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

 

14,182,834 views 5,473 replies
Reply #2202 Top

@Timmaigh

 

The red marked parts are bad, because they do overlap. The one marked yellow is not that bad, but not good either because it does not overlay perfectly. The other parts overlay perfectly and are good for AO

 

As you guessed sins has no ingame Ambient Occlusion. Therefore we have only the option to bake AO into the texture using a professional 3D program (I guess blender could do this to). To make use of such a process, the parts that are symmetrical have to be overlayed on the UV pixel perfect and need to be oriented that the AO selfshadow is on the same spot when two pieces use up the same space on the UV.

 

Example, look at the UV above, then at your texture below

 

Then look at the AO map I can bake

 

and now at the combined texture

 

 

Using that texture for the model would result in this:

Notice all the improper Black spots? Thats where pieces of the UV overlap that shouldn't. Best example is the black part and line on the vertical wing. If all parts on the UV layout are properly separated and overlayed, the AO looks perfect and the model even more stunning.

 

As for textureing your models, I could (and I really would want to) but I still have so many other models and things to care about concerning this mod that It would be a great relieve for me if you could do this for us. Still, I appreciate all your models even without texture (but please make the UV)

PS.: If you want to redo the UV on the Vorchan, I will make a proper AO and Light for the texture. I think if you carefully arrange the parts on the UV the texture can be used almost as it is. Otherwise I will take care of the Vorchan UV myself sometime in the future.

 

Thanks again for helping us with modelling (and UV and textureing) and hope this post helps to understand what I said before.

Have a nice night

Reply #2203 Top

Oh, christ on bike... this is pretty bad  :D

Thanks for the explanation, i get it now. Obviously i did not consider your AO map, when i UV mapped the vorchan. The thing is, i created the map first and then "fit" it onto the model, did not use your way of exporting the UV coordinates map from modelling soft and make texture based on this. Apparently it was a mistake.

 I can re-UV it now, but its going to be helluva lot of work.  8C I am not even sure, if it is possible with that texture... i will have to look at this, perhaps tomorrow.

BTW that vorlon ship looks brilliant. I <3  Vorlons.  :)

 

Reply #2204 Top

Quoting Timmaigh, reply 2203
Oh, christ on bike... this is pretty bad  

Thanks for the explanation, i get it now. Obviously i did not consider your AO map, when i UV mapped the vorchan. The thing is, i created the map first and then "fit" it onto the model, did not use your way of exporting the UV coordinates map from modelling soft and make texture based on this. Apparently it was a mistake.

 I can re-UV it now, but its going to be helluva lot of work.   I am not even sure, if it is possible with that texture... i will have to look at this, perhaps tomorrow.

BTW that vorlon ship looks brilliant. I  Vorlons. 

 

Send the texture and model to me if you want and I can try baking your non-optimized uv-map and texture onto a uv-map that will work for AO. My UV-map will be generated though, unless you want to build a standalone uv-map yourself and I can still try baking the texture.

Reply #2205 Top

Quoting ZombiesRus5,

 

Send the texture and model to me if you want and I can try baking your non-optimized uv-map and texture onto a uv-map that will work for AO. My UV-map will be generated though, unless you want to build a standalone uv-map yourself and I can still try baking the texture.

 

So it is possible to do it, even if the UV parts overlay? How?

PM me your email address please

EDIT: Oh, i got it, i think. You plan to redo the UV using automatic mapping from the ground and then fit it onto my texture, right?

Reply #2206 Top

It would seem to me that 1 texture is not enough if you're planning to fit all those bits there without any of them overlapping..

Reply #2207 Top

Quoting HawkWall, reply 2206
It would seem to me that 1 texture is not enough if you're planning to fit all those bits there without any of them overlapping..

It certainly seems to be the case to me as well, but maybe it is not that bad. Anyway i suspect the most sensible choice will be re-UV it from ground up, rather than meddle with the existing UV coordinates

Reply #2208 Top

Quoting Timmaigh, reply 2205

ZombiesRus5
 

Send the texture and model to me if you want and I can try baking your non-optimized uv-map and texture onto a uv-map that will work for AO. My UV-map will be generated though, unless you want to build a standalone uv-map yourself and I can still try baking the texture.

 

So it is possible to do it, even if the UV parts overlay? How?

PM me your email address please

EDIT: Oh, i got it, i think. You plan to redo the UV using automatic mapping from the ground and then fit it onto my texture, right?


Not quite but close. The result will be a new uvmap and texture using yours as the base. I've done it on a few other models. It's not complicated or time consuming to try. I'll pm you my email if you want to try it.

Reply #2209 Top

@Timmaigh and ZombiesRus5

While a generated UV will solve the problem of overlapping polygons, it will not give as much detail to the texture as a handmade uv layout (or can you do generated textures where identical parts overlay on the UV?)

As for fitting all pieces of the UV map onto a single texture, this is no problem as you have many identical pieces which can take the same place on the UV map, as they will receive the same AO information. Just remember to mirror the parts.

I will try to give you an example using your Vorchan in the next days (but might take a bit longer due to illness)

 

PS.: Vorlon ship by Thoumsin, AO and Lightning map by me

 

PPS.: UV of parts of the model that are not visible can be indefinitely small on the UV layout, so saving us lots of space

Reply #2210 Top

@Timmaigh and ZombiesRus5

While a generated UV will solve the problem of overlapping polygons, it will not give as much detail to the texture as a handmade uv layout (or can you do generated textures where identical parts overlay on the UV?)

As for fitting all pieces of the UV map onto a single texture, this is no problem as you have many identical pieces which can take the same place on the UV map, as they will receive the same AO information. Just remember to mirror the parts.

I agree totally, I won't be re-uv mapping the object though. What I'm offering is a temporary solution, plus if someone makes a clean uv-map I can still do the baking process with his original texture. If you want it, it's free. I'll send the files back to Timmaigh and you guys can decide.

Here is the end result with what he has so far.

Original:

Baked with a 2048x2048 texture and generated UV map

Baked with a 1024x1024 texture and generated UV map

Example with an AO applied from my tool (Probably not as good as what you can do but it gives an example).

Reply #2211 Top

@ZombieRus5:

I got your files, thank you. Finally i get what you had in mind. It looks good, but somehow on max it does not look so good as on your last screenshot. Need to play around with it bit more.

Anyway it is now up on Tobi to decide, whether this is good enough for him or not. It probably needs to be tried ingame.

@TobiWahn:

I will forward the files to your mail to look at them. I am sorry to hear youre sick, get well soon.

EDIT:

@ZombieRus: Oh, the last pic is NOT, how it should look with the pre-baked AO map, thats how it looks in your software only, right? The second and third pics are with baked AO map... or? Now i am bit confused.

 

 

Reply #2212 Top

I did not send a texture with AO applied as I figured Tobiwan would want to use his process if the texture map would work for him.

Reply #2213 Top

@Timmaigh

Yes, please send me the files. Btw, while chekcing your model I found some inconsistencies (but seems like sins has no problems with them) and started to correct them. If ZombiesRus5 work is good enough, I will postpone redoing the Vorchan texture for a bit because it will take some time to make a custom UV with the corrected Vorchan.

@ZombiasRus5

If you can do the baking of the texture with a clean new UV that would be perfect, but I suspect it won't be possible because in the process I'm correcting a few errors in the mesh which will prevent this I suppose. Thanks for the temporary solution! I will apply AO to it ASAP

Reply #2214 Top

Quoting ZombiesRus5, reply 2212
I did not send a texture with AO applied as I figured Tobiwan would want to use his process if the texture map would work for him.

Ah that explains everything. I sent Tobi the files. I would say it looks great on the last pic, and suprisingly the quality of the texture does not look to suffer with your texture compared to original texture, as the parts have now less pixels

@Tobi Wahn:

Yes, i remember now, back when i sent it to you for the first time, there were some errors, unwelded vertices or something. And i sent the same model now to ZombieRus. Sorry for that.

 

Reply #2216 Top

@ZombiasRus5

If you can do the baking of the texture with a clean new UV that would be perfect, but I suspect it won't be possible because in the process I'm correcting a few errors in the mesh which will prevent this I suppose. Thanks for the temporary solution! I will apply AO to it ASAP

It still should work as long as the corrected model is still similar in shape to the original textured model. Are you planning on adding new details to the model or just correcting errors?

Reply #2217 Top

@ZombiesRus5

Just correcting the model and removing unnecessary polygons.

Your baked texture is perfect for AO (because every polygon has it's own space) but sacrifices lots of detail in the process (because of the same thing). I will try to get a new UV to you this week so you can try to bake the old Texture into the new corrected UV and model. Thanks alot for helping.

@Masterjon911

It's in prealpha right now. Alpha is considered to be feature complete and beta is considered to be almost production ready. So prealpha right now.

Reply #2218 Top

@ZombiesRus5

Just correcting the model and removing unnecessary polygons.

Your baked texture is perfect for AO (because every polygon has it's own space) but sacrifices lots of detail in the process (because of the same thing). I will try to get a new UV to you this week so you can try to bake the old Texture into the new corrected UV and model. Thanks alot for helping.

Not a problem. If it helps in this case it doesn't really take any extra time since I'm already setup to do the baking process.

I understand what you mean about the textures though and uv-mapping process. I'm looking at some ways to improve my own process but I'm not really into uv-mapping other peoples work.

Reply #2219 Top

Quoting ZombiesRus5, reply 2218


I understand what you mean about the textures though and uv-mapping process. I'm looking at some ways to improve my own process but I'm not really into uv-mapping other peoples work.

Too bad :D

Reply #2220 Top

Quoting Timmaigh, reply 2219

Quoting ZombiesRus5, reply 2218

I understand what you mean about the textures though and uv-mapping process. I'm looking at some ways to improve my own process but I'm not really into uv-mapping other peoples work.

Too bad

 

Well, UV mapping is a b*tch :grin:
Its awful lot of work if done after the model is finished. It's always easier to start UV mapping before duplicating objects for your model, because you then have to UV a part only once.

Reply #2221 Top

After all those years they could already come with something more intuitive and less annyoing... :)

Reply #2222 Top

@Timmaigh

They did, but it will take time for game engines to catch up

http://ptex.us/overview.html

 

Reply #2223 Top

Sorry to ask, but is there any info on what Centauri models are being worked on at the moment?

Or the ships they're planned to have?

I thought i saw some list on what ships the different races were going to have in the final version, but i don't find it anywhere.

Reply #2224 Top

Quoting HawkWall, reply 2223
Sorry to ask, but is there any info on what Centauri models are being worked on at the moment?

Or the ships they're planned to have?

I thought i saw some list on what ships the different races were going to have in the final version, but i don't find it anywhere.

 

Obviously i have no idea, what are Zvezdochets et al working on right now, but for my part there is this little thing with fixing Vorchan AO and on previous site you could see the Centauri Starbase model WIP. As far i know, someone, possibly Zvezdochets built Primus model as well, but i suppose it is not finished yet, as i havent seen any pics since those WIP ones. But maybe i am wrong. After the starbase i might built something else and if that happens, i will probably keep my allegiance to Centauri Republic :-D

Seriously though, i actually have some blueprints for Balvarin Carrier, Sentri Fighter, Kutai and one other centauri ship and they are generally easier to model than curvaceous Whitestars, Minbari or Vorlon models, so ill let the more experienced modelers to take care of those... :-)

Reply #2225 Top

@ Hawkwall

 

Centauri

Cap Ships:
Altarian Destroyer        2150
Vorchan Warship            2160*
Primus Battlecruiser        2195
Octurion Battleship        2202
Dargan Strike Cruiser        2258
Adira Royal Battleship        2269


Frigates:
Kutai Gunship            2134
Morgrath Frigate        2145
Haven Patrol Boat        2150
Corvan Scout            2191
Maximus Frigate            2191
Centurion Attack Cruiser    2202
Sulust Escort Destroyer        2218
Balvarin Carrier        2237
Darkner Fast Attack Frigate    2249
Liati Advanced Cruiser        2265


Fighters:
Razik Light Fighter        2105
Sentri Medium Fighter        2202
Rutarian Strike Fighter        2258

 

This is the list of planned ships. AFAIK only Timmaigh is working on Centauri models at the moment.