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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Exactly, do not let some initial mistakes stop you, its part of the learning process. Not to mention, it is always good to have some additional skills, you would never know, when they can become handy.
BTW i do not know about other modelers, but in 3dsmax it is always possible to cap the holes in the mesh, so i do not see this as a problem at all.
@TobiWahn> The Flyer looks cool. Nice texturing job. What position is it going to take? Frigate? Cruiser?
It's a fighter. There was already one of my early models ingame, but it was very crude. I already redid the Nial, now was the turn for the flyer.
The thing is, thats exactly the picture i've used as a reference. However in my opinion the lower wing looks slightly longer than the upper one. And so a perfect SIDE view would be hugely appreciated. I've already found a crude top view..
Also i think that the liati's front looks very very simplified and non cruiser like, but since you want everything to be as 'canon' as possible, i shall make it happen..
I will attempt to finish the model.
@HawkWallA few artistic changes are ok with me. And I never liked the liati's front anyways
Well, here's what i've done so far.. It is not yet finished and i've only had 2 pictures of it so don't judge it too harshly..
@HawkWall Wow!, thats really cool looking. The Rear wings of that ship are spectactular.
How Many Poly (Triangles) is this though if it's slated for a fighter?
I only ask because iIf it's too high for a Sins fighter, I believe I could work with you to bake a normal map for this beauty with a lower poly version.
Fighter?!?
Well i've definately missed something there! I thought it was to be a capital ship!
edit: I thought it was to be a Cruiser
My bad, I may have mis-read the posts above. I'm not up on Babylon yet... Only the technical details of Sins. I have the shows ready to watch in preperation for this mod.
I'm a bad bad person. Didn't mean to cause anything!
I do really like the model though!
Edit - I apparently mixed a post I up I thought was intended for this model. Again, not trying to stir up any trouble...
Oh, no damage done friend, i just almost had a heart attack.
And i am not an actual modeler, i just made that for fun and i don't even have a REAL 3d modeling software.
I'm using the one thats meant to mesh trains.. So yes you guessed it, 3D Canvas..
Anyways its about 5000 triangles, because i checked that limit for cruisers up from the 'job descriptions page', However i read from another fresh post by TobiWahn that its going to be a frigate now..
Too bad
@Hawkwall
Wonderful Job!!! 5000 triangles are perfect. Frigate, Cruiser, I don't make that much of a difference. 5k triangles are very good and the model is splendid. You, my friend, are talented beyond expectation
Thanks!
It is actually 4834 Tri's but not all the missing faces have been filled (I found a tool which can be used to fill them though) and as you can see, the cockpit is missing..
I'll try to think of something on it.
And as i am not a true modeler, i don't know what most of this means: "Models should be supplied in obj, with a basic cl, nm and da texture file."
I know .obj file extension and 'nm' must mean normal map (Which i don't know how to do).
But what are the cl and da?
If you have account on DanManGames Forum, there is "Sins Modding lounge > Tutorials > Making texture in gimp"
There ZombiesRus5 write how get the cl, nm and da done.
and there is tutorial how segmented model in preperation to making texture.
For the -nm I need a height-map from you - basically protrudeing parts are bright, recessed parts are dark. Heightmap is a grayscale map.
the -cl is the normal diffuse (color) texture file. The painting of the ships so to speak. one can supply an alpha channel which contains the parts that should be replaced with the team color (white/bright parts of the alpha channel, where brightness specifies the opacity)
the -da file is the "special effects" file, or data or shader file.
What texture size should i usefor the Liati? 2048x2048?
You can supply me with a 2048x2048 texture, but in the end I will resize to 1024x1024
So could i just make 4 greyscale images, one for each of the effects?
And then you put them in a "special effects" file on different channels?
I'm not sure i got this correct.
Yes, exactly. Or you just give me the 4 grayscale images and I combine them into the -da texture.
The heighmap is a seperate grayscale though
@Timmaigh
I have the Vorchan repaired now, saved ~500 triangles in the process. UV is to follow later this week (I hope)
@everyone
Just FYI, we have new team member, Rodney "HotRod" Jenkins, who is making a lot of abilities at the moment, and will also help us with the research trees, so expect a few new things to play with the next release.
Yay! More people are always welcome!
Does anyone know if there's any program in which i could see how all the textures look like on the actual model?
It would be a lot easier to do them if i'd know how they'd appear in game...
I would also like to know how Timmaigh bent the Vorchan's wing texture that way and should i put a metal texture on the ship, like on the Vorchan?
Almost any 3D program. Wings3D can do this as well.
The wing layout of the Vorchan was done by segmenting, relaxing and aligning the UV. Thoumsin can help you with tutorials I believe (there were some step by step examples on DanManGames Forums). Creating a good UV is one of the most tedious things a modeller has to do.
I bent the metal plates texture with photoshop and then UVmapped it onto the model. If you wish and its good enough for you, you can use the vorchan texture.
HawkWall,
That ship of yours looks amazing and I can only imaging what it will look like in game once it's got a deserving paint job! Very sweet!
While I am a Mechanical Engineer who is used to 3d Modeling software in the mechanical world, the model design approach is completely different than that of 3dsMax which I have increadibly LIMITED experience in. I have zero experience with meshing and the like.
I'm hoping to get into it but currently I've got a million things plus work and illness to tackle first. We'll see.
P.S. Why the Minbari Flyer for a fighter? Do we just not have a dedicated Fighter model? I've recently finished all five seasons of the show (and will be working on all the movies soon) so I've seen the Minbari fighters ... I think? As of Season 5 I've only seen a ship like that being used to ferrie Delin and others back and forth. It couldn't be a scout?
@boshimi336
The flyer is a fighter the same size as the nial but is also suited as a personal ferry shuttle. Still, it was originally meant to be a fighter (and used as such), the Nial (and even the tishat) is just that much better. Using the ship the size of a fighter without jumpdrivecapability as scout is a bit strange. How long would the air supplies last?
As for modelling, we always welcome new modellers!
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