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

 

14,180,793 views 5,473 replies
Reply #1905 Top

Quoting TobiWahn_Kenobi, reply 1897
Yes! Having 6 Cores / 12 Threads MacPro now makes me smile! What an upgrade from my old core2duo ( and my old PowerMac G5)

 

I got Intel Hexacore Beast recently as well, though i have a PC, not Mac. It was 3,33 at default, but i overclocked it to 3,78 GHz (for now) and in Cinebench it scores 9,6 points now. And the RAM, now i have 12 Gigs and do not need to worry about running out of it during rendering... It is really pleasure to work with such a computer (unlike my old one), but the overall price for whole machine was  :sick:   <X3 x_x ... it is going to take six months of working with my current fee to get those money back

Reply #1906 Top

Lucky you, took me more than that to get the money, and it is an enormous amount, I agree. :waaaa:

 

Btw., got any new Centauri stuff for me? :grin: Or other things?

Reply #1907 Top

Quoting TobiWahn_Kenobi, reply 1906
Lucky you, took me more than that to get the money, and it is an enormous amount, I agree.

 

Btw., got any new Centauri stuff for me? Or other things?

 

Well, Apple stuff is uberexpensive...but top notch quality...i would get myself MacPro, but i am the "PC" guy...i am too used to Windows and some programs i use...well 3ds max...are Win only AFAIK

Unfortunately i did not made anything new, but recently i was thinking about it, when i saw Zvezdochets (or someone else, not sure) posting the screen of Primus WIP... i thought like...."Heeey, i wanted to do that ship"... :) but too little, too late... anyway if you have any quality blueprints of another Centauri craft, you would like to have in the mod and you are willing to share them, send them to me please and i will give it a try. At least i will after 2 months finally find "justification" for the money i spent on this computer...

 

EDIT: One last thing, i wondered about the vorlon and shadow ships... Do you have the "moving" texture on them? I mean the whole body of Shadow battlecrab and the blueish parts of Vorlon ships. Is it possible to do it for example via animated gif?

And SHOW ME TEH PLANETKILLERZ!!!! :)

Reply #1908 Top

Timmaigh, if you want "Primus" i may close WIP.^_^ IF you very want this ship.

P.S: about "moving" texture - this is very interested. If i remember, this is "particle effect" and of course possible.

Main problem in polycounts - need TWO meshes. One - model ships with "dummy points" [weapon, center, above, aura and others] and one more - mesh with moving texture [particle effect with meshes].

I dream about "Shadow Omega" with "moving" texture, advanced beam cannons.

Reply #1909 Top

Well, technically the moving texture is possible, but it is not practical to do it too much (as we might hit the particlelimit if we overdo it). As for the Centauri, we still need, besides other ships:

 

Adira Royal Battleship
Altarian Destroyer
Balvarin Carrier
Centurion Attack Cruiser
Corvan Scout
Dargan Strike Cruiser
Darkner Attack Frigates
Haven Patrol Boat
Kutai Gunship
Liati Advanced Cruiser
Maximus Frigate
Morgrath Frigate
Octurion Battleship
Razik Fighter?
Rutharian Fighter?
Sentri Fighter?
Sulust Destroyer

 

Take your pick :D

Reply #1911 Top

Quoting Zvezdochets, reply 1908
Timmaigh, if you want "Primus" i may close WIP. IF you very want this ship.

P.S: about "moving" texture - this is very interested. If i remember, this is "particle effect" and of course possible.

Main problem in polycounts - need TWO meshes. One - model ships with "dummy points" [weapon, center, above, aura and others] and one more - mesh with moving texture [particle effect with meshes].

I dream about "Shadow Omega" with "moving" texture, advanced beam cannons.

 

Haha, thanks, very nice from you, but no, you already started it, you finish it....otherwise it would be waste of your great work.

Regarding those particles - this limit is very unfortunate indeed. Hopefully Sins 2 will not be this limited. :thumbsup:

And yes, Shadow Omega, with those blueish fusion beam cannons :drool:  

Reply #1912 Top

Quoting TobiWahn_Kenobi, reply 1909
Well, technically the moving texture is possible, but it is not practical to do it too much (as we might hit the particlelimit if we overdo it). As for the Centauri, we still need, besides other ships:

 

Adira Royal Battleship
Altarian Destroyer
Balvarin Carrier
Centurion Attack Cruiser
Corvan Scout
Dargan Strike Cruiser
Darkner Attack Frigates
Haven Patrol Boat
Kutai Gunship
Liati Advanced Cruiser
Maximus Frigate
Morgrath Frigate
Octurion Battleship
Razik Fighter?
Rutharian Fighter?
Sentri Fighter?
Sulust Destroyer

 

Take your pick

 

Uff, out of those i know Sentri, Rutharian, Kutai, Corvan, Octurion and Balvarin...perhaps i might find blueprints for all of them, if i rememeber correctly, some of them were on the Fabio Passaro´s site....unfortunately not in very high resolution...

What about Centauri Station from very first episode of B5? Is it already done or...?

Reply #1913 Top

Quoting EternalRequiem, reply 1910
Greetings guys from the X3TC universe

 

http://www.youtube.com/watch?v=e5xQyRSzkrM

 

http://www.vimeo.com/4442222

 

http://www.vimeo.com/4444127

 

watch and be amazed

 

Those Vorchans in the orbit :dur: :O

 if i did not know, it is from that game, i would think it is original B5 footage, it looks ridiculously good

 

Reply #1914 Top

And yes, Shadow Omega, with those blueish fusion beam cannons

Later [in the end] need attach this ship in mod as 2nd mesh for original "Omega" after Research.

As you remember, TEC gauss cannons change mesh after research. And for "Hyperion" too: upgrade to "Midwinter" class [with side beam cannons]

I see this as "Upgrade Omega to ShadowOmega":inlove:

P.S: Thanks for "Primus". Ship not finished, because in Aug-Sep i work about 3Alpha fighter and few other ships.

But i finish her. And others too.

Reply #1915 Top

Yeah Earth Alliance had some beautiful ships... I suppose i loved most Hyperion, it looked great!

Though my fav race of B5 were probably Vorlons...i loved how they schwitched from being good to being bad guys...and their ships visually very good too...i loved their Planetkiller! Only regret they never showed how it destroyed the planet...

Reply #1916 Top

Quoting Zvezdochets, reply 1908
... P.S: about "moving" texture - this is very interested. If i remember, this is "particle effect" and of course possible.

Main problem in polycounts - need TWO meshes. One - model ships with "dummy points" [weapon, center, above, aura and others] and one more - mesh with moving texture [particle effect with meshes].

I dream about "Shadow Omega" with "moving" texture, advanced beam cannons.

In fact, it don't use a lot of poly for create these moving textures... simply select the surface, extrude a little along the normal, loop cut the extruded part, delete all the rest of the model and you have your mesh for moving texture... in some case, like for Vorlon ship arms, i simply use piece already existing... so, if i add 1k poly to the moving texture mesh, i remove 1k poly from the basic mesh...

Like Tobi say, it is more a particles limit... was already reaching it with other mod using the balknight weapons effect and other thing... two year ago, i have rise it from the usual 6000 to 16000 ( it is not hardcoded, it is in your config ini ) and since, no more problem of particles effect who disappear...

For the shadow thing, it is not really a moving texture but more turning from invisible to visible... half transparency is possible via particles too but i don't think that it is possible to go from invisible to half visible, and half visible to visible... will need a particule effect calling a other one after some time and the new one killing the older one... more a coding job for Tobi :p ... anyway, on the other forum ( for these with mod dev status, http://danmangames.com/forums/index.php?topic=1757.msg12329#msg12329 , screenshot 20 ), i have post some time ago a few screenshot of the Omega with the rotating part rotating, being half transparent and with moving texture...

+1 Loading…
Reply #1917 Top

It fired a massively charged blast of energy at the planet which basically "cracked" the planet into pieces. A much larger version of the weapons used on all Vorlon ships as opposed to the Shadows Death Cloud which just fired a massive barrage of missiles which penetrated there way to the planet core and exploded. Really though Shadows were a lot less destructive of the planet then the Vorlons at least they left a planet intact instead of blowing it to smithereens and turning it into an asteroid field :P

Yes, the team that worked and are still working on the B5 mod for X3 Terran Conflict released that 2 to 3 months ago, there is a sort of a demo out that allows you to play for a bit, it's limited as it only covers some of the sectors, hyperspace sectors included. From what' I've seen they've done an amazing job with it XD

Reply #1918 Top

Unfortunately you need to be reigstered to view that Danmans stuff...

anyway now i feel you probably misunderstood me, when i was talking about moving texture... i was not thinking about rotating section of Omega, nor moving  cannon turrets... i was talking about the very hull of Shadow ships... Do you remebmer the scene when Shadows took Garibaldi...there was Battlecrab flying in the hyperspace and you could see clos-up the "cells" on its hull were moving...and Garibaldis Starfury was trapped behind it....

The same goes for the blueish parts of Vorlon vessels... for example the blue stripe on the planetkiller. It kept changing colors, from blue to black etc... similar to the hyperspace background animation...

So do we speak about the same thing?

Reply #1919 Top

@EternalRequiem
Love the work of the X3TC B5 Team! When they are ready for a more massive release, I will buy X3TC.

@Timmaigh
Centauri Station would be great!!

Reply #1921 Top

@Timmaigh
We speak of the same thing. It's only possible with Particles, which, as Thoumsin noted, are configurable via the ini file. I'm reluctant to use it on grand scale though, as we cannot use the default star shader for the way the cells move, and we can only replace shaders, not create new ones X| .  And I'd rather use the particles for lots of rotating sections than rarely visible moving textures.

Reply #1922 Top

Quoting TobiWahn_Kenobi, reply 1921
@Timmaigh
We speak of the same thing. It's only possible with Particles, which, as Thoumsin noted, are configurable via the ini file. I'm reluctant to use it on grand scale though, as we cannot use the default star shader for the way the cells move, and we can only replace shaders, not create new ones .  And I'd rather use the particles for lots of rotating sections than rarely visible moving textures.

 

Ah, ok... you are right, it would be visible,when you zoom in close to those ships... anyway when you talking about stars, i realized, their surface is animated in very similar manner i had i mind, when i spoke about those blue glowing vorlon parts... i would even say, the blue star looks almost identical to that vorlon animation....

I will check the internet for some blueprints of that Centauri station.

Reply #1923 Top

when i spoke about those blue glowing vorlon parts... i would even say, the blue star looks almost identical to that vorlon animation....

Thats because they, to some extent, are. The only thing I changed was to edit the texture a little.

Reply #1924 Top

Just as an update, working on the next model. Screenshots will be given once finished.