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

 

14,164,146 views 5,473 replies
Reply #5126 Top

I've been around, mostly messing around with life for a bit. Time to get back into playing with digital space ships. ^_-'

Reply #5127 Top

Quoting afcrobert22, reply 5123

sorry it’s taken so long to get back with you. It is a cross over between stargate and Babylon 5. Yes it is a private mod. What I have done from the stargate mods I have been using is copied the textures from the texture folder of their mod to the texture folder of mine. Then I copied the brush files from the window folder pertaining to main view, picture and hudicon from their folder to mine. Next I went to my brush file and added the file names that was added to my folder so the game would recognize them. Then I opened the brush files copying the description, example: Picture_Asgardthor, then paste in the correct spot in that ships entity file. In each case for the stargate ships the icons have shown up in game. I have followed the same order for the SotYR but they are not showing up in game. I have checked to make sure the textures are in the texture folder as well as the texture names are the same as listed in the brush files. I have made sure the brush files located in the window folder that I copied are listed in the brush file so the game will recognize them. I copied and pasted the description name directly to the ships entity file, but nothing I do is fixing it so the icons show up in game. I hope this description helps.



Also I have recently come upon a mesh that the convert mod will not convert. And of coarse the mesh resizer won’t resize unless it’s in txt format. Have you come across this and if so how do you get around it to resize.



Last thing, I have some meshes for Babylon 5 that I got from a now dead mod that nobody is responding to messages, I don’t know if they would be of any use or would have to be redone, but I have meshes for:



Minbari whitestar and bluestar



Narn Th,Rahn and Tenthus



EA Icarus, Warlock and Marathon? (Not sure on that the last one)



constructor and transport



If interested I could send them to you.

sorry for the long absence. Not sure what might be the problem to be honest. I would have to have a look at it but as of now I've got rather little time to spare for sins modding. you could send me the brush and texture files you are using and i could try to have a look.

As for the mesh problems, I received an independent message concerning resizing problems that I have to look into. When you got a binary mesh you cannot convert try a different convertData exe. That might help

 

Quoting boshimi336, reply 5124

*lurks*

With the outstanding models, I've no idea how to create the mesh files that are needed. I can however work with solidmodeling software and export via .STL files etc. Would that be beneficial at all? Would they be able to be imported and converted to the format you're looking for?



Just trying to see if there's something I can tackle to help with the burden of model making, hopefully without creating any additional challenges.



Edit: Also of note, there are a larger number of models popping up freely available for download/printing that may be of use to this project. Is there a list of outstanding models that you're still looking for? I can do some digging and see what I find.

As for new models I have to say I still have about 30 models I think that I would need to bring ingame first. Modelling never was too much of an issue, rather doing quality UV work of the mesh and texturing that. Also I refrained from taking any model that I have not been granted explicit rights to use for this mod. They are all "homemade". You can, if you have the required skills, add the models yourself or create an "unofficial" extension pack for this mod that only contains the additional content for all to download.

Reply #5128 Top

Quoting boshimi336, reply 5126

I've been around, mostly messing around with life for a bit. Time to get back into playing with digital space ships. ^_-'

I wish I had the time :grin:  

Reply #5129 Top

Well, I might be able to get some resources together to help with these things, all things depending, on the two questions below.

 

For the models that you do have, but are not yet in game, and awaiting UV, could you get a list of which ones those are?

 

More importantly for me, could you provide a list of which items are left that you do not have models for at all?

 

Please let me know. :-)

Reply #5130 Top

Well...I know at one point TobiWahn was maintaining a wiki of the progress of all models in the game for all races...We've shifted servers several times over the years as "free" ceased or the vendor closed up shop. He'll have to answer the question in detail but there is a yes to both.

Reply #5131 Top

"As for the mesh problems, I received an independent message concerning resizing problems that I have to look into. When you got a binary mesh you cannot convert try a different convertData exe. That might help"  TobiWahn

Where can i find a different convertdata exe?

Reply #5132 Top

Hi there, it's been a while since I last posted. Lots of RL and such. But, I'm still around.

I've made a new version of the Vorlon carrier, more in line with the existing capital ship whilst still in line with the other new models. Carrier should be escorted as it is basically a drone fighter platform, but I've added point defense turrets. I styled them a bit like the defense turret that came out of Kosh's vessel when Sheridan and Ivanova took a look at it.

Hope you like it. TobiWahn if you could send me the texture templates you used for the other Vorlon vessels I can try to do the layout. Lighting backing is beyond my software tools atm though..

Vorlon carrier

Reply #5133 Top

Quoting Hael-sose, reply 5132

Hi there, it's been a while since I last posted. Lots of RL and such. But, I'm still around.

I've made a new version of the Vorlon carrier, more in line with the existing capital ship whilst still in line with the other new models. Carrier should be escorted as it is basically a drone fighter platform, but I've added point defense turrets. I styled them a bit like the defense turret that came out of Kosh's vessel when Sheridan and Ivanova took a look at it.

Hope you like it. TobiWahn if you could send me the texture templates you used for the other Vorlon vessels I can try to do the layout. Lighting backing is beyond my software tools atm though..

Vorlon carrier

Hi and welcome back! It’s been a long while. Glad to see you are doing fine and thanks for contributing a new model. I really like it. As for the templates - I have to look it up. It has been a while for me as well. Doing roughly one to two models a year now. Also I’ve switched computers. Now on a brand new MacBook Pro and while it makes it easier to do stuff since I now have my computer with me everywhere I have even less time due to work. But I will try to send you the texture template tomorrow. And you can also just make a basic texture to give me an indication where you want what effect to be applied and so forth.

all the best

Tobias

Reply #5134 Top

Quoting Hael-sose, reply 5132

Hi there, it's been a while since I last posted.

Welcome back!

Reply #5135 Top

Model looks great. Has anyone figured out the issue with converting files from bin. I noticed that previously the bin files when opened the top line was BIN. Now on all the binary files that first line is BIN2A. Where can I find another Convertdata.exe that would work?

Reply #5136 Top

Quoting afcrobert22, reply 5135

Model looks great. Has anyone figured out the issue with converting files from bin. I noticed that previously the bin files when opened the top line was BIN. Now on all the binary files that first line is BIN2A. Where can I find another Convertdata.exe that would work?

What do you want to convert?

Reply #5137 Top

Quoting Hael-sose, reply 5132
... TobiWahn if you could send me the texture templates you used for the other Vorlon vessels I can try to do the layout. Lighting backing is beyond my software tools atm though..

Here is an example texture. I use a 3D shader in Cinema4D to create the texture. I've rendered it out to a flat texture in 4K for you but it will look different when I directly render it onto the model.

https://mega.nz/#!9Mwx1QAA!cAhCGehIjPy3q5GzGHEXTHs2zII9tF6jhyxSYGWWLjg

 

Reply #5138 Top

Quoting TobiWahn_Kenobi, reply 5137

Here is an example texture

 

Thanks TobiWahn! It seems to be the one used for the smaller vessels though; isn't it better to use the one from the siege vessel? Or is that the part where it'll look different once you render it directly?

Also, am I correct in assuming that the same parts can share the same UV only if they're not expected to have a different light baking? And that ambient occlusion is only for each object regardless if it's on top or bottom because the ambient occlusion applies only to the object itself?

I'm thinking of redoing the model a bit; the arms seem to have no function. I'll make them support the carrier front lobe. Perhaps add some small tentacles at the front to give it a (weak) frontal firepower.

All the best! 

Reply #5139 Top

Hael-Sose,

Look at the ship file for weapons load out and abilities,  it will help with the model build.

Reply #5140 Top

Hi Darvroth,

it has a relatively weak forward gun, and fighters. So that's fine. Is it possible to add point defense (flak like) side guns which can only target fighters? The main gun can stop being able to target fighters in this case. It's too slow for them anyway.

This way the overall firepower of the ship remains, but also is in lore a nice addition. This ship was meant to be an answer to heavy figther/bomber attacks, for which the Vorlons do not typically have a good answer.

Reply #5141 Top

Quoting Hael-sose, reply 5140

it has a relatively weak forward gun, and fighters.

I wouldn't exactly call:

WeaponType "Beam"

damageEnums

AttackType "COMPOSITE"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "OVERTIME"

DamageType "ENERGY"

WeaponClassType "FLASHBEAM"

DamagePerBank:FRONT 1500.000000

DamagePerBank:BACK 0.000000

DamagePerBank:LEFT 0.000000

DamagePerBank:RIGHT 0.000000

Range 4800.000000

PreBuffCooldownTime 7.000000

CanFireAtFighter TRUE

a weak weapon but yes the fighter count is low... The AI requires all races have access to a starting Capital ship and to prevent this one from being an early game dominatrix it's nerfed. Based on your recommendation it would be easy to add two point defense systems one left arc and one right arc, based off the lightning gun of the heavy cruiser but weaker and with shorter range. Increasing fighter count substantially per level would be a relatively easy fix, but I'd recommend maintaining relatively low squadron numbers for levels 0 and 1 (1 and 2) depending on if people or the machine is counting...

Who ever is doing the final model tweaks that would require adding two additional hard points to hang the weapons from.

Reply #5142 Top

I've sent TobiWahn the modtool project with the texture per mail. I've also included the hard points for all weapons, hanger and exhausts.

Reply #5143 Top

I got the Carrier in the game with the texture template from TobiWahn. Also included a Vorlon Live Giver (colony ship) to get rid of the Advent model.

Vorlon carrier and colony ships

Reply #5144 Top

Nice! Was the shield render flag set to false?

 

Reply #5145 Top

Thanks! Yes, for both vessels the shield render flag was already FALSE in the entity files. I can make tight fitting shields for them if you like, but I think you intended this for B5 has no visible shielding, right?

Btw it looks like you have to turn off "Events" in the game options; my game crashed just as I got a notification that a vasari titan was randomly spawned.

Reply #5146 Top

Quoting afcrobert22, reply 5131

"As for the mesh problems, I received an independent message concerning resizing problems that I have to look into. When you got a binary mesh you cannot convert try a different convertData exe. That might help"  TobiWahn

Where can i find a different convertdata exe?

The latest version is in the main game folder, where the game executable is located. It's called ConvertData_Rebellion. If you've patched everything, it should be the latest version there is.

Reply #5147 Top

Darvroth, I found this line in older patchnotes:

-Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage.

Looks like the Vorlon Planet killer can use an update O:)  :D  

Reply #5148 Top

Quoting Hael-sose, reply 5147

Darvroth, I found this line in older patchnotes:

-Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage.

Looks like the Vorlon Planet killer can use an update O:)  :D  

Yep, been meaning to do that but the last two  updates were more than cosmetic. Life has kept me busy and I haven't looked for a  non-binary English translation of the files to see how easy or hard it will be to  encode that. What I do recall when it first came out was a long string of  buffs which is  a pain to  trouble shoot. I'll see about it once the kids are out of school for the summer. 

Reply #5149 Top

I have done some repainting on the colony ship. Also, I've been messing around with ParticleForge and Gimp (took me a while, sorry TobiWahn no repaint yet on the Carrier.. I'll send  you when I've finished both) and upgraded the Vorlon weapons on most ships. All vessels (CapCruiser, CapCarrier, Destroyer, Transport, Colony, Heavy drone, Drone, Fighter) now have a nice lightning effect charging up (and down) like a growing/shrinking sphere. The CapCruiser also has an updated lightning cross that builds up the sphere, and fits the ship's arms nicely.

The Siege I'd like to propose to update to a CapSiege, and I've already made a frigate Siege but need to paint it first. The same goes for a frigate to supplement the CapCarrier. I'll need to think about a weapon effect for the current Siege (hoping to be a CapSiege, it has the size :-)) Any suggestions? I'm hoping i can do something resembling the PlanetKiller but smaller. The Siege already has the disc, and it's easy to believe the PlanetKiller has evolved from that vessel.

Changing the race's hyperspace entry and exit to the blue swirls from the jumpgate also adds to the immersiveness of the game.

vorlon weapons

Reply #5150 Top

Wow, you've upped your game!