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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Sounds good. I think that would work well.
Tobi,
Having repair platforms and Starbases serve as antimatter transfer stations is a good auxilary military function. It will also add significant military value to deep starbases. What would need to be played with would be antimatter transfer rates and the size of the sphere of influence for the starbase/repair facility for that purpose. Ideally, it would be an upgradable tech to increase the transfer speed and or size of the area of influence which would have a measurable effect on combat where those facilities are present, and would make them a higher priority target for AI fleets.
In a few weeks I will have some time and could help with the tech tree design. I have zero programming experience but am good with spread sheets and logical design.
Darvroth
@DavrothThanks, thats the way I was trying to do it. As for your help, that would be greatly appreciated! I always wanted to make my database (which has still not progressed) fit for tech tree design, but I didn't find the time lately. If you can make Flowcharts for tech trees that would be a good start.
As a rule of thumb - I'd like the tech trees to have a rough timeline which enables the ships one after the other (starting with just few to choose from) and give a perception of slow progress (not sins arbitrary researching) and development. The minbari warrior caste tech tree is a good example of how I'd like things to pan out (but I'm willing to make concessions )
And here a few pics - Explorer texture update: CL Changes, AO map, Illumination map
A lot of memories with these model... was chosen by Koobalt for learn to model, segment and UV... not a easy model for begin... he have suffer a lot with these pipe... several weeks of work for him at the time... now, he will make a similar work in only a few days !!!
Yes, lots of memories. And yes, koobalt suffered alot, and me too. For a first model it is absolutely fantastic, but hard to do an AO map for. I had to redo the rotating mesh in part because there were no symmetries so the AO looked completely off. But I think this is still one of our finest ships! Thanks for your patience and willingness to put up with Thoumsin and me. we weren't here without you (and Thoumsin of coursse )
I wouldn't call that suffering, it was fun with a lot of irritations
Anyway it was well spend time.
Well, your AO baked map have come later... same today, during the UV opt, i make sometime mistake who will lead to ugly seam... all this is mainly related to how the identical piece are flipped... something difficult to see in the 3D software without texture...
The more important is that with time, everybody improve and it is reflected in the mod too... when i see how the models are ingame, if they start a new B5 series, they can use sins and your mod for make all the space battle scene
Yes, we all improve (hopefully ).
Seams are still my main problem as well (Hyperion has a few ugly) but it is difficult to have no seams without a software where you can place a texture on a model and it calculates the position of the texture uv pieces itself.
I am back after some (voice of Molari) "verrry scaarry" hardware issues. But I have downloaded 0.41 and it is playing very well (I'm of course playing the Earth Alliance). Excellent, excellent work!
Well, there was Blasmith3D paint who was free in the past ( http://www.blacksmith3d.com/index.php?product=paint ) ... Have made a frigate for the Halo mod with these tool, and a Na'vi skin texture for my Dragon Age mini mod... if you use it, only one advice, make your own UV optimization, import, paint, export... or you can import a fully done model and use the tools for only correct the seam part
I am pretty sure that there is other tools who can make a similar work ( paint on the 3D model directly )...
No one 3D software is perfect but each of them have their strong side... for a good result, you usually need to work with numerous software... nothing new for you, you make it already
@ThoumsinThanks, I can paint on surface directly using Cinema4D (BodyPaint) but since I use Normalmaps and CL that should overlay 100% I haven't found a way to do this seamlessly. I will take a look at the tool though. Thanks again.
I post another texture (for narn fighter) on DMG forum.
Thanks a lot, and I've posted a little help for textureing on DMG
Beautiful additions to the textures, amazing work B5 team! Truly amazing!
Fleet of Dag'Kar ships in attack
Nice one. I'm going to make a few adjustments to your texture, I hope you don't mind!
@SteinerXHello old Friend! Good to see you being well!! We already missed you greatly
you can modify the texture as much as you like, i know my 2d skill are not perfect
Not perfect, but getting better. (as are mine - we are no SteinerX nut trying) I will post the modified file in the DMG forums after I've finished them, so you can have a look at what I've done. Gimp can read psd file, can't it?
It has been too long, and I've missed my friends(B5 team) here ... love all the improvements you've added!
I have a little spare time ... any work for an old friend?
Been testing out the Minbari against the Pirates...again with the Pirate Bug. Those pirates wiped out the Shadows before I even met them on the map. A question, and apologies if this has been asked before, but the repair platforms don't seem to be repairing my ships. Some regenerate, but others don't if they have taken a lot of damage. Am I doing something wrong?
@SteinerXPick a ship you desire to paint anything you like, as long as it is Narn (because we have a lot of Narn ships already UV segmented awaiting painting ). I'm at work at the moment, so I will take a look at home which ships are ready for texturing if you like. Thanks a lot!
@Gregory HadleyAs for the Pirates, we haven't done anything on them yet, so better play without them for the time being. As for the repair Platforms, they will be corrected for 0.5 or 0.45 if possible and the whole resupply mechanism will be changed (atm its not feasible, takes too much cpu resources and the AI is too dumb to use it) so it will take a little time to sort this out. Then the repair platforms should work again.
Understood! Thanks for the reply!
@SteinerX
Would you like to make the BinTak? I'm optimising the UV at the moment, will take a few days though. Probably saturday
Consider it done! Drop box it and I'll work on it
Wonderful!!And please give me the nm file as grayscale bumpmap before converting it to nm, because I've got a new way of rendering it into the texture, as seen on the Hyperion and the DagKar, and the new Omega TextUpdate
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