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

 

14,152,659 views 5,473 replies
Reply #1026 Top

NEW IMAGE - YOU MAY SEE HOW BIG CAPITAL SHIPS, ALL SHIP IN SCALE.

You may identified ship themselves. Left ship have 2.9 kilometres. Right - 0.2 km.

Excellent work! Very nicely laid out ... I can use those to make ingame ship icons!

As always wonderful models Zvezdochets!


A great addition to the B5 Mod is:

https://forums.sinsofasolarempire.com/327224/page/11/#replies

Volumetric Explosions&Damage Effects ver. 1.41 Entrenchment compatible by Manshooter

(just remember to have it below the B5 mod on the activated mod list)

1 - Babylon 5

2 - Volumetric

Following are screens with it active:

 

 

Reply #1027 Top

An old pic of the Explorer (just the basic -cl tex - no -da (lighting) or -nm (bump) to show the scale between the Omega

Reply #1028 Top

Quoting SteinerX, reply 1026

A great addition to the B5 Mod is:

https://forums.sinsofasolarempire.com/327224/page/11/#replies

Volumetric Explosions&Damage Effects ver. 1.41 Entrenchment compatible by Manshooter

Be carefull with using these very good mod... it is a particule heavy mod... same thing can be say for B5... if the limt of 6k particule is reach on screen, some particule effect will begin to dissappear... think about a bunch of Omega without their rotating part...

Since i have use the manshooter mod, i have edit my user.settings ... simply replace the "MaxParticleCount 6000" by "MaxParticleCount 16000"

One other great graphical mod, based on the Manshooter one is the Bailknight's graphic Mod ( https://forums.sinsofasolarempire.com/301418 )... Since Bailknight is MIA from some time ago, someone have continue his job at https://forums.sinsofasolarempire.com/368651 ...

These two mod, along with sins plus from Uzi are integrated in a lot of mod... in fact, the old Solar Sins mod from Danman was all these mod together... pity that Solar sins have no continue to evolve after the sins version 1.05 ...

Reply #1029 Top

You might wanna chech out Celestial Bodies Mod also.

Reply #1030 Top

Since i have use the manshooter mod, i have edit my user.settings ... simply replace the "MaxParticleCount 6000" by "MaxParticleCount 16000"

 

Thanks for the info!

 

Reply #1031 Top

Since i have use the manshooter mod, i have edit my user.settings ... simply replace the "MaxParticleCount 6000" by "MaxParticleCount 16000"

Thanks for the very valuable info too!

You might wanna chech out Celestial Bodies Mod also.

I'll check that out! Thanks!

Reply #1033 Top

Quoting SteinerX, reply 1031

Thanks for the very valuable info too!

No problem... in some case, with the mod 7DS, in huge battle, weapons effect ( particules ) was dissapearing... it is someone other who have sound these simple solution... i have just a good memory for think useful for me :p

we lost a lot .. but we can rebuild

you mean you have lost all... about rebuild, i am not sure that everything need to be rebuild... in fact, for the devs section, the more interesting was your table with the already done and the work remaining... was a great place for pick up our next job... the DMG forum is more a working place... so, i just hope that you was with a backup for all model and texture posted there... in any case, i almost keep my previous work... so if you need something, make the call...

About the few tutorials, Koobalt have backup them... he will post them back in the general tutorial section later...

About my own work, it is somehow delayed... cannot be web admin there and restart the best and modeling in the same time... not enouh hours in the day... so, sorry for any delay... but be sure that i don't forget you...

Reply #1035 Top

in my case, in "/home/bruno/.wine/drive_c/windows/profiles/bruno/Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Setting" ...

For you, it will be at the same place where you find the mod folder... you have a setting folder there too... file is inside... if you system is at the lower end, it can slowdown the game... in my case, i have see no difference of speed but my system is a highter categorie that desktop computer...

Reply #1038 Top

what with the research trees??? it wont let me buy research even when i have the credits & and previous research. for example for a few races it wont let me build strike craft becuase it wont let me do the research to get them.

Reply #1039 Top

I get minidumps the very second I start a match with this mod active.

Reply #1040 Top

Quoting dntthe, reply 1039
I get minidumps the very second I start a match with this mod active.

Take a look at the top post of these topic, and read the "limitations" section... or reread the topic and you will see that the devs of these mod have reply to these problem several time... not sure about it but i think that you have some readme in the download too...

Reply #1041 Top

There is a readme, but after a fashion everyone ignores it...

 

@sparten117
More details please. 

Reply #1042 Top

I get minidumps the very second I start a match with this mod active.

 

Most common causes of mini-dumps:

Pre-Alpha 0.35 is for Entrenchment 1.041 ONLY

DO NOT let the AI play as the Shadows = mini dump

DO NOT let the AI be on RANDOM race (as sometimes the Shadow race is chosen) = mini dump

 

Quoting sparten117, reply 1038
what with the research trees??? it wont let me buy research even when i have the credits & and previous research. for example for a few races it wont let me build strike craft becuase it wont let me do the research to get them.

 

Which races are you playing? ... I'll check this out myself in the meantime ...

Reply #1043 Top

Quoting sparten117, reply 1038
what with the research trees??? it wont let me buy research even when i have the credits & and previous research. for example for a few races it wont let me build strike craft becuase it wont let me do the research to get them.

Tested Minbari - all fighters available after research

research required for Minbari fighters in red

 

Tested EA and Centari- all fighters available

 

Reply #1044 Top

I want ask our modders - how many tri i may use on EA cargo transport ? Now model contains 156 details and 7.8 tri. May i use <8k (or less if i be lucky). This model not my, only as preview, because this model have <100k tri

7754tri:156=49 tri for every detail. Too many simply detail - optimization useless...

Like this

Reply #1045 Top

Quoting Zvezdochets, reply 1044
I want ask our modders - how many tri i may use on EA cargo transport ? Now model contains 115 details and 6.7 tri. May i use 7.5 -8k (or less if i be lucky). This model not my, only as preview, because this model have <100k tri

 

If the EA cargo ship is used to be a TradeShip, you need to be equal of below 3011 triangle ( Phase : 3123, Psi : 2716, TEC : 3194 )... if possible, lower... on big map, you have hundred if not thousand of these Tradeship... when someone have a good economie, there is always several of them in any gravity wheel...

If you use it for replace the Refinery ship,  1506 triangle or lower ( Phase : 3123 , Psi : 652, TEC : 744 )

Maybe use the celestia model for reference but create your own model from zero... it is the only way that i see for remain in the limits...

 

 

Reply #1046 Top

model for reference but create your own model from zero... it is the only way that i see for remain in the limits...

I make model with zero, but too many detail [celestia model only as etalon and scheme].

Thank for info, i use optimization, but please are not disillusionned low quality}:) :cylon: 3k because is a trade ship.

For refinery may use this "skylark" transport - 1.5 limit for this small ship enough.

Reply #1047 Top

I do want to use the tanker for the refinery ship. But I suspect if you could stay within 4.5k to 5k triangles, that would be fine. I'm not aiming that mod at the low end computers but at the medium. I'd say if it runs acceptable on my system (core2duo E6600 2.4 GHz, 3GB RAM @ 667 MHz, geforce 8800 GTS 640) it should run well on any of todays medium systems. Perhaps not everyone can run it with details set to high on everything (I'm one of them), but thats progress, you know. I'd rather have a mod that looks good on my next computer as well than having a mod that looks mediocre now and even worse later.

Reply #1048 Top

Quoting TobiWahn_Kenobi, reply 1047
I'd rather have a mod that looks good on my next computer as well than having a mod that looks mediocre now and even worse later.

In fact, the game will look better on a older computer... a single core at 4 ghz will work better that a quad core at 2 ghz...

You mod will certainly look better in a Sins II who use the full power of today material...

Now, at the modeling level, it is always more easy to add detail to a model that remove them... remember that i have post on the other forum several basic model who are very very low poly... it is what i call 3D sketch... or remember the Asimov... first version was around your lower limit... few version later, with some detail, i have reach your upper limit...

So, if you agree and if Zvezdochets wish it, i can make a very low poly basic model of these ship... can maybe make them both tomorrow after work... these basic model can be used for add details... and maybe check proportion of the model pieces ( in fast first draw, i am bad with proportion )... do we have a deal ?

Reply #1049 Top

Always! And BTW I agree that it is always easier to add detail, but the UV and Texture has to be remade as well, and that is the most work. And I still hope that Ironclad finds a way to add a bit of multithreading to the game... never give up hope.

 

(And basically, with the pipeline optimisations in the newer Nehalems and even the core2duos the raw work done per (G)Hz is much more. The old 20something stage pipeline of the pentium 4's was their biggest failure)

 

Edit: Hope you do not forget about the Sharlin :blush: