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

 

14,158,773 views 5,473 replies
Reply #1051 Top

Excellent work! Very nicely laid out ... I can use those to make ingame ship icons!

As always wonderful models Zvezdochets!

Next ships: Yeah, all ship in scale as on early preview.

+1 Loading…
Reply #1052 Top

Hey, I dont know if this will help yall with scale but its a really cool site:

 

http://www.merzo.net/

Reply #1053 Top

Quoting TobiWahn_Kenobi, reply 1049

Edit: Hope you do not forget about the Sharlin

I don't forget... but somehow, the UV opt is a big work for my own pipeline

In the case of these ship, it is a new version...so, no problem with segmenting or UV since it don't yet exist... have made a low poly version of the tanker... 2.5k... i ate the numerous pipes of the EA ship...

Edit : have use the front part from Zverdochets ( more details ) and my back... now 5k tri

Reply #1054 Top

Quoting SteinerX, reply 1042

I get minidumps the very second I start a match with this mod active.

 


Most common causes of mini-dumps:

Pre-Alpha 0.35 is for Entrenchment 1.041 ONLY

DO NOT let the AI play as the Shadows = mini dump

DO NOT let the AI be on RANDOM race (as sometimes the Shadow race is chosen) = mini dump


 

Quoting sparten117, reply 1038
what with the research trees??? it wont let me buy research even when i have the credits & and previous research. for example for a few races it wont let me build strike craft becuase it wont let me do the research to get them.

 

Which races are you playing? ... I'll check this out myself in the meantime ...

 

the one that uses mostly beam wepons & is mostly modeled after the advent

Reply #1055 Top

Next ships: Yeah, all ship in scale as on early preview.

Excellent! Thanks!

Quoting -Ue_Carbon, reply 1052
Hey, I dont know if this will help yall with scale but its a really cool site:

 

http://www.merzo.net/

Yes there are some interesting ref. pics there, thank you!

 

the one that uses mostly beam wepons & is mostly modeled after the advent

Minbari = please check reply: 1043 - larger images on the blog:

http://babylon5ins.blogspot.com/search/label/B5%20Play%20testing%20reponses


WIP EA Explorer update - in the process of adding details to -cl (basic -da will improve that when -cl finished)

just a base tex for the solar panels more details to add (above)

 


http://babylon5ins.blogspot.com/

Reply #1057 Top

Explorer looks wonderful!!

@ Tobiwahn - It looks wonderful because I had a great teacher ....thanks for your comments Teacher:)

I'll drop the latest .dds in but please remember it's still a WIP:)

One thing could you have a look at this area in the tex.

the grill (dark side)area seems warped somehow ... yet on the tex. it's perfect...I shrunk the grill to highlight this problem ... once solved will expand it again.

 

Reply #1058 Top

I will take a look at it at home (probably tomorrow, because today I have to attend yoga)

 

EDIT: You do mean the square dark part on the side, don't you?

Reply #1059 Top

Rework hangar bays on "Delphi", now ship have four side bays for "Thunderbolt". This ship is scout and does not needed in large numerous fighter. Before - 3760tri, after - 3168. And possibly reduce to 3k tri.

EDIT: soon complete "Lupo" frigate. Very cute ship. And thanks Thoumsin for optimization lesson - before optimization gun turret have 72 tri, after - only 56. And one turret with gun only 182tri.

Reply #1060 Top

For my problem with the research tree ( not letting me buy certain research witch wont let me start the research tree for use of strike craft) this trouble is with the race <Minbari>

Reply #1061 Top

It was tested by SteinerX and me and I can confirm it works. SteinerX has posted a screenshot for you to see how you get to that research. Maybe you just have not enough credits. :yes:  

Reply #1062 Top

EDIT: You do mean the square dark part on the side, don't you?

Yes, the dark grill effect  on the sides seems warped so can't get a nice effect as the rightside of that is twisted ...

 

For my problem with the research tree ( not letting me buy certain research witch wont let me start the research tree for use of strike craft) this trouble is with the race

The research is expensive and you need to build enough military research stations (3) for first step  (4-5-6-7 research stations to have all fighters). Look at the red highlighted areas.

 

Reply #1063 Top

Tobi, when you have time, go to http://danmangames.com/forums/index.php?topic=1757.0 ... two models ( the Saturn-F3 tanker  and the Skylark-T transport ) are waiting your approval for begin segmenting/UV... more coming soon...

Reply #1064 Top

Thanks Fileosoft, answered in the danman forums. I'll try to finish the UV of the apollo this weekend, maybe get the textures done next week or so and then start including the stats of centauri and narn into the mod files.

Reply #1065 Top

I will take a look at it at home (probably tomorrow, because today I have to attend yoga)



EDIT: You do mean the square dark part on the side, don't you?

 

@ Tobi - don't worry about this! the problem is that there seems to be a difference between a rendered image and ingame image - LOOKS FINE INGAME!

Reply #1066 Top

WIP EA Explorer update:

Rendered image:

Ingame images:

@ Tobiwahn - there doesn't seem to be any engine burn ATM

Reply #1067 Top

Quoting SteinerX, reply 1065

@ Tobi - don't worry about this! the problem is that there seems to be a difference between a rendered image and ingame image - LOOKS FINE INGAME!

When you render, be sure to have "smooth polygon" off... this work perfectly with quad but in case of triangles, you can have some strange deformation... specialy on model where hard edges are not mark...

there doesn't seem to be any engine burn ATM

Seing your pic, your are already working on the da map... use the alpha for add some "bloom" to the engine... but mainly, the effect is made via harpoint for particule effect... if the model is not yet harpointed or the particule effect ot existing, you will not have the flame of the engine burn...

Reply #1068 Top

When you render, be sure to have "smooth polygon" off... this work perfectly with quad but in case of triangles, you can have some strange deformation... specialy on model where hard edges are not mark...

there doesn't seem to be any engine burn ATM

Seing your pic, your are already working on the da map... use the alpha for add some "bloom" to the engine... but mainly, the effect is made via harpoint for particule effect... if the model is not yet harpointed or the particule effect ot existing, you will not have the flame of the engine burn...

Great thanks for the info!

Reply #1069 Top

I managed to win a scenario with Minbari. It was struggling until I got some armor research done. Then the sharlins became rather nice ^_^

But it got me thinking about the organic armour in series. It seemed to ignore all damage until enough firepower was being used. e.g. one w-star couldn't do a thing to shadow battlecrab all day (until it took that jump engine off), but with added firepower the crab got red real quick.

So perhaps the last organic armour research could improve repair rate by huge amount, but not so much the armour value itself? It could do some nice things to tactics and I don't think any other mod has such a feature |-)

Reply #1070 Top

@SteinerX
I had a look at your Explorer textures, they are beautiful. May I just give the advise that the heat exchangers (what others think are solar panels, and they might as well be, noone cares) should have a border around them so that the look more correct (they would be rather fragile without)

Reply #1071 Top

Quoting TobiWahn_Kenobi, reply 1070
@SteinerX
I had a look at your Explorer textures, they are beautiful. May I just give the advise that the heat exchangers (what others think are solar panels, and they might as well be, noone cares) should have a border around them so that the look more correct (they would be rather fragile without)

Yes not solar panels but heat exchangers for the nuclear reactor ... that's already done(in the latest tex.) ... but thanks for the info! -

http://2.bp.blogspot.com/_EpX6GUNLABE/S1CVT4gsIeI/AAAAAAAAA5g/sPTPq6QLR58/s1600-h/ScreenShot_54.jpg

(still a WIP more details to add)

EDIT: Haven't dropped that one in yet 90% done(-cl) working on the -da now

Reply #1073 Top

Looks very nice! You should add a Bloom chanel though, or it might happen that the alpha is not saved correctly and the whole ship glows. I'm anxious to see what normalmap you come up with. :D

Reply #1074 Top

Quoting TobiWahn_Kenobi, reply 1073
Looks very nice! You should add a Bloom chanel though, or it might happen that the alpha is not saved correctly and the whole ship glows. I'm anxious to see what normalmap you come up with.

 

Yes working on the -da ATM haven't done the alpha yet ... will then have a go at the -nm ... :)

Reply #1075 Top

Update on EA Explorer:

-cl base tex 95% done (some addtional details/colour correction to add/do)

-da lighting effects 95% done (some addtional effects to add)

-nm bump map to start

So far she's looking "peachy" a great model to work with thanks Koobalt!