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

 

14,182,144 views 5,473 replies
Reply #2326 Top

Quoting TobiWahn_Kenobi, reply 2309
Oh hell yes! Please. Pretty please. With a cherry on top!

BTW I've finished rendering the AO, Normalmap and illumination overlays for the Liati, took only 42 or so hours of rendering time.

 

Youre joking right?  :omg:

I remember you said somewhere youve got intel i7 sixcore CPU, so 42 hours is bit hard to believe. What soft do you use again? 

Reply #2327 Top

Quoting Thoumsin, reply 2322
Quoting HawkWall, reply 2319 
Then again the Centurion i am basing the model on, is the one from mongoose publishing (I think) . As you can see the centurion on the pdf has its fins (The little upward/downward wings) tilted outward a little, when in the mogoose model they're not.

Well, i have everything from Agentsofgaming ( who have work with WB and author of the serie in 1998 ) and nothing from Mongoosse ( who have start B5 product in 2004 )...

But you are right about the fins... and is not the only difference... the Agentsofgaming model is shorter, look more "strong", these of mongoose look more build for speed...

http://www.agentsofgaming.com/fa2412.jpg

http://spaceship.brainiac.com/Mongoose/Centurion.jpeg

Mongoose is Tobi choice but since he have post that he have no information about the centurion, i have post mine... was simply trying to help !

 

To be fair, all these non-canon ship designs (from Mongoose and others) are IMHO bit weak, most of them look to me like fast and cheap rip-off based on the models used on TV show, just to earn quick money on some table games and stuff like this. If i was JMS, who apparently accepted these designs as canon, i would allow perhaps 10 percent of them.  Yes, i am that picky :D 

Actually this Centurion is quite OK, but the Balvarin i started to build, or those non-canon EA models are nothing to compare to original designs from the show.

Reply #2328 Top

Quoting Timmaigh, reply 2327

Quoting Thoumsin, reply 2322Quoting HawkWall, reply 2319 
Then again the Centurion i am basing the model on, is the one from mongoose publishing (I think) . As you can see the centurion on the pdf has its fins (The little upward/downward wings) tilted outward a little, when in the mogoose model they're not.

Well, i have everything from Agentsofgaming ( who have work with WB and author of the serie in 1998 ) and nothing from Mongoosse ( who have start B5 product in 2004 )...

But you are right about the fins... and is not the only difference... the Agentsofgaming model is shorter, look more "strong", these of mongoose look more build for speed...

http://www.agentsofgaming.com/fa2412.jpg

http://spaceship.brainiac.com/Mongoose/Centurion.jpeg

Mongoose is Tobi choice but since he have post that he have no information about the centurion, i have post mine... was simply trying to help !
 

To be fair, all these non-canon ship designs (from Mongoose and others) are IMHO bit weak, most of them look to me like fast and cheap rip-off based on the models used on TV show, just to earn quick money on some table games and stuff like this. If i was JMS, who apparently accepted these designs as canon, i would allow perhaps 10 percent of them.  Yes, i am that picky  

Actually this Centurion is quite OK, but the Balvarin i started to build, or those non-canon EA models are nothing to compare to original designs from the show.

 

I agree wholeheartedly. I like the Octurion design though.. |-)

Reply #2329 Top

Youre joking right?

I remember you said somewhere youve got intel i7 sixcore CPU, so 42 hours is bit hard to believe. What soft do you use again?

Nay, Radiosity, SubPolygon Displacement, which btw is singlethreaded in C4D (and choosing the wrong settings) can result in tremendous rendering times, even on a Westmere 6 Core.

To be fair, all these non-canon ship designs (from Mongoose and others) are IMHO bit weak, most of them look to me like fast and cheap rip-off based on the models used on TV show, just to earn quick money on some table games and stuff like this. If i was JMS, who apparently accepted these designs as canon, i would allow perhaps 10 percent of them. Yes, i am that picky

Actually this Centurion is quite OK, but the Balvarin i started to build, or those non-canon EA models are nothing to compare to original designs from the show.

Well, than adapt a little. As long as it resembles centauri republic I think I can live with that. The ones that really need to be 100% canon are the ships which appear on the show.

I agree wholeheartedly. I like the Octurion design though..

Agreed

Reply #2331 Top

Quoting TobiWahn_Kenobi, reply 2329
Youre joking right?

I remember you said somewhere youve got intel i7 sixcore CPU, so 42 hours is bit hard to believe. What soft do you use again?

Nay, Radiosity, SubPolygon Displacement, which btw is singlethreaded in C4D (and choosing the wrong settings) can result in tremendous rendering times, even on a Westmere 6 Core.


Well, than adapt a little. As long as it resembles centauri republic I think I can live with that. The ones that really need to be 100% canon are the ships which appear on the show.

I agree wholeheartedly. I like the Octurion design though..

Agreed

 

Use correct settings then :D  

Seriously though, i wonder why do you need subpolygon displacement? And something being singlethreaded with C4D? So 3dsMax is not that bad after all? :grin:

Anyway, these CPU renders are dead, CUDA based stuff is where its at :thumbsup:  

Reply #2332 Top

TobiWahn,

Question: SOSE uses orbital bombardmet only as the mechanism to remove an empire from a planetary body, (I'm discounting cultural influence for the moment). In the B5 universe that was still an easy though outlawed practice. If I recall only the Dilgar and the Centauri used it in recent memory (last 100 years). To that end is there a substitute mechanic that will allow for subduing a planet without bombing it back to the stone age? It will lead to some interesting stuff on the tech effort if that is possible.

Orbital bombardment is still a valid choice if one is willing to suffer the diplomatic penalties..... Just wondering if an alternative was in the works and possible under the hood.

Darvroth

Reply #2333 Top

To that end is there a substitute mechanic that will allow for subduing a planet without bombing it back to the stone age? It will lead to some interesting stuff on the tech effort if that is possible.

To be honest, I'd love to have troop transports to conquer a planet. Somebody make an ability? Must ask rodney!
EDIT: Rodney already has such a thing on his list!

BTW, can you PM me your email address for me to give it to Rodney (so you two can get down to creating that research tree?)

Reply #2334 Top

By the way, what is the triangle limit for the Centurion?

And is the Balvarin really going to be a frigate? It seems strange to me.. :|

Reply #2335 Top

Here's an update:

The guns are not so welded as in the miniature. Tell me your opinion.

Reply #2337 Top

By the way, what is the triangle limit for the Centurion?

3-5k at best

Reply #2339 Top

Quoting DeusDoom, reply 2338
what program would someone use to make these white models.

 

What do you mean with "white models"? The centurion for example? Then any 3D Program will do. 3D Max, Carrara, Wings3D, Cinema4D, XSI, Blender, ......

Reply #2341 Top

I would think so. If you can export into obj, dxf or 3ds I can use it.

Reply #2342 Top

AutoCAD is primarily setup for 2D only. Unless you have the 3D module you will likely run into some complications. There might be some free add-ons that can help you with this. I'm not sure though what you have setup currently with your AutoCAD install.

Reply #2343 Top

I JUST noticed..

Is there something wrong with the liati's "ambient occlusion map"?

In the screenshots it seems that the tips of the large cannons are black and the hidden parts of the (metal color) girders on the wings are "drawn" as black silhouettes on the actual (purple) wings.

It looks strange to me.. Or is there some problem with the uv map? 8C

 

edit: And if you're going to do something to the model, then notify me if you want me to do a better bump map for it.

edit: (looking at the complex texture) Nevermind. :grin:

Reply #2344 Top

Quoting HawkWall, reply 2343
Is there something wrong with the liati's "ambient occlusion map"?

In the screenshots it seems that the tips of the large cannons are black and the hidden parts of the (metal color) girders on the wings are "drawn" as black silhouettes on the actual (purple) wings.

It looks strange to me.. Or is there some problem with the uv map?

 

Nothing wrong, it is the effect of applying Displacement Mapping to the model for rendering the Ambient Occlusion (and Normalmap). If you dislike it, I can make another AO render without Displacement mapping. It won't have the worn-out look but won't have the silhouettes either. That is no big deal, so just tell me if I should do it (it's you model/texture after all)

Reply #2345 Top

Quoting TobiWahn_Kenobi, reply 2344

Quoting HawkWall, reply 2343Is there something wrong with the liati's "ambient occlusion map"?

In the screenshots it seems that the tips of the large cannons are black and the hidden parts of the (metal color) girders on the wings are "drawn" as black silhouettes on the actual (purple) wings.

It looks strange to me.. Or is there some problem with the uv map?
 

Nothing wrong, it is the effect of applying Displacement Mapping to the model for rendering the Ambient Occlusion (and Normalmap). If you dislike it, I can make another AO render without Displacement mapping. It won't have the worn-out look but won't have the silhouettes either. That is no big deal, so just tell me if I should do it (it's you model/texture after all)

 

Well if the other ships already have the same treatment then it is good.

But if they don't, then i think it would be better to leave it out of the liati as well. As i've said, i know little about the professional methods of making these models come to life.

If it is no big deal, i'd like to see the model without the displacement map, but if it takes another 48 hours, then you don't need to bother for me. :grin:

Reply #2346 Top

Quoting HawkWall, reply 2345
If it is no big deal, i'd like to see the model without the displacement map, but if it takes another 48 hours, then you don't need to bother for me.

It wouldn't because I wouldn't use radiosity for it, just raytracing. The effects on the BinTak or the Hyperion were created using displacement mapping.

I will try to provide you with the other version come Sunday.

Reply #2347 Top

TobiWahn,

Looking at required ship techs... what is the magic cut off year(s) for the previously supplied list of ships so we know which ones are "future tech" and which ones are available at turn zero? Will really help with determining the mapping order and place holder values and for number of labs required.

Also, could you PM Rodney and I your base line damage and range ideas so we have a point from which to deviate?

Darvroth

Reply #2349 Top

Quoting Darvroth, reply 2347
TobiWahn,

Looking at required ship techs... what is the magic cut off year(s) for the previously supplied list of ships so we know which ones are "future tech" and which ones are available at turn zero? Will really help with determining the mapping order and place holder values and for number of labs required.

Also, could you PM Rodney and I your base line damage and range ideas so we have a point from which to deviate?

Darvroth

 

Ships without research

EA:
Explorer
Artemis
Hermes
Oracle

Minbari:
Sharlin
Tinashi
Leshath

Narn:
Rothan
T'Rakk
Sho'Kar

Centauri:
Altarian Destroyer
Kutai Gunship
Corvan Scout

Shadows and Vorlons have yet to be decided as the game mechanics for those races should be rather different (more influential in the early game than aggressive or expansive)

As everything this is up for debate, I will post this list to Origo once it is accessible again (these downtimes are bothering!)

As for damage baselines and range, take the existing entity values as baseline to work from there. Things will be balanced and changed later (come version 0.5 or so)