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

 

14,157,876 views 5,473 replies
Reply #1376 Top

Thank you soo much SpardaSon21 for this wonderful insight. Now I have to redo a few entity files and meshes... X|

Reply #1377 Top

TobiWahn, Sins has different damages for different fire arcs.  They all have the same cooldown time, but they can do different damages per arc.  A weapon emitter that faces left will do damage based on the left arc damage in a ship's entity file, and an emitter on the right will do damage based on the right arc damage in the ship's entity file.  This also applies to front and rear arcs, of course.  Also, all arcs for each weapon use the same particle and sound effects.

Let me get this right TobiWahn, you actually thought all weapons arcs fired when one arc fired?

Reply #1378 Top

No, I thought all emitters ( nullpoints / hardpoints ) fired regardless of the weapon arc the emitter faces. I did not know that the weapon emitters facing ( nullpoint direction ) was connected to the weapons arc ( I thought to have read otherwise somewhere on the forums... foolish me)

When I'm talking emitters, I'm not talking about the damage but just the graphical representation, the nullpoints that spawn the particleeffects.

eg.:

I have a model with

Weapon 0: Damage left 120, Damage right 120

5 nullpoints (P0xx-Weapon-0) facing right,
5 nullpoints (P0xx-Weapon-0) facing left,

When my ship fires at a target to the left - will only the 5 left-facing nullpoints spawn the weapon firing partiles? I know about the damage models (use them already :grin: ) but I'm not sure about the graphical representation.

Reply #1379 Top

Oh yeah, only the emitters facing towards the left will fire weapon particle effects, the ones on the right will do nothing.

Reply #1380 Top

Thanks alot again for confirming this! This helps lots

Reply #1382 Top

Wow gratullation your webside has succeeded really well :thumbsup:

Now you have already made your webside new and the ad on you do not have yet :grin:

Reply #1383 Top

Quoting Nevarden, reply 1381
been away for a week in wales, hope things are well with the mod

Welcome back, yes well:)

Quoting LoneRanger1, reply 1382
Wow gratullation your webside has succeeded really well

Now you have already made your webside new and the ad on you do not have yet

Thanks on behalf of the B5 team:)

I updated the blog ... but nothing special ... Tobiwahn has organised a great web area for us at:

Developer and Bug Report Forums are over here

http://b5-sotyr.origo.ethz.ch/wiki/b5_sotyr

 

Sharlin update ... getting there a WIP:

 

Reply #1385 Top

Quoting TobiWahn_Kenobi, reply 1384
Thanks SteinerX, looks good!

Thanks as does your AO/Mesh improvements to the Omega!

Can't wait to see the AO improvements to the Explorer! +

Reply #1386 Top

Thanks for the screens. As for the Explorer, I'm not sure how much I can do on that model, but I will try.

Reply #1387 Top

I'm glad to see B5 finally getting some actual mod work, and I love the models that have been put out so far.

One question though, is the next release going to be for the newest version of Entrenchment or Diplomacy?  I ask because the current release does not seem to be at all stable under the newest version.

Reply #1388 Top

Next Version will be 0.40 and only for Diplomacy ( one has to go with the times :grin:  )

But still a lot to do.

Planned for 0.40 at the moment:

 

  • New Sharlin model (Fileosoft, SteinerX) (Finished 95 % )
  • Omega Destroyer 2.0 (modified mesh, ambient acclusion, better normalmap) (Finished 100 % )
  • Victory Destroyer 2.0 (modified mesh, ambient acclusion, better normalmap, better texture map, better datamap, better lightning) (Finished 100 % )
  • Apollo Cruiser (TobiWahn_Kenobi) (Finished 75 % )
  • DeathCloud 1.0 (TobiWahn_Kenobi) (Finished 95 % )
  • Shadow Player Ships (entity files) (Finished 95 % )
  • Vorlon Player Ships (entity files) (Finished 0 % )
  • Centauri Player Ships (entity files) (Finished 5 % )
  • Narn Player Ships (entity files) (Finished 0 % )
As you see, we have progress, albeit slow. So stay with us, we have not abandoned this project, it's just that real live is needing some attention as well, and I cannot get by with 5 hours sleep on a daily basis. Sometimes I need my 7 hours :blush:  
@ SteinerX
Thanks alot for all the screenshots, but may I ask you to make them using the highest graphical settings (you know, marketing needs bold screens |-)  ), if that is ok with you and your system can handle it of course. Thanks again, and hope you like the Victory 2.0

 

Reply #1390 Top

@ SteinerX
Thanks alot for all the screenshots, but may I ask you to make them using the highest graphical settings (you know, marketing needs bold screens ), if that is ok with you and your system can handle it of course. Thanks again, and hope you like the Victory 2.0

It is on the highest (but AA=none as it causes white dots) ...

Reply #1391 Top

I can't understand this, as your textures look washed out compared to mine (but I'm using 8x Anisotropic filtering as well, that might help). Still, I will give you screenshots from me for comparison when I get to it. 

 

As for the white dots, I found sort of a solution:
If you got a NVidia Graphicscard, you can download nhancer. There you can profile sins to use Supersampling antialiasing (SSAA) mode (NOT hybrid or MSAA). SSAA is way slower than MSAA, but does not inhibit the white dot problem. So as long as my GFX Card can handle it, I turn it on (might need to turn it off when having huge battles though...)

 

Reply #1393 Top

@ronmcd1076
Nothing specific for now, but I think some way or the other they will appear. Not in the next release(s) though. 

Reply #1394 Top

i cant wait to play Earth Alliance!!!!!!!!!!

 

thanks B5 team!

 

keep the updates coming ;-)

Reply #1395 Top

Small question: when i add two or more weapon slots for beam weapon on my ship [Weapon-0] - but in game i see only one beam - from center ship ? How make two or more beam cannon [like Advent Halcyon carrier] for ship ? Needed for modding.

Reply #1396 Top

Did you add the proper emitters to Weapon-0?  I think the weapon nulls need to be named exactly after their weapon, so a null for Weapon-0 needs to be named Weapon-0, and it needs to either be facing either straight ahead, or in increments of 90 degrees horizontal.

+1 Loading…
Reply #1398 Top

So, did that solve your problem?

Reply #1399 Top

@Zvezdochets
You need a hardpoint for every beam named after your weapon (Weapon-0 in this case) facing the direction the beam should be shot at (roughly)
In XSI ModTools you need to name them P001-Weapon-0 to P00X-Weapon-0 for the first weapon for example, because when converted to mesh the converter throws away the first five letters, leaving only Weapon-0 as the ame for the hardpoint.

Reply #1400 Top

I just want to say, I hope you guys can manage to catch the Bablyon 5 feel ! Babylon 5 has been, and probably will be the best TV serie expirience ever, The story, the characters, the ships ( White Star is the most beutifull, elegant, fearsome ship designed ) ever created, Cannot wait for this to be getting close to final release!


Wish I could help, but I have zero skills when it comes to modding, all I can say is, keep it up, keep motivated and most of all enjoy your work!