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

 

14,165,295 views 5,473 replies
Reply #276 Top

Just finishing the flow chart for periods 1-4 so far 37 different upgrades. Right now I am just focusing on getting the general upgrades to fit into their respective times. In this I mean matching upgrades with the sorts of changes that should be going on in that given period. The chart it a bit of a mess with lines going all over the place but I will post the first version as soon as I am done. Then I will post a revised version that is easier to read.

I do have a few questions for some of the tech though:

Is the current restrection of jump gate at level 3 and portable engines at 6 set in stone? I really think that these should be low tech items and that the speed is what should be changed though upgrades. For now I am not putting anything involving hyperspace into the chart until I know for sure how everyone wants to handle it.

So is the current restrection set or can we start a debate about when hyperspace tech should be allowed?

Reply #278 Top

Small update. One more ship from EA, monitor "Orestes" [on top]. Soon all EA fleet has been made:borg:

They wait ... all ship in scale. Tobiwahn, i found "non-canonical" image fighter "Falcon" http://i49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/Earth/Falcon.png - maybe add this craft in mod like bomber or high-speed interceptor ? As i see this strike craft low-maneuverable. I may make this craft.

 

Reply #279 Top

Quoting TobiWahn_Kenobi, reply 275
Nice loading screen!!

 

As to the Vorchan - Well, help is appreciated, but unfinished models will not be of help I think, as for everything to fit together, I feel it is better to start from scratch or have a model where there are just some Details missing. Thanks nevertheless.

 

I am aware that unfinished model is no use to you. :) So as i said, i finished it today. 


 

 

Reply #280 Top

Looks awesome. How many triangles? We should stay within a limit of 10-15k triangles (not polygons - as that could be quads as well). If you can keep to this limit (even better 10-12k) this model is gorgeous!! Thanks alot.

 

@ZEROibis
No, the tech is definitely not set in stone. Fit it in as you deem correct!! Thanks!

Reply #281 Top

Quoting TobiWahn_Kenobi, reply 280
Looks awesome. How many triangles? We should stay within a limit of 10-15k triangles (not polygons - as that could be quads as well). If you can keep to this limit (even better 10-12k) this model is gorgeous!! Thanks alot.

 

I´m glad you like it. The mesh summary info in 3ds max reads 3963 faces in the scene, so i suppose thats it.

Reply #282 Top

Hey guys!! great looking MOD. One problem though. I've updated to Entrenchment V1.04 and as soon as I start a game, I'm hit with a minidump. How do I get around this...please help! I've really been looking forward to getting into this MOD.

Reply #283 Top

Ok, will check the releasenotes and see what needs to be changed. Release 0.33 is only compatible with 1.03. Next release should be compatible with 1.04, though I have no Idea when I will release it (probably an interimsrelease for 1.04, but I do not promise)

Reply #284 Top

Ok will do. Also as for the bonehead manuever. I wanted to know if it was possible to triggere and event that required two ships using an ability at the same time. For example ship 1 uses ability and so does ship 2 and because they are within x distance of eachother an event is triggered. This would allow for the bonehead ability to work as followes.

As we know in a last ditched effort to win the EA developed the bonehead manuever to try to take out as many minbari as possible toward the end of the war. I think it would be intresting to have this ability in game and make it a powerful scrafice. It requires the tech along with two capital ships, they open two jump points inside eachother and then everything in range including them is destroyed. Logically this would be a very ricky weapon but I think it really fits with the EA overall stratagy of win at any cost. Especally durring the EA minbari war.

Reply #285 Top

Quoting Timmaigh, reply 281
I´m glad you like it. The mesh summary info in 3ds max reads 3963 faces in the scene, so i suppose thats it.

 

From the picture you have post, the model is mainly made of quad... so, in theory when triangulate, it will be around 8k... i say in theorie because on your screenshot, the vertical wings have no quad or triangle... simply a big surface with a lot of edges... anyway, if you are a little over the limit, it is always possible to reduce the poly count without changing the shape...

One last thing... don't use transparent surface ( poly ) for a model who will be used in sins... it is not supported by the game... in the best case, it will become opaque... in the worst case, you will have a hole in your hull and all the inside will become triangulate later and double the poly count...

By the way, your model look good :congrat:

Reply #286 Top

Sounds interesting, but may be a bit too powerful if even a Hyperion could do this. Maybe the more costly ships. As for the Info on how it's donw, just contact EvilTesla-RG and ask him if this is possible. He's the person in-the-know!

 

Good news for you, just updated to 1.04 myself and now have to get the mod working for it ASAP! Seems to be just a few lines to add and I have to restructure a little. Will release a patch soon. Probably tomorrow or tuesday.

Reply #287 Top

Quoting TobiWahn_Kenobi, reply 283
Ok, will check the releasenotes and see what needs to be changed. Release 0.33 is only compatible with 1.03. Next release should be compatible with 1.04, though I have no Idea when I will release it (probably an interimsrelease for 1.04, but I do not promise)

Take a look at https://forums.sinsofasolarempire.com/356807/page/4 , reply 93 ... harpo have already release a new version of his mod updater ...

Reply #288 Top

Ahh, yes. Faces could also mean more than 4 sided polygons, which are not supported at all. Better you use triangulation on the model to see how much they are. And check the normals of you model, just in case :grin:

 

Other than that, love it!

Reply #289 Top

Thanks for the link, but I rather do this by hand as I better understand the changes made to the engine. But this link should be useful for all the other people who want to use the 0.33 mod with Entrenchment 1.04

 

So people, as of now, just download the tool and use this to convert the mod for 1.04 until the next release is out (which, btw. will require 1.04)

Reply #290 Top

tobi at present the mod updater does update the entity files, but the entity.manifest is ALSO NEEDED to be updated for the new entities otherwise minidump hell

harpo

Reply #291 Top

Quoting Thoumsin, reply 285

Quoting Timmaigh, reply 281I´m glad you like it. The mesh summary info in 3ds max reads 3963 faces in the scene, so i suppose thats it.
 

From the picture you have post, the model is mainly made of quad... so, in theory when triangulate, it will be around 8k... i say in theorie because on your screenshot, the vertical wings have no quad or triangle... simply a big surface with a lot of edges... anyway, if you are a little over the limit, it is always possible to reduce the poly count without changing the shape...

One last thing... don't use transparent surface ( poly ) for a model who will be used in sins... it is not supported by the game... in the best case, it will become opaque... in the worst case, you will have a hole in your hull and all the inside will become triangulate later and double the poly count...

By the way, your model look good

 

Thank you Thoumsin

Yes, yes, the the vertical wings are definitely "big surfaces with lot of edges" - simply polyline converted to surface and then extruded to gain "thickness" - but that is easy to fix...other than that i do not think there should be any problem, the remaining parts of model are made of quad polygons, in fact except the wings and the "head" section they are mostly simple boxes attached together :) . So then the 8k figure could be realisitic and that is still within the 10k-15k limit.

I dont understand the transparent surface thing though, how do you mean it? I suppose best way to find out if the model works properly ingame is to try to import it. Is there any simple way to do it? Without textures or hardpoints or whatever is orherwise needed? I remember back in the BETA days before the offficial modding tools were launched there was a fan made Mesh Importer, which i used to import one of my old models and it was quite simple. However i have no experience with the Forge tools...

Reply #292 Top

@Zvezdochets
I don't know what good the interceptor would be for, as it would be (I suppose) older and therefore weaker than the Tiger, which is already incredibly weak. There would also be the problem whoch ship to attach to, as a ship can only have a max of 4 different fighter types, and they are already used up.

 

@ Harpo99999
No, updating the entity.manifest is not necessary for the mod. There seem to be no files added, but I do not know if it still will behave correct, as a new line was added to the Starbases - CreationSourceAbility - which is linked to the Ability that creates the Starbase. As I have some Starbase entities in the entity folder which are as of yet not linked to any Ability, I don't know how the mod converter handles that (well, I don't know how it handles them when the ability exists either).

But, the manifest needs no updating, though I still can't say if the mod converter functions correctly.

 

@Timmaigh
Thanks. As for testing, just create basic textures and send the triangulated file as an obj to me if you wish, I can test it for you. or get in touch with Fileosoft but read this forum thread beforehand (very useful)
http://sri-corp.com/Forum/index.php?topic=2436.0

Here you'll find a kinda walk-through for modelling, segmenting, and soon to come, UV-mesh optimisation.

 

Thanks again to y'all 

Reply #293 Top

yeah get in touch with Fileo he's a great guy to contact when your working with models, although he is quite a busy fellow

Reply #294 Top

Quoting TobiWahn_Kenobi, reply 292
@Zvezdochets
I don't know what good the interceptor would be for, as it would be (I suppose) older and therefore weaker than the Tiger, which is already incredibly weak. There would also be the problem whoch ship to attach to, as a ship can only have a max of 4 different fighter types, and they are already used up.

 

@ Harpo99999
No, updating the entity.manifest is not necessary for the mod. There seem to be no files added, but I do not know if it still will behave correct, as a new line was added to the Starbases - CreationSourceAbility - which is linked to the Ability that creates the Starbase. As I have some Starbase entities in the entity folder which are as of yet not linked to any Ability, I don't know how the mod converter handles that (well, I don't know how it handles them when the ability exists either).

But, the manifest needs no updating, though I still can't say if the mod converter functions correctly.

 

@Timmaigh
Thanks. As for testing, just create basic textures and send the triangulated file as an obj to me if you wish, I can test it for you. or get in touch with Fileosoft but read this forum thread beforehand (very useful)
http://sri-corp.com/Forum/index.php?topic=2436.0

Here you'll find a kinda walk-through for modelling, segmenting, and soon to come, UV-mesh optimisation.

 

Thanks again to y'all 

 

Thanks for the link, i will check it later, when i return home.

Reply #295 Top

To see the pictures and files you need an account though!

Reply #296 Top

Quoting Timmaigh, reply 291

I dont understand the transparent surface thing though, how do you mean it? I suppose best way to find out if the model works properly ingame is to try to import it. Is there any simple way to do it? Without textures or hardpoints or whatever is orherwise needed? I remember back in the BETA days before the offficial modding tools were launched there was a fan made Mesh Importer, which i used to import one of my old models and it was quite simple. However i have no experience with the Forge tools...

 

If the model is without segmenting and UV, you will not be able to import it... begin segmenting and UV on a model who have maybe some error is something crazy...

Last week-end, i was buzy segment a ship made by a good B5 modeler... he and i have check the model, have found some error and correct them but during the segmenting, we have found a few more... none was critical error but it have made the segmenting somehow more difficult...

It is always a good idea to have someone to check your model... better if more that one check it...

About Fileosoft being busy like hell, it is true but i can certify you that if you ask him to check your model, he will accept... He will not correct it since it is your model and your job but it will make a report of what he have found, maybe give you one or two advice along... How i can certify it ? Very simple, i am Fileosoft :p

A sample of the advices that i can give... first, take a look at your model below... specialy the edge of your horizontal wing...

 

The green dots show vertice who have no use in your model... moving then a little to the "outside" ( blue arrow ) will soften your curve... better, select all the vertices who have no real use ( like these in orange, along with the green ) and move them a little along the normal ( not to much else you will have a wave effect )... this will make all your curve more soft without adding any polygones...

Reply #297 Top

Quoting Thoumsin, reply 296

Quoting Timmaigh, reply 291
I dont understand the transparent surface thing though, how do you mean it? I suppose best way to find out if the model works properly ingame is to try to import it. Is there any simple way to do it? Without textures or hardpoints or whatever is orherwise needed? I remember back in the BETA days before the offficial modding tools were launched there was a fan made Mesh Importer, which i used to import one of my old models and it was quite simple. However i have no experience with the Forge tools...
 

If the model is without segmenting and UV, you will not be able to import it... begin segmenting and UV on a model who have maybe some error is something crazy...

Last week-end, i was buzy segment a ship made by a good B5 modeler... he and i have check the model, have found some error and correct them but during the segmenting, we have found a few more... none was critical error but it have made the segmenting somehow more difficult...

It is always a good idea to have someone to check your model... better if more that one check it...

About Fileosoft being busy like hell, it is true but i can certify you that if you ask him to check your model, he will accept... He will not correct it since it is your model and your job but it will make a report of what he have found, maybe give you one or two advice along... How i can certify it ? Very simple, i am Fileosoft

A sample of the advices that i can give... first, take a look at your model below... specialy the edge of your horizontal wing...

The green dots show vertice who have no use in your model... moving then a little to the "outside" ( blue arrow ) will soften your curve... better, select all the vertices who have no real use ( like these in orange, along with the green ) and move them a little along the normal ( not to much else you will have a wave effect )... this will make all your curve more soft without adding any polygones...

 

 

 

Once again thank you Thoumsin - Fileosoft

OK, so i will move the vertices on the horizontal wings, to make the curve more soft....it is good idea indeed. Then i will connect the vertices on the vertical wings to divide the big surfaces into triangles and then attach all the objects into one, finally i will apply the Subdivide Modifier to triangulate the model. Right? Or is there anything else i should do before the texturing?

BTW where do you get textures from?  Do you create on your own?

 

Reply #298 Top

Usually it's best to get textures off of a site that can provide them. I think I saw one but I'm not sure... on the forum you were given the link to I think Fileosoft gave a link in one of the threads of the forum. I'm not positive though as I haven't found the thread ever since I first saw it :S

Reply #299 Top

Well, since there are going to be centari shis I better begin making entity files for them soon (wanted to finish ea and minbari first, but if I finish making entities, we can concentrate on everything else). Just a few models before I can start...

Probably next week.

Reply #300 Top

Quoting Timmaigh, reply 297

Then i will connect the vertices on the vertical wings to divide the big surfaces into triangles...

When the model is triangulate, the job will be made in a automatic way...

and then attach all the objects into one,

What to you mean by "attach"... combine object is ok but bridging object is not ok... by the way, segmenting is more easy when made with separated object... just combine for the UV...

Or is there anything else i should do before the texturing?

Without segmenting and UV map, you will not be able to texture the model... to much people relay on the auto-tools for these stage but it is a mistake... texture map used by game are small, manual work allow to increase the size of the piece around 200%, it mean 4 time more surface for paint details...

BTW where do you get textures from?  Do you create on your own?

Your best friend is http://images.google.com/ ... by example, make a search with "spaceship texture", "metal texture", "titanium texture", "sc-fi texture", etc... in some case, i use "merchant resource" texture pack... for details, since i am very bad at drawing but good at modeling, i make some tech piece with high poly, render it and use the result for texturing... in fact, everything can be used... and with the years, i have collect/buy a huge amount of material that i use for texture...