important... i have somehow train Koobalt too but he is now better that me... around the same quality of work but 10 time more fast... he is making good model for a lot of mods... and complete model, with segmenting and UV done...
About this mod, there is a bunch of models who are ready at the modeling level, only waiting texturing... Koobalt, again him, have done almosr all if not all the Narm race model... soon, i will have finish the last Vorlon capitalship and custom fighter/bomber... there is a lot of thing not yet included in the mod, Tobi don't accept to include half finished work in the mod, he wish ( and ask ) only the top quality...
About other team make a mod for a other game, i find it great... will be perfect to have a B5 mod for any space game... it will maybe allow the younger player to discover the complex and rich universe of the B5 series...
Agree. The more mods, the better. As for the Narn models, model, UV and seg are complete on all of Koobalts model, though UV needs a bit precision on some models and AO needs to be rendered on them. Textures are missing on all of them but the G'Quan, because real life keeps most of us busy to some extent. I'm working at the Hyperion at the moment, UV segmentation stage.
There is still a long way ahead of me to become better than you my master (Thoumsin)
Hyperion UV Seg 90% complete. After that I need to optimise UV, textureing, Render AO and Radiosity, make the XSI work and than that's that. I plan to release a small update after finishing the Hyperion with the new Nial, the new Avenger and the Hyperion.
UV Seg and optimisation of Hyperion complete (sorry for the lack of updates, had to do a graphics job, which will keep me occupied a little)
Textureing has started and will be finished sometime next week hopefully.
Awesome cant wait to see it!
DMG down, anybody know why? Any Idea Fileosoft?
No idea... only that the site is suspended by the host... have try to contact Dan ( first in command ) and Scratch ( second in command ) but no reply until now... it is already two days that it is so... i bet that again Dan have forget to renew something... almost each year, there is similar problem !!!
Thanks. Hope they resolve it soon.
I know why now... all the sites from Dan, not only the forum, was shutdown by the host for "security reasons"...
'Security reasons' - should I expect a visit form Police force
I know, it is a very shadow reason but it is the reason given by the host to Dan... simply hope that the "problem" will not last for weeks like last time...
From a other source, it is say that the site was put down because we were spamming !!!
Sounds strange...
There are many great features available to you once you register, including:
Sign in or Create Account