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

 

14,181,474 views 5,473 replies
Reply #2026 Top

Quoting TobiWahn_Kenobi, reply 2021
...the AI is too dumb to use it...

AI is not dumb... it simply follow rules that human have created... what is dumb is to have include the AI rules in the core engine and not some separate files... you will be able to have a AI who follow your rules when we will be able to mod the AI rules...

Reply #2027 Top

Yes, thats what we are all waiting for!

Reply #2028 Top

Quoting TobiWahn_Kenobi, reply 2027
Yes, thats what we are all waiting for!

:puke:  That's me holding my breath. 

Reply #2030 Top

Welcome back Zvezdochets!! We missed you

Reply #2031 Top

TobiWahn,

I have some time over the next 6 weeks to work on the tech section of the mod. I have a Danman account or can take your imput at my gmail account.

Darvroth

Reply #2032 Top

Thanks! Well, Danman is best for internal discussions I suppose. And the forums have been abandoned far too long :grin:

Reply #2033 Top

@SteinerX
BinTak obj + Texture Base File is in Dropbox. Took me a bit longer than expected, such a detailed model!

Reply #2034 Top

Lieber TobiWahn

Ich hab gesehen das du aus Österreich kommst, also schreibe ich ma auf Deutsch (Wenn du da aber was gegen hast sag bescheid und ich schreibe nur noch auf Englisch).

Ich wollte nur sagen, dass euer Mod mir Freudentränen in die Augen Treibt. Er ist soooo wunderschön, dass er die ganze welt verbessert. :grin:

Ich wünste ich könnte helfen aber ich bin da leider nicht soooo bewandert in den Programmen.

Sag aber ma an welche Programme man benutzen soll und ungefähr wie und ich versuch mich ein zu Arbeiten.

Gib nicht auf und vollende dieses Werk ...bitte :pout:

 

Reply #2035 Top

@Danhall1
Greetings from Austria. Yep, I prefer English (because everyone here has a chance to understand it and I love the language). And many thanks for your kind words.

As for helping our cause, what we need most at the moment is texturing. We have a lot of models already made (Koobalt, Zvezdochets, Thoumsin, myself) and part of them are already ready for texturing (mostly Koobalts). So if you want to try texturing, basic image editing knowledge comes in handy. I mostly use Photoshop (cause I'm fortunate enough to own an edition) but one can use gimp as well, though it is a lot harder than photoshop cause the alpha channel editing isn't that versatile in gimp. Still I can help you with most things if you are interested. Than there is a great deal of icons still to be made. I can supply you with the basic button graphics SteinerX and me developed and used for the buttons that are already ingame. Also the hud could be redone to be less intrusive and take up less space. Than there is a lot of sounds to be redone or recorded to match the weapon sounds of the series.
If you want to help with the modeling (there are still a lot of models to be done, Centauri miss the most) Thoumsin, Koobalt, Zvezdochets and me will teach you as much as we can.

You could also record a nice intro video using the ingame graphics, make a good cut of it and underlie it with some music for the mod startup sequence.

Than we need the particleeffects of the weapons of Babylon 5 replicated using ParticleForge (supplied by IronClad with the mod tools) to better reflect the mood of the series.

 

So a lot is still to be done (hence the prealpha) and if you want to help out we welcome you wholeheartedly!

Reply #2036 Top

Cool This is nice and of caurse in want to help generate this epic Mod.

kann you tell me how i can get all the Data.

I can maybe get Photoshop.

Reply #2037 Top

Well, what data do you want? What part of the mod do you want to help us with? I can get the required data to you if I know what you plan to do. Just pick a topic and I'll send you everything you need.

Reply #2038 Top

Ok I would like to reserch wich Beams we need for the Models (i got Partikel Forge now jääääi) :D .

Also i would like  to help generate the Skillthrees (to make some reserches and put pictures in) bu idont know hou to change the menu.

And i wonted to ask if we can put in also piktures from the Movies into the carakter menue (for Example Ivanova or Garibaldi for the EA).

Reply #2039 Top

Ou Also i wanted to ask how do i know on wich position i have to put the beam (in Particle Forge X,Y,Z...), so you kan put it on the right place in the Model.

Reply #2040 Top

Sorry its me again, ifound a pikture of a raider maybe we can put it in for the Games Raider Picture. i can make Also other pictures. If you want to see it, tell me how to send you ( email or somhow else).

Reply #2041 Top

Quoting TobiWahn_Kenobi, reply 2035
I mostly use Photoshop (cause I'm fortunate enough to own an edition) but one can use gimp as well, though it is a lot harder than photoshop cause the alpha channel editing isn't that versatile in gimp.

In fact, it is not really true... yes, it is somehow limited to work directly on the alpha layer... but people who know gimp simply add a layer mask... work on it like with any layer... and apply the mask...

From my personal experience, the main difference is that photoshop have a more high limit about the number of layer allowed... somehow important when you wish keep a high quality backup of your texture, with all layer separated...

@ Danhall1 : Ou Also i wanted to ask how do i know on wich position i have to put the beam (in Particle Forge X,Y,Z...), so you kan put it on the right place in the Model.

Z is front, Y is top, x is left ( when look from the back )... for a beam, a time 0, position is z... a time 1, position is z+a... more big is "a", more fast is the beam... for a missile VLS, you can first increase Y and slowly go to a Z move...

You don't need to worry about the model hardpoint unless one particule effect is used for a two barrel gun by example...

Well, i am not a expert about particle forge... i simply use the notepad... and  directly type code... any way, for any models that you are asked to make a particule effect, Tobi will give you the needed information...

Sorry its me again, ifound a pikture of a raider maybe we can put it in for the Games Raider Picture. i can make Also other pictures. If you want to see it, tell me how to send you ( email or somhow else).

Maybe a good idea to become members of the Danmangame forum ( http://danmangames.com/forums/index.php )... there, you can found a section dedicated to the B5 mod... if you register there, contact Fileosoft ( it is me ) via PM and i will give you the mod dev status... there, it is possible to upload picture or files with your post...

Reply #2042 Top

Ok now I have the Account at danmangames.

Just wanted to ask how to put Pictures in the game Menu and where it is written wich Picture exactly the file takes from the Big Picture( for example Playerphase).

Or how can i put a Picture inside the Chat

 

Reply #2043 Top

@danhall1

Hi. I like the way that SteinerX made the first Character pictures he did more generic (it helps to stay in the clear in relation to copyright issues as well)

As for Particles, Thoumsin has already given you a very good answer. Any more Dev related talk should take place on DMG Forums.

The file descriptions for the menu pictures and hud pictures are in the .brushes files (here it is defined which part of a tga/dds represents a sprite) and the general window layout is defined in the .window files. These files are located in the Window folder of the game/mod. The brushes files are in binary form and need to be converted using ConvertData.exe from the SOASE mod tools.

 

@Thoumsin
I know about layer masks, but it is not on the same level as Photoshop when you try to edit an alpha channel from a file.
In Photoshop -> open file, switch to alpha channel, paint, save.
In Gimp -> open file, decompose, open alpha file, paint, save alpha file, recompose. No direct visual feedback on the alpha in relation to the rest of the layers.

Reply #2044 Top

@Danhall1

About the research trees, I already have someone fleshing out a basic layout of the tech trees. Discussions are started on DMG forums, so you are invited to partake

Reply #2046 Top

Quoting TobiWahn_Kenobi, reply 2043
@Thoumsin
I know about layer masks, but it is not on the same level as Photoshop when you try to edit an alpha channel from a file.
In Photoshop -> open file, switch to alpha channel, paint, save.
In Gimp -> open file, decompose, open alpha file, paint, save alpha file, recompose. No direct visual feedback on the alpha in relation to the rest of the layers.

Well, next time, in Gimp, try :

- open file

- add mask > transfer layer's alpha channel

- paint

- apply mask layer

- save

You will have a direct visual feedback on the alpha in relation to the rest of the layers... more important, until you don't apply the mask layer, any work made is non destructive and can be reversed by deleting the mask...

i use your decompose/recompose method for build my dds files... simply because i keep my special map ( team color, light, specular, etc ) in individual high quality grayscale tga... 

Well, it is somehow off topic... and no one software is better that the other... simply in some case, different way are used for the same result...

 

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Reply #2047 Top

Ahhh. Thanks a lot, that info might really help Koobalt :beer:

No, every good software has its uses and some might prefer one over the other. I grew up using Photoshop (thanks to my parents) and been using it since Version 1.0 so I might be biased :grin:
Every time I'm trying to use Gimp (mainly to explain something to others who cannot afford Photoshop) I'm feeling not at home and a little lost, though with searching (and help) one finds everything in Gimp as well.

Reply #2048 Top

OMFG!!!!

WOW I did it.

Wow!!!!

I changed someting iside of the game by my self ...jääääää

This was my first time. Please tell me where i can put data in to show it to you.

I changed the Raidericon into a Photo from the Babylon 5 Movie. but i dont know where to put the Data in Danmangames

Please tellmeeeeeee :pout: so I can rut it in and you can(when you see it) tell me if i should work on and change the Pictures like this.

Reply #2049 Top

Well, upload it somewhere (like filefront or megaupload) and post or pm me the link

Reply #2050 Top

Quoting Danhall1, reply 2048
I changed the Raidericon into a Photo from the Babylon 5 Movie. but i dont know where to put the Data in Danmangames

well, in the devs section of the B5 mod on Danmangame, start a new post... when you type the post, below it, click on "additional option", at the end of the field "attach", use the "browse " button to find your file...