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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
So you just used the warp/bend thing? And yes i would very much like to use the vorchan texture on the model. It is very very well done! To tell the truth, i thought it was from some original babylon 5 model.
So the fighter is the Flyer?
Is Nial the bomber then?
That is yet to be decided
But it would fit the role of both
I know for example in a few other mods that there are multiple fighters you can 'upgrade' or 'unlock' so perhaps this is something to think about.
Speaking of Scouts ... the Centauri Scout ... Covran I believe ...
I will in the next two weeks start working on it in Solidworks as an excercise. I'll see how far I can get using that program (my main modeling program) and we'll go from there. If I have to learn a different software I'll go that rout as well. I can output as quite a few formats. Will one of these work or be usable by another in this group for further processing (such as texturing etc)?
Not sure, I think dxf should do but I need an example to see if the UV is correctly translated.
Hi,is there any information about the planing with the Whitestar and Bluestar? And would it be possible that the wreckpieces didn't disappear? It looks better Ah and would the gameplay for the shadows change?
Hehe thanks, i made the texture from the scratch, but it was nothing complicated as i had the FXPANELS texture as background and just bent and recolored it. Otherwise my photoshop skills are very limited.
PM me your mail address then, i will send it to you.
@TimmaighVorchan UV is 50 percent finished. Will send it to you once completed. And even if you just used a existing texture as a base, your texturing job was excellent!
WhiteStar and BlueStar, no priority for now, sorry.
Wreckpieces... I don't know where to change the disappearing timer but if somebody tells me I will do it. It's a good idea.
Just keep in mind that the longer they stay present, it will increase overall system resources. Something to keep in mind when it comes down to stress testing the mod in the future.
Ah no problem..as long as they come in the mod in future its ok.
yap Wreckpieces would be cool,its much more realistic.....when its possible
And is there a gameplaychange for the shadows in progress??
Splendid. Looking forward to it. If my texturing job was excellent, you wouldnt have to reUV it ...but thanks anyway, next time i will learn from my mistakes and UV it properly. I do not need to have it sent then, just show me a pic how it looks ingame, i wonder how will it look with that AO layer.
BTW ZombiesRus5 asked me to send him thw starbase model as he would like to try lower the polygon count, so i am going to send it to him tomorrow...and will texture it after that. Currently i am firing up for the balvarin model, wanted to start already on the previous weekend, but eventually went to trip, yesterday returned from work at 7 in the evening and today had to do something again for the work, just finished it, 0:45 LOL... but to be fair, watched Barcelona - Arsenbal for about an hour. Perhaps tomorrow will have more time for it.
A good resource for some surface modeling.
http://www.the-blueprints.com/blueprints/sciencefiction/
Please send it to me as well!!! (Lets make a polycount reduction competition )
Just sent it to both of you. Have fun
I'm trying to reteach myself 3d modelling. I'm making this for kicks. I kept the detail low because it is not an important ship. It's simply a trade ship. I have litle knowledge of 3d modelling, what I do know was self taught. I also have no knowledge of skinning/texturing, so the ship will have none.
@SPQRLEgionnaire
Nice, though if you want a good example of a low detail version
http://library.galciv2.com/mvlib/ss/Fullview_Freighter.jpg
Subltle differences on the side parts, but if possible they would be great. Triangle limit for tradeships should be around 1k to max of 1.5k. The more detail you can add while staying with the specifications, the better, since the ships are fairly large. Thoumsin already started to make a model once, though I don't know how many polygons it had.
As always, if I have 2 models at my disposal, I will take the one I think is better suited and more canon, though if we have a very low poly and a higher poly version, we can add both and let the user choose if he want's the low poly (ie. Faster, less memory using) or the higher poly version.
Well..
Here's The Textured liati.. With Bump- and ambient maps.. No specular because i cannot seem to get it to work on any modelling software i have..
Tell me what you think.. It is not rendered with ambient occlusion on this time..
edit: And most importantly tell me what you think of the custom made 'lion nose' cockpit
Oh my f*ckin God!! I love that piece of ship you've done her. That gorgeous!
Hehe! Glad you like it!
I reduced the engine size a little because they looked so ridiculously huge. (And they kinda still do from some angles)
Also managed to reduce the triangles to 4650.
If possible, could someone tell me how the specular map is supposed to look like? (white-black = shine-no shine?)
I might have got something wrong since the bump/normal/ambient maps always work, but models don't look any different with or without the specular map, no matter how you rotate them..
Specularity is, as you've guessed, shine (white) to no shine (black) and is only visible when the light from the star "reflects" on the surface of the ship into the viewpoint (camera)
Your glossiness factor specified in the mesh contributes to this as well.
Can you mail me the model (in obj or if you've already got it in xsi, then probably xsi as well) and textures?
Thanks!!
Brilliant stuff. Congrats to your model
balvarin WIP
I figured the poly count would need to be low. I'm already close to 1k, I will see how much more detail I can get away with before getting too many. The lock on clips for the cargo containers, the engine, the front dish, and the section between the two long cylinders all need to be added.
Sweeeeeet!
I've always loved that ship design!
@Timmaigh I'm not sure what was up with the *.obj, but I was able to convert the 3ds version to play with, so thanks for sending it. Though, there is still some issue with parts not being in the same locations so I can't send the model back (as you can see in the diagram below). Were all the transformations frozen?
@TobeWahn_Kenobi
So... I'm not sure what your looking for with a starbase but just reducing the heavily curved pipes by 60% reduced the model to 22k triangles. The reduction didn't appear to damage the pipes or reduce the roundness visually either.
I can only offer advice at this point as the obj was incomplete and the 3ds appears to have parts out of position from the original drawing.
Diagram: These eight pipes account for 3472 triangles repeated eight times around the model.
No doubt! Nice job.
@ZombiesRus5
No problem, I got the model down to 16220 triangles. Without loss of visual quality. Already sent it back to Timaigh. Thanks for the effort though.
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