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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
That would be cool!!!
Ahhh ...I see!
EA Victory ingame 0.33 release!
Pre-Alpha 0.33 - V for Victory!
The model on the left was my very basic model... there on the right is simply a smoothed version of it... was simply for show what is possible...
Have just finish the Starfury ( you have the choice between 4 final cl texture and one basic cl texture if you wish make yourself some decal )... Will continue the work on the Thunderbolt ( will be a little slowdown since i need to finish a ship for Tesla )... but once the Thunderbolt is finish, i can work on the Sharlin... Have loose some precious time these week for help with the modeling of the Explorer ( Cortes ) but i think that the final model is gorgeous with a lot of detail...
"... not bad for a model with only 1k poly and a very little map ( 512*512 )..."Fileosoft/Thoumsin Understatement of the year! Truly amazing!
"... not bad for a model with only 1k poly and a very little map ( 512*512 )..."Fileosoft/Thoumsin
Understatement of the year! Truly amazing!
File'o'soft's B5 Shipyard!
interesting... lol and about that model error I posted. Yeah I figured as much but I still wanted to point it out as for all these other things this looks great. I say this even now cause I'm getting into modeling myself. I picked up the program recently and I'm learning how to do models and stuff in it. I have Fileosoft to thank for pointers. Anywho great pics! Glad to see more progress on the mod. Can't wait for more updates cause this just keeps my attention
OMG! I know what I am playing all weekend!!!!!!11
Thanks a lot Fileosoft!! These starfuries are amazing. Now, what texture do I use... So hard to decide...
I'm really excited about this mod and I keep downloading updates as they come, but everytime I try to start a game I have a mini dump. Any ideas how I can fix this? I'd love to try out the mod.
Thanks,
Pantson
Did you update the game recently? if you did that might be the problem. NOOOONE of the mods currently up are able to be run on the new version of Sins YET. So if you have the new update for the regular sins and Entrechment then you'll be unable to play mods and have a crash if you do try to play one due to the mods being incompatable to the new version of Sins
eternal requiem, the sins/entrenchment update HAS NOT BEEN RELEASED yet the versions ARE STILL sins 1.17/entrenchmnet 1.03
harpo
The B5 mod works with Entrenchmnet 1.03 ...
Are you running it with Sins 1.17?
Is it possible for certain captial/cusiers to have cetain textured fighters?
Example: Psi-corps ship has starfuries with Black Omega textures, a presidential ship has starfuries with pres. logo, EA ships have starfuries with standard textures, etc ...
or
Are you only allowed to have one texture per model?
will the terran ships mid-sections spin?
BTW that skill of the battleships to open jump-points. That made me think that the ultimate defensive weapon would be to open jump points right in front of on-coming enemy ships and jump em away against their own will... lol
sorry but from my examination of the entites & meshes it is ONE texture per MESH, so to have four different texture starfuries you would need FOUR different meshes with each mesh using a different texture.
make a new squad_*.entity file for each of the new fighters and on each capital have its squad reference that new file you made. Then you can have each fighter have the same stats, but different texture/meshes for each type of capship...
oops... hahaha... I should have known that... ugh... guess I'm tired
Thanks for your input! Excellent news!
I will try to guide you with the hull animation if needed, I took a quick look at the Celestia model link and as long as you can convert it and reduce the polycount it will work. What you need to do is as already mentioned remove the central hull section and save it as a seperate mesh for the particle system. You will then use the particle system to re-introduce the mesh back to a particle emitter where the central point is with a rotational effect.
I will try to guide you with the hull animation if needed, I took a quick look at the Celestia model link and as long as you can convert it and reduce the polycount it will work.
What you need to do is as already mentioned remove the central hull section and save it as a seperate mesh for the particle system. You will then use the particle system to re-introduce the mesh back to a particle emitter where the central point is with a rotational effect.
BigBangTheory reply #35
Fingers crossed ...for the EA Omega/Poseidon/Explorer
Edit: BigBangTheory's video showing the rotation in action:
" ... people have used animated particle meshes toaccomplish this indirectly. Details are in the forums and movies are onyoutube." Blair Fraser
" ... people have used animated particle meshes toaccomplish this indirectly. Details are in the forums and movies are onyoutube."
Blair Fraser
http://www.youtube.com/watch?v=CIS5y1MrIko
Yes, thats correct about the ship textures. They are specified in the *.mesh files, so to have a new texture, you need a new model. As we are limited in the number of meshes total (have to look the hardlimit up) I will at first not introduce different textured models where not needed. When all is implemented and we have no other htings to add and still got headroom for new meshes, then we should reconsider this.
As for the spinning sections - they are possible using particle effects, but one sidenote: as BigBangTheory already found out, particle effects are loaded when you zoom in, so there is always a short gap where the base mesh is visible, but the rotating section is just not displaying. This is a limitation we cannot work around but have to live with. other than that, it's pretty simple. Just create the main section as a textured mesh, create the rotating section as another textured mesh, use particle forge to create an effect where the only point is the rotating section spinning the way you want and then assign this effect to the main mesh (using a hardpoint with the name of the particle effect - as for example the rotating section particle effect has the name "RotateOmega.particle" you would create a hardpoint in XSI thats called "P001-RotateOmega".
As I intend to integrate all the models myself using XSI (be it only for resizing and creating tangents) I will do this for you if you supply the objects (and textures if you have them).
In the B5 movie 'In the Beginning', the Minbari opened jump points in the middle of one of our fleets, destroying most of it. In a regular season episode, Sheridan opened a jump point inside of another jump point, destroying a Shadow Battle Crab. I'm not sure they can be used in the way you describe though. And if you could, why not just open a jump point inside the ship?
In the Minbari tech tree their armor research mention organic hulls. I do not believe that prior to the Vorlons assisting them with the White Stars that they possessed such technology. And even then, it was used only on the White Stars. The Minbari use crystalline polymers instead. Unless of course I'm wrong on the organic hull tech.
Ok, point taken.
A pity about the limitations, but it will have to do ...
Textures, sorry no I don't have them.
Update
Good idea! If use this ability as "weapon" and use "spacemine" trigger may destroy few ship in one shot. But need "hyperspase" effect.
Looking into the race portraits ...WIP
Very crude at present ... sorry!
(small pics altered,too)
INGAME screenshots
Tobiwahn not sure why in the last picture, there's a duplicate image ... was thinking of adding new Player_portraits for B5 (rather than replacing existing Sins pics or should I replace existing with B5?) is that a similar process as with the loading screen characters ... I take it then I'd need to alter the brush files, etc
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