TobiWahn_Kenobi TobiWahn_Kenobi

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

Babylon 5 mod effort for Sins of a Solar Empire Rebellion

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), SteinerX
Bughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5
Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, Zvezdochets
Model Templates: Amras-Arfeiniel, James Newman (Firehawk)
Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), Zvezdochets
Musician: Pauli Valkeejärvi
Research: Rob Cummings, Darvroth, Rodney Jenkins
PR: Darvroth, SteinerX
Sounds: Rob Cummings, Pauli Valkeejärvi, Zvezdochets
Texturers:  Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5
Moderation: Blake00


Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)

And to
MysticAngel for the Automated Fighter docking ability
The Babylon 5 X3TC team


And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If 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

Sins Of The Younger Races Remastered

NEW - Balvarin Carrier and Minor Factions fix!

 

 

Installation Guide:

  1. Download the latest Sins Remastered mod from here:
    https://www.moddb.com/mods/sinsre
  2. Extract the archive into a 'SinsRemastered' folder in your 'C:\Users\%username%\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85' folder.
  3. Download the latest Babylon 5 Sins of the Younger Races mod from here:
    https://www.moddb.com/mods/sins-of-the-younger-races
  4. Extract the archive into your root 'Mods-Rebellion v1.85' folder instead of a new mod folder as the archive ALREADY contains a premade 'SotyrRemastered' folder inside of it (so if you're not careful you'll end up with a mod folder inside of a mod folder and it won't work lol).
  5. Start Sins and go to 'Options', then 'Mods', and you should see the mods you've installed.
  6. Enable 'SotyrRemastered' and then enable 'SinsRemastered' too. Make sure that the load order is SotyrRemastered first/top and then SinsRemastered second/bottom.
  7. Restart Sins and you should be good to go!

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:


TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 2
enabledModName "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

 

14,179,503 views 5,473 replies
Reply #4026 Top

You have one texture, and the texture contains multiple frames on it. Check the default sins texture directory and look at autocannon.tga.

So, this contains several small sheets in it. Various muzzle flashes to randomize between and some tracers for projectiles.

The sheets I am using in Black Sun look something like this, but their individual frames are much larger. I seem to have run into some kind of limit in that sins can't use a 4kx4k texture properly (I wanted high-definition frames for explosions), so most of my animated sheets average 512x512 to 2kx2k. Yeah, if your project is really straddling the ram limit you want to be super careful with these.

How it works is that in the respective TextureAnimations directory, a text file hands the game information about that sheet. This is what my average entity for that looks like.

TXT
textureFileName "ah_medflame1desaturate.tga"
numFrames 16
numFramesPerRow 4
startTopLeft [0, 0]
frameSize [128, 128]
frameStride [128, 128]

To explain what these lines do,

textureFileName is pretty obvious. Both dds and tga work. I try to stick to tga.

numFrames - this is your total frames for the animation this file accesses. For something like that autocannon.tga the next lines will be a lot less clear than this.

numFramesPerRow - This tells the game to cycle rows after X frames have been played. Again, this helps keep the autocannon.tga from drifting off its current stuff. For my sheets, they are usually 4x4.

startTopLeft - This will almost always be 0,0 except in the circumstances where your frames don't start at the top left (like autocannon.tga, this will determine the starting location of whatever part of that sheet you are using). Since stuff like autocannon.tga involve math and co-ordinates and stuff I avoid using complex sprite sheets like that. I suck at math.

frameSize - Fairly obviously. You can use XNview to build a grid to determine frame sizes in most sheets, because for some reason some companies use non-standard sizes like 99x99. If this is not correct, the frames will "drift" on the particle.

frameStride - This should be the same as frameSize always, I think. I am pretty sure this determines how the game "sees" what the next frame should be located at.

Inside ParticleForge, instead of assigning a texture, you assign that animated texture text file. Here's a gander at my high-performance, streamlined workplace.

 

So, basically, the life of the particle spawning that animated texture is determined by the frame counts and the FPS. The FPS and frame counts don't seem to translate 1:1; my 16 frame sheets @ 30fps usually last 0.85 or 0.8. Well, I don't pretend to know math. If the life is too long for the sheet, it flips out. If the sheet has too many frames it also will flip out. Not sure why. But, a single particle can cycle the entire animated texture. The goal of particles is usually to simulate animation - I can turn an explosion into 1/8 of its original uptime by using these animated textures, and they will usually look much better than using static textures. It all depends on what kind of texture sheets you have available, though. I had to rip dozens of games to find anything good. I still don't have exactly what I need; I'll need to make some custom ones.

But the end result really can't be competed with in this game, I think. I may not be the best particle editor here, but I think Black Sun will really catch people off guard on how good the particles look. Many of those are probably too large/flashy for something like b5 weapons but the methodology could still be useful. Maybe I could build a video tutorial to explain my designs.

Reply #4027 Top

Quoting IskatuMesk, reply 4026
You have one texture, and the texture contains multiple frames on it. Check the default sins texture directory and look at autocannon.tga.

So, this contains several small sheets in it. Various muzzle flashes to randomize between and some tracers for projectiles.

The sheets I am using in Black Sun look something like this, but their individual frames are much larger. I seem to have run into some kind of limit in that sins can't use a 4kx4k texture properly (I wanted high-definition frames for explosions), so most of my animated sheets average 512x512 to 2kx2k. Yeah, if your project is really straddling the ram limit you want to be super careful with these.

How it works is that in the respective TextureAnimations directory, a text file hands the game information about that sheet. This is what my average entity for that looks like.

TXT
textureFileName "ah_medflame1desaturate.tga"
numFrames 16
numFramesPerRow 4
startTopLeft [0, 0]
frameSize [128, 128]
frameStride [128, 128]

To explain what these lines do,

textureFileName is pretty obvious. Both dds and tga work. I try to stick to tga.

numFrames - this is your total frames for the animation this file accesses. For something like that autocannon.tga the next lines will be a lot less clear than this.

numFramesPerRow - This tells the game to cycle rows after X frames have been played. Again, this helps keep the autocannon.tga from drifting off its current stuff. For my sheets, they are usually 4x4.

startTopLeft - This will almost always be 0,0 except in the circumstances where your frames don't start at the top left (like autocannon.tga, this will determine the starting location of whatever part of that sheet you are using). Since stuff like autocannon.tga involve math and co-ordinates and stuff I avoid using complex sprite sheets like that. I suck at math.

frameSize - Fairly obviously. You can use XNview to build a grid to determine frame sizes in most sheets, because for some reason some companies use non-standard sizes like 99x99. If this is not correct, the frames will "drift" on the particle.

frameStride - This should be the same as frameSize always, I think. I am pretty sure this determines how the game "sees" what the next frame should be located at.

Inside ParticleForge, instead of assigning a texture, you assign that animated texture text file. Here's a gander at my high-performance, streamlined workplace.

Reduced 29%
Original 1920 x 1200



So, basically, the length of the particle spawning that animated texture is determined by the frame counts and the FPS. The FPS and frame counts don't seem to translate 1:1; my 16 frame sheets @ 30fps usually last 0.85 or 0.8. Well, I don't pretend to know math. If the life is too long for the sheet, it flips out. If the sheet has too many frames it also will flip out. Not sure why. But, a single particle can cycle the entire animated texture. The goal of particles is usually to simulate animation - I can turn an explosion into 1/8 of its original uptime by using these animated textures, and they will usually look much better than using static textures. It all depends on what kind of texture sheets you have available, though. I had to rip dozens of games to find anything good. I still don't have exactly what I need; I'll need to make some custom ones.

But the end result really can't be competed with in this game, I think. I may not be the best particle editor here, but I think Black Sun will really catch people off guard on how good the particles look. Many of those are probably too large/flashy for something like b5 weapons but the methodology could still be useful. Maybe I could build a video tutorial to explain my designs.

Cool, thanks a lot. I'm ashamed to admit till now I've never looked at the texture animations. We should really be using these. If only that was allowed for Ship textures...

Reply #4028 Top

Finding good texture sheets is a real chore, so it's not really surprising it's not widespread. Once you get some good ones, though, ones that fit your overall graphics very well, it makes a huge difference. In my recordings for Salvation there is a lot of performance and fps loss. This is almost entirely due to the particles I was using at the time. Even though I am now using far higher poly models, ships with more guns, and Rebellion's shadows, the performance of my project actually massively increased from dropping particle usage and replacing stuff like sizeoscillator with animated textures.

If you're looking for minimalist particles that still catch the eye, animated textures are worth looking into.

Reply #4029 Top

Quoting TobiWahn_Kenobi, reply 4021
Well, as soon as I have the ModDB - Sync Routine finished you can both modify the values directly and submit them to me
Sounds interesting. :thumbsup:

 

Quoting TobiWahn_Kenobi, reply 4027
If only that was allowed for Ship textures...

Thinking of the creepy animated skin of Shadow vessels **shudders** , now that would have been impressive, ahh well.

I've just tried the Typhoon map, and when SotYR is enabled, your homeworld is linked to a chain of just 4 systems, which are cut off (no phase lanes) from the rest of the map. All your allies are also isolated from the other planets too.

+1 Loading…
Reply #4030 Top

regarding the animated ship textures, I remember seeing some models in game (back in original sins day) that used the sun type textures ( I think it was manshooter's work but could be wrong)

harpo

edit the sun shader was used in parts of the mesh for lighting and the effect.

edit #2, did a search of the forum and found the exact ones i had the memory of,(https://forums.sinsofasolarempire.com/361694/get;3016317) and it is by thoumsin in babylon 5 diplomacy thread :blush:

 

Reply #4031 Top

Yes, I had experimented with spawning Undead ships as particle meshes and using the sun shader on them or something. It caused them to ripple but not with much tiling depth to them (not nearly enough for shadows). I can't remember exactly how I had the particle set up, though, or if it still works.

Reply #4032 Top

Quoting harpo99999, reply 4030
regarding the animated ship textures, I remember seeing some models in game (back in original sins day) that used the sun type textures ( I think it was manshooter's work but could be wrong)

harpo

edit the sun shader was used in parts of the mesh for lighting and the effect.

Yeah, we use it for the lit parts of the Vorlon cruisers. But for the base mesh you can not specify the shader used (what a pity) and we can not add additional shader files, only replace the basic ones. So if we change the sun shader or any other it will change more than we anticipate.

Reply #4033 Top

Quoting IskatuMesk, reply 4028
Even though I am now using far higher poly models, ships with more guns, and Rebellion's shadows, the performance of my project actually massively increased from dropping particle usage and replacing stuff like sizeoscillator with animated textures.

Thanks for the tip, this will come in handy.

Quoting NewHorizons, reply 4029
I've just tried the Typhoon map, and when SotYR is enabled, your homeworld is linked to a chain of just 4 systems, which are cut off (no phase lanes) from the rest of the map. All your allies are also isolated from the other planets too.

Is this due to missing wormhole tech? Or other reasons?

Reply #4034 Top

Narn DagKar weapon 1 missile travel speed is 400, way too slow suggest adjust to 900. Still very slow as weapons go but is 200 faster than the Centauri Haven which has maxSpeedLinear 700.000000. Without the adjustment the missile fire from the DagKar is unable to catch most other ships, especially noticeable during running or tail chase battles.

+1 Loading…
Reply #4035 Top

Quoting TobiWahn_Kenobi, reply 4033
Is this due to missing wormhole tech? Or other reasons?
Not sure about that as

* Typhoon has no wormholes.

* I've played SotYR on maps with wormholes.

That does remind me of an issue that's probably related to the missing tech - scouts that are set to auto-explore will get stuck at a wormhole, they just sit at the edge of the event horizon.

Reply #4036 Top

Hey guys, Im having a problem with one of the EA ships. It's just showing up as a black box. Is this a known issue? Anyways, awesome game, keep up the good work :)

Reply #4037 Top

Known issue, will be fixed when a proper model is made for it.

 

Reply #4038 Top

Quoting itchy01ca, reply 4036
Hey guys, Im having a problem with one of the EA ships. It's just showing up as a black box. Is this a known issue? Anyways, awesome game, keep up the good work

Not an issue but a "feature". Otherwise I would get error popups in the dev.exe on every ship where the Weapon loadout of the mesh differs from the entity file. So as SpardaSon21 said, they will gradually be replaced with the correct models once available.

Reply #4039 Top

Quoting Darvroth, reply 4034
Narn DagKar weapon 1 missile travel speed is 400, way too slow suggest adjust to 900. Still very slow as weapons go but is 200 faster than the Centauri Haven which has maxSpeedLinear 700.000000. Without the adjustment the missile fire from the DagKar is unable to catch most other ships, especially noticeable during running or tail chase battles.

Missiles are purely visual effects; they will do damage long before hitting the ship itself.

Reply #4040 Top

TobiWahn,

   Could the SotYR manual be exported as XML instead of PDF? I might (when bored) be able to figure out an XSLT to generate HTML pages for the ships etc.

Using the dev.exe, it looks like the Typhoon map's problem with SotYR is caused by

GalaxyScenario type name is not valid. The EntityDefName is not available. TypeName:'Moon' -> EntityDefName:''.
Looks like our GalaxyScenarioDef.galaxyScenarioDef needs moons adding.

Reply #4041 Top

Quoting NewHorizons, reply 4040
Looks like our GalaxyScenarioDef.galaxyScenarioDef needs moons adding.

 

Can we just make moons ... 'micro' planets? :-P

Reply #4042 Top

If only we could make a fighter entity that behaved as a missile... It would be so refreshing to be able to have an opportunity to shoot down missiles as well as strike craft.

A frigate with the Omega ram ability could work but the whole sequencing would be a pain to orchestrate. Still...an ability with a visual flash that created "x" number of temporary frigates that had the ram ability...

Reply #4043 Top

Quoting Darvroth, reply 4042
If only we could make a fighter entity that behaved as a missile... It would be so refreshing to be able to have an opportunity to shoot down missiles as well as strike craft.

A frigate with the Omega ram ability could work but the whole sequencing would be a pain to orchestrate. Still...an ability with a visual flash that created "x" number of temporary frigates that had the ram ability...

Considering the already large amount of fighters we have this would kill performance. Totally :sheep:

Reply #4044 Top

Quoting TobiWahn_Kenobi, reply 4033
Is this due to missing wormhole tech? Or other reasons?
Yup, the other reason was various planetType & orbitBodyType sections were missing from GalaxyScenarioDef.galaxyScenarioDef . These new sections appear to have been added between Diplomacy & Rebellion. I've uploaded a fixed (hopefully) galaxy def file to bitbucket, see ticket #148

Reply #4045 Top

Quoting NewHorizons, reply 4044
Yup, the other reason was various planetType & orbitBodyType sections were missing from GalaxyScenarioDef.galaxyScenarioDef . These new sections appear to have been added between Diplomacy & Rebellion. I've uploaded a fixed (hopefully) galaxy def file to bitbucket, see ticket #148

 

Submitted to the repository, many thanks!

Reply #4046 Top

Been looking at the BSG mod and there is much there to like.

The first and most obvious feature is the pacing; by comparison SOTYR plays in excruciating slow motion. I need to compare resource costs but it is very clear ours are too high. To maintain existing balance an across the board % reduction makes the most sense. Additional adjustments will be likely but it should be a significant pacing correction.

The second feature are Cylon ship missile graphics which are vastly superior to the base SoaSE. If we received permission to use and modify from that base effort it would be a win.

Third is an apparent utilization of shield mitigation with a shield value of zero. Would be nice to know how this was resolved...

I haven't looked that deep but the above jumped out like road flares.

Reply #4047 Top

From what I can see, the slower pace of SotYR is to reflect the time-line based tech-tree and for a wide variety of build times between weak and strong units. Resource costs also reflect the latter, although reducing these across the board is probably not a bad idea as it might encourage AIs to build a wider variety of structures and ships - I've rarely seen AIs build turrets & repair bays for example.

Speaking of which, I think there may be another problem with repair bays that certainly affects Minbari - not sure about other races yet. After a ship has been repaired it permanently gets a hull regen bonus, even after leaving the grav well which contained the repair bay. With the 'Labour for Honour' tech this bonus is a massive 80 hull points per sec.

Reply #4048 Top

Quoting Darvroth, reply 3892
Reading through canon there are numerous references to swarms of Nail, shouldn't there be more squadrons on the various Minbari ships and not just from the Morshin?
Actually, I've had a change of mind about this. How about changing the role of the Sharlin from battleship to carrier role**, increase the number of squadrons, and set formationRank to 2. Extra squads would unlocked with XP level, say up to a max of 5 or 6.

Troligan and Sharoos that fulfil the siege & support roles** have their formationRank set to 1, may be these could get up to two extra squads when they reach certain levels.

Only the Sharkaan would be left as a battleship role** with a formationRank of 0, it would get just one extra squadron as it levels up. I see more as the definitive 'ship killer' variant of the Sharlin that relies more on firepower & armour but less on strike craft. Maybe allow it to host Tishats for self defence against bombers.

Setting the ranks would hopefully make large fleets of war cruisers less unwieldy as they currently form two wide rows, one above the other. Using the formationRank value should make large fleets form up in columns.

 

** Changing their statCountType to an appropriate value would means the 'Statistics' screen was more accurate, currently every war-cruiser (except the Troligan) is counted as a Battleship.

 

Reply #4049 Top

Quoting NewHorizons, reply 4048
Actually, I've had a change of mind about this. How about changing the role of the Sharlin from battleship to carrier role**, increase the number of squadrons, and set formationRank to 2. Extra squads would unlocked with XP level, say up to a max of 5 or 6.
Troligan and Sharoos that fulfil the siege & support roles** have their formationRank set to 1, may be these could get up to two extra squads when they reach certain levels.
Only the Sharkaan would be left as a battleship role** with a formationRank of 0, it would get just one extra squadron as it levels up. I see more as the definitive 'ship killer' variant of the Sharlin that relies more on firepower & armour but less on strike craft. Maybe allow it to host Tishats for self defence against bombers.
Setting the ranks would hopefully make large fleets of war cruisers less unwieldy as they currently form two wide rows, one above the other. Using the formationRank value should make large fleets form up in columns.

** Changing their statCountType to an appropriate value would means the 'Statistics' screen was more accurate, currently every war-cruiser (except the Troligan) is counted as a Battleship.

Agree the above are worth playing with to see if the tweaks achieve the desired results.

Sharlin starts with 3 flights and peaks at 5. Adjusting the ValueIncreasePerLevel from 0.200000 to 0.334000 would increase the max flights to 6 adding new flights at levels 4, 7 and 10.

Most ships for all the races are formationRank 0 so this period of adjustment experimentation is needed for every race.

Reply #4050 Top

Quoting Darvroth, reply 4049
Sharlin starts with 3 flights and peaks at 5. Adjusting the ValueIncreasePerLevel from 0.200000 to 0.334000 would increase the max flights to 6 adding new flights at levels 4, 7 and 10.
Is that the CommandPoints value?
Quoting Darvroth, reply 4049
Most ships for all the races are formationRank 0 so this period of adjustment experimentation is needed for every race.
Agreed, although deciding lower formation ranks for most B5 cap ships isn't that straight forward, they tend to be bigger & badder battle ships. ;P EA look most complete here with EarthForce One, Explorer and Hermes all taking a back row (rank 2). Suggest moving the Hyperion from rank 2 to 1 as it used to be a front line combat vessel (like the Nova) and doesn't provide a support role in fleet engagements.

I've just had a stab at my first .particle - this time for the Shadow Scout. :sheep: Taking the particle for the Advent Disciple and changing it to a purple colour looks very close the scene in Shadow Dancing, I might have a look to see if there's a closer sound effect too.

Sadly my idea for the Omega's plasma cannon didn't pan out.

Quoting Darvroth, reply 4017
however be sure to adjust the cooldown period as well so that the duration of the entire firing sequence remains about the same as in the current build, otherwise the damage/sec changes and that may adjust balance where it wasn't intended.

I've gone back a looked at this, however the timings for the Tinashi don't seem right. The primary weapon has a forward only damage of 480 and a cooldown of 9sec. Whereas the secondary weapon has damage of 240 forward + 2x180 (L+R) with a cooldown of 4.5sec. Both have a 3sec duration. Does that make the forward damage of both weapons around the same? Or have I missed something here?  o_O