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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Cool... It wasn't too bad so I can see it getting reduced that level. Not sure why the imports were messed up...
Uh, youre right! Never noticed it before. BTW its really creepy picture, i always feel unsettled when i see it As far as zombies go, i prefer this one:
It is brilliant! BRAINS NOW, MY LORD!
Probably a good discussion for TSOP thread. I've posted something similar about the UI elements and whether it's necessary/advantageous to compress them with DXTn/DDS. I think the game engine may actually uncompress the UI elements that are position targetted by brush files defeating the purpose of compressing them into DDS format. Unlike textures referenced from meshes or particles which can be loaded directly to the graphics card without uncompressing first.
There are some avatars that bug me for whatever reason... usually the overly cute ones
No thanks, I like my creepy avatar
Since DXT compression is lossy and produces visible artifacts, it is not well suited for UI graphics. On models you won't notice most of the artifacts, but on UI elements they can become very visible.
I have read it said that .dds in game is very useful as when you zoom out the mip-mapping lessens the quality so when you are zoomed out to view the entire gravity well you are running a lesser load on the cpu. I believe that was a discussion in the TSOP thread among the 1.2 Beta Vs. TSOP thread.
That's why it is perfect on 3D objects, and on particles, but not on UI elements (they never zoom out)
If no-one is working on the centurion at the moment, i could give it a shot?
A lot of reference pictures of it and pretty easy to do i think.
Oh hell yes! Please. Pretty please. With a cherry on top!
BTW I've finished rendering the AO, Normalmap and illumination overlays for the Liati, took only 42 or so hours of rendering time.
Ingame pictures would be nice!
And i've already started on the centurion..
Texture is finished, ingame screens will follow this weekend!
TobiWahn,
The tech list needs 4 additional columns:
Credits
Metal
Crystal
Time to research
Also, I think I'm in a position to start a dialog with Rodney, though my time will be in spurts.
Darvroth
Yes!
I SO Hope it looks good!.. And that is works like it should..
Here's what i made yesterday.
Fortunately i have a perfect top picture and quite good front and side pics so it should be pretty accurate.
I chose to make the insignia on the wings in 3d because i think they look cool (Though i think i might flatten them a little).
The guns aren't yet there but they're in the works.
Could someone tell me if the little pointy things on the Centurion miniature's front part are guns, or are they something different? I found a picture of all the gizmos that the ship has in the 'board game' and it says they aren't guns. Then again it could have been a different version of the ship.
This would be good to know so i could make them look like actual weapons, instead of pointy antennas that shoot lazor beams.
Best ship ever!! Wonderful design. How many triangles?
As for the Weapons, I honestly don't know
Centauri Liati by Hawkwall
http://www.love-from-russia.be/centauri_centurion_attack_cruiser.pdf
All,
Not familiar with how Sins organizes the files, but are cap ship abilities treated like a tech or differently? Would it be possible to launch a capital ship with only a few of the "abilities" unlocked or must they be treated as pre-reqs and the ship class is not accessible until all the abilities are available?
On a similar line of thought can later techs modify a capital ship ability, or must it be developed as a different file with the new modified stats?
Wow!!
That's cool! Though i think it'll look even better in action than pictures.. They always do.
I can't wait to command a fleet of those and blow some whitestars up!!! (That's what they were for, right?)
How did you get that "worn out" look on it? Is IT the work of the ambient occlusion map? Whatever it is, it looks awesome!
Nice work!!
And yes, also in my opinion the centurion has probably the nicest side profile of all the centauri ships.
In that PDF, it says theres a battle laser somewhere on the front bit, but the little things pointing to the sides don't seem to be weapons. Then again the Centurion i am basing the model on, is the one from mongoose publishing (I think) . As you can see the centurion on the pdf has its fins (The little upward/downward wings) tilted outward a little, when in the mogoose model they're not.
I am trying to get some more info on this.
Tobi-Wahn, would you be terribly angered if i altered the centurion's wing guns (The double barreled Twin arrays) a little?
In my opinion the barrels look a little stupid mounted on a sphere, so i'd alter them juuust a little. Like mount them on a half-cylinder or similar. This i would do for 2 reasons:
1. I think the modelers would have wanted to make it a little more detailed, but the model was so small they couldn't.
2. The sphere (Or half of it) is way too many triangles to look so non-detailed.
BUT! If you want it to be the way it is on the miniature, then i will make it so. And at its current state the ship is 2750 triangles, it is still awaiting your decision on the guns (Twin array).
It is possible to have abilities of capital ships unlocked by research, though there is one downside to this - you can still select this ability for a level-gain, but you won't get it until it is researched. And you only have to research it, not select the ability when gaining a level.
Yes, I used the modified bumpmap as a basis for displacement mapping and then baked the AO into the texture including the displacement. Since it always produces some inaccuracies (due to the subpolygon displacement being on a mid, not high, level, it gets a worn out look because of it.
The centurion has small side weapons, so if you could model them that would be perfect.
Not one bit . Do as you think looks good. You have a hand with these things. And there is more room with models that never appeared on the show! So model the guns as you think looks best!! I'm eagerly awaiting your next version.
@ Hawkwall yes the Liati is a very nice ship. And the other ship looks good to...so far. But there is one detail missing,I think.What is about the Cetauri Republic Singn? What do you think?
I agree.The Liati would be a good ship to distroy some whitestars...some day (when its ingame )
What is about new Minbari ships? ...and stations? I just ask
Well, i have everything from Agentsofgaming ( who have work with WB and author of the serie in 1998 ) and nothing from Mongoosse ( who have start B5 product in 2004 )...
But you are right about the fins... and is not the only difference... the Agentsofgaming model is shorter, look more "strong", these of mongoose look more build for speed...
http://www.agentsofgaming.com/fa2412.jpg
http://spaceship.brainiac.com/Mongoose/Centurion.jpeg
Mongoose is Tobi choice but since he have post that he have no information about the centurion, i have post mine... was simply trying to help !
lol wow... I go away playing E:WOF and now I see some awesome looking ships come out...
HawkWall... very... good fantastic work on that model, the texture looks perfect on it and adds more depth and detail to the model
Oh, don't worry about it, i appreciate all the help i can get!
I am just baffled about the front "guns" of the model, thats all.. And i picked the mongoose model because the Liati and Adira are also made by them. I didn't know Tobi-Wahn prefers them. They also look cool.
I think i must accidentally say something the wrong way, since everyone always seems to think i'm being rude to them..
I'm trying to use the emoricons as much as possible though!
Haha! What do you mean "...very... good"
Seriously though, i don't think that ship has the specular or environment maps, so it is not shiny like the vorchan that is in the current version. (Which is VERY shiny and reflective).
Yeah, the thing about Insignias and markings.
I think its better to not put the wing markings on every ship. So they'll look a little more.. Rag-tag..
And well, mostly i didn't add it on the wings because the miniature didn't have them.
But please, everyone, whats your opinion on this! Especially Tobi-wahn.
Will be fixed in the next version. Vorchan will have specularity instead of reflection.
I think that wholly up to the texturer. I do like the rag-tag look though
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