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

 

14,181,315 views 5,473 replies
Reply #2051 Top

Ok You are Right the ganerated Pictures are realy better, so I just put them in as an example to know if I had changed something.

The Trees are ok.

I' on the Raserch about the beams ...its running... but at the moment I try to find a solution for the Charakter menue and to get pictures for 6 Races and not for three.

 

I alredy made spase for other 3 pictures in the PlayerSetupContentWindow but somhow it dosent work to put another Background for the three newe Pictures.

Ou an if you dont want to make Real Pictures maybe the could be an inspirtion. I post them soon.

 

 

Reply #2052 Top

OK. Thanks. If you get it working to have 6 different race pictures, that would be a treat! :thumbsup:

Reply #2053 Top

Myfist0 has figured that out already.  You should send him a PM.

+1 Loading…
Reply #2054 Top

Quoting SpardaSon21, reply 2053
Myfist0 has figured that out already.

:O   well, again something that i have always hear that it was not possible... who become possible due to the work of a modder... pretty sure that any mod with more that 3 races will be happy to know Myfist0's secret !

Reply #2055 Top

Check out the Starter Race Mod here ([Tutorial] How to add a new race [Complete with Starter Race Mod for E and D]).

I've used myfist0's approach to support the six player race selection, with a little tweak to the image files and relationship screen from his work.

Here's his tutorial on the subject (http://soase.weebly.com/add-race-pics.html).

Reply #2056 Top

Wow,

This mod needs a holiday break more often, it really brings people with spare time and the interest to the fore....

Darvroth

Reply #2057 Top

The most Things are no Problem but when i write something new inside the PlayerSetupContentwindow (for example a new Frame for the three new Pictures its not even dont have an effect no it blocks everithing what is written after it and works.

Damn!!

But maybe Zombys stuff works.

Reply #2058 Top

Ok Zomby thank you for the tipp but its the same we alredy have.

My Problem is more that i cant write inside of the window...hmmm maybe i should ask my girlfraind she studies Mediadasign...I also wanted to pull her in for help me design some parts hähähähä!!! }:)

 

Ok my exactly Problem is that I cant write into the document, so I wanted to ask wich Programs you use to write the code ( I use the Editor).

Reply #2059 Top

@Danhall1 I think you are overcomplicating the solution here. What myfist0 did was basically a creative workaround to the problem or an illusion trick.

To put it another way... you aren't really selecting six races but merely selecting from the first three races selectable based on selectablePriorty (highest value is listed first in portrait selection). The portraits are resized to be over twice as tall to encompess the picture of the next race below. The overlays on the portrait selection and race relationships then are used to hide the side effects of creating the illusion.

Thus you can't really setup the portrait selection from the window files to include more than three races.

Follow the guide on the weebly and look at my example and you should be able to figure out the solution.

+1 Loading…
Reply #2060 Top

@ZombiesRus5, Myfist0 and SpardaSon21
Thanks alot! This is a very important info!! 1*

Reply #2061 Top

Ok Sorry Zomby was Right but at 4 A.M. its difficult to read :grin:

Guys sorry if you thought I flame ... I dont.

Its grate that everyone helps me and this tutorial realy can help.

Thanks very mutch for helping me. :')

Reply #2062 Top

Building on DanHall1's note, thanks to ALL of you modders and designers for working on this project.  There are a lot of fans of Babylon 5 out there who will have many hours of enjoyment, thanks to your hard work.  You are all appreciated!! :congrat:

Reply #2063 Top

Thanks alot Gregory!

@Danhall1
As an editor, I love TextPad, but it's shareware. You could use Notepad++ if you want freeware.

Reply #2064 Top

Ok got bouth ... nice tools.

this will realy help.

And thank you again Zomby, now it just needs a little bit time until I finish it. :thumbsup:

 

... Äh Zomby why is there the Rus5 ending in your name?

Reply #2065 Top

... Äh Zomby why is there the Rus5 ending in your name?

Simple actually... I like Zombies of course but good luck getting that as a name on anything. So I tried for ZombiesRus for Xbox and that didn't work so figured there where 5 potential zombies in my house so tacked on the 5.

 

Reply #2066 Top

Ou cool ... I Just understood it wrong as Russ for Russia and becaurse I understand the Language and so on.

But back to work... I cant read my Screen-FondEnd and wanted to ask you if you can sand me a kopi of your for amybe add it to your Mod.

My Screeen-FontEnd is in the original code but in the Tutorial tis not the same.

Thanks

Reply #2067 Top

I think I understand. You are looking for the Screen-FronEnd.brushes change.

I took a different approach and made my own brushes file for the player setup backdrop and relationship backdrop to limit my exposure to core sins files if an update should ever occur from ironclad.

If you look in the tutorial the entries I reference are in the Races.brushes.

Reply #2068 Top

@Danhall1
While ZombiesRus5's approach might eat up more memory, it is more future-proof so we can take that route as well.

Reply #2069 Top

While ZombiesRus5's approach might eat up more memory, it is more future-proof so we can take that route as well.

Tell me if I am wrong but...

All the brush files are loaded into the RAM. They can be 1 file or a 1000, the only size difference will be the few bytes for the file name. When adding brushes it is definitely better to make a new brush file to be able to import\export, edit and share.  :thumbsup:

The same can be said for texture sheets that hold buttons and icons and such. Just keep all the space on the sheet filled. For my mod I used celestial bodies and sins plus and made a new texture sheet Icons_Planets_m0d.dds for the icons and another for bonus icons.  Increasing the sheet size to fit the new info can actually use more space due to the sheets having to be multiples of 128. So if my Icons_Planets.dds was 1024x1024 and I want to add 128 it will be 1024x1152 when all I needed was 128x128. The 2 separate files are smaller mb than the enlarged original using less RAM.

I could probably save about 50mb of textures by squeezing a lot of the existing textures onto other existing sheets that have a lot of empty space.

Reply #2070 Top

@myfist0

Yes you are absolutely right. First and foremost I should convert all our modified tga's to dds. then I should optimise their layouts so for them to use less space. Though this is such a time consuming task... ^_^'

Reply #2071 Top

Though this is such a time consuming task...

I understand I have this on my list of todo's also. BTW, you might check out AMD's Compressonator program. It does the same thing as NVidia's DDS plugin for photoshop and gimp except it's a standalone converter and also supports batch compressing/converting of image files. I've been using it for a few weeks now and it seems to work really well, plus the batch feature is really nice as I want to keep my source uncompressed textures separate from the mod once I go down the optimization path.

 

Reply #2073 Top

@ZombiesRus5
Thanks for the info. I keep my sources as PSD files though, and compress them when I make the dds. And I really like the quality of the Photoshop plugin, I only wish they'd do a 64 bit version of it.

Reply #2074 Top

You are right to make your own version of the Screen-FontEnd.brusches File, so i wanted to ask you for it.

I alredy downloaded all your files for Diplomacy but cant find Screen... .

I followed the Tutorial and this File is the only thing i cant change like in the tutorial.

 

I woult write it by myself but i dont know what is written instide the Screen... becaurse i cant read the code of my original game File, even with my tools.

 

I just Thought you can sand me your canged version of Screen... , so I can use yours or put it in your Mod for other people who got the same Problem.

 

But maybe i didnt understood something you have written, so would you plese describe this more in details for the Nood I'am. :blush:

 

Reply #2075 Top

If you mean the freakish characters in the brushes files, these files are supplied as binary with the game and need to be converted to text using the commandoline tool ConvertData.exe, then reconverted to binary after editing so the game can read it.