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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Ok You are Right the ganerated Pictures are realy better, so I just put them in as an example to know if I had changed something.
The Trees are ok.
I' on the Raserch about the beams ...its running... but at the moment I try to find a solution for the Charakter menue and to get pictures for 6 Races and not for three.
I alredy made spase for other 3 pictures in the PlayerSetupContentWindow but somhow it dosent work to put another Background for the three newe Pictures.
Ou an if you dont want to make Real Pictures maybe the could be an inspirtion. I post them soon.
OK. Thanks. If you get it working to have 6 different race pictures, that would be a treat!
Myfist0 has figured that out already. You should send him a PM.
well, again something that i have always hear that it was not possible... who become possible due to the work of a modder... pretty sure that any mod with more that 3 races will be happy to know Myfist0's secret !
Check out the Starter Race Mod here ([Tutorial] How to add a new race [Complete with Starter Race Mod for E and D]).
I've used myfist0's approach to support the six player race selection, with a little tweak to the image files and relationship screen from his work.
Here's his tutorial on the subject (http://soase.weebly.com/add-race-pics.html).
Wow,
This mod needs a holiday break more often, it really brings people with spare time and the interest to the fore....
Darvroth
The most Things are no Problem but when i write something new inside the PlayerSetupContentwindow (for example a new Frame for the three new Pictures its not even dont have an effect no it blocks everithing what is written after it and works.
Damn!!
But maybe Zombys stuff works.
Ok Zomby thank you for the tipp but its the same we alredy have.
My Problem is more that i cant write inside of the window...hmmm maybe i should ask my girlfraind she studies Mediadasign...I also wanted to pull her in for help me design some parts hähähähä!!!
Ok my exactly Problem is that I cant write into the document, so I wanted to ask wich Programs you use to write the code ( I use the Editor).
@Danhall1 I think you are overcomplicating the solution here. What myfist0 did was basically a creative workaround to the problem or an illusion trick.
To put it another way... you aren't really selecting six races but merely selecting from the first three races selectable based on selectablePriorty (highest value is listed first in portrait selection). The portraits are resized to be over twice as tall to encompess the picture of the next race below. The overlays on the portrait selection and race relationships then are used to hide the side effects of creating the illusion.
Thus you can't really setup the portrait selection from the window files to include more than three races.
Follow the guide on the weebly and look at my example and you should be able to figure out the solution.
@ZombiesRus5, Myfist0 and SpardaSon21Thanks alot! This is a very important info!!
Ok Sorry Zomby was Right but at 4 A.M. its difficult to read
Guys sorry if you thought I flame ... I dont.
Its grate that everyone helps me and this tutorial realy can help.
Thanks very mutch for helping me.
Building on DanHall1's note, thanks to ALL of you modders and designers for working on this project. There are a lot of fans of Babylon 5 out there who will have many hours of enjoyment, thanks to your hard work. You are all appreciated!!
Thanks alot Gregory!
@Danhall1As an editor, I love TextPad, but it's shareware. You could use Notepad++ if you want freeware.
Ok got bouth ... nice tools.
this will realy help.
And thank you again Zomby, now it just needs a little bit time until I finish it.
... Äh Zomby why is there the Rus5 ending in your name?
Simple actually... I like Zombies of course but good luck getting that as a name on anything. So I tried for ZombiesRus for Xbox and that didn't work so figured there where 5 potential zombies in my house so tacked on the 5.
Ou cool ... I Just understood it wrong as Russ for Russia and becaurse I understand the Language and so on.
But back to work... I cant read my Screen-FondEnd and wanted to ask you if you can sand me a kopi of your for amybe add it to your Mod.
My Screeen-FontEnd is in the original code but in the Tutorial tis not the same.
Thanks
I think I understand. You are looking for the Screen-FronEnd.brushes change.
I took a different approach and made my own brushes file for the player setup backdrop and relationship backdrop to limit my exposure to core sins files if an update should ever occur from ironclad.
If you look in the tutorial the entries I reference are in the Races.brushes.
@Danhall1While ZombiesRus5's approach might eat up more memory, it is more future-proof so we can take that route as well.
Tell me if I am wrong but...
All the brush files are loaded into the RAM. They can be 1 file or a 1000, the only size difference will be the few bytes for the file name. When adding brushes it is definitely better to make a new brush file to be able to import\export, edit and share.
The same can be said for texture sheets that hold buttons and icons and such. Just keep all the space on the sheet filled. For my mod I used celestial bodies and sins plus and made a new texture sheet Icons_Planets_m0d.dds for the icons and another for bonus icons. Increasing the sheet size to fit the new info can actually use more space due to the sheets having to be multiples of 128. So if my Icons_Planets.dds was 1024x1024 and I want to add 128 it will be 1024x1152 when all I needed was 128x128. The 2 separate files are smaller mb than the enlarged original using less RAM.
I could probably save about 50mb of textures by squeezing a lot of the existing textures onto other existing sheets that have a lot of empty space.
@myfist0
Yes you are absolutely right. First and foremost I should convert all our modified tga's to dds. then I should optimise their layouts so for them to use less space. Though this is such a time consuming task...
I understand I have this on my list of todo's also. BTW, you might check out AMD's Compressonator program. It does the same thing as NVidia's DDS plugin for photoshop and gimp except it's a standalone converter and also supports batch compressing/converting of image files. I've been using it for a few weeks now and it seems to work really well, plus the batch feature is really nice as I want to keep my source uncompressed textures separate from the mod once I go down the optimization path.
@ZombiesRus5Thanks for the info. I keep my sources as PSD files though, and compress them when I make the dds. And I really like the quality of the Photoshop plugin, I only wish they'd do a 64 bit version of it.
You are right to make your own version of the Screen-FontEnd.brusches File, so i wanted to ask you for it.
I alredy downloaded all your files for Diplomacy but cant find Screen... .
I followed the Tutorial and this File is the only thing i cant change like in the tutorial.
I woult write it by myself but i dont know what is written instide the Screen... becaurse i cant read the code of my original game File, even with my tools.
I just Thought you can sand me your canged version of Screen... , so I can use yours or put it in your Mod for other people who got the same Problem.
But maybe i didnt understood something you have written, so would you plese describe this more in details for the Nood I'am.
If you mean the freakish characters in the brushes files, these files are supplied as binary with the game and need to be converted to text using the commandoline tool ConvertData.exe, then reconverted to binary after editing so the game can read it.
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