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

 

14,159,217 views 5,473 replies
Reply #5151 Top

Looking awesome! :)

 

So ... with work kicking back off with Hael-sose, Darvroth and TobiWahn in the next few months. What can the rest of us do to help assist in getting this mod project closer to the finish line? It sounds like many models are complete and just waiting for texture and insertion into the game? Other than general balance / patch related mod maintenance, what else needs to be tackled?

 

Thanks,

Reuben

Reply #5152 Top

All the  2D art for the UI including, ship tiles and all the tech screens and in other spots as well. Models for the planet orbitals and a good scrub of the technology the tree and all the ability files and associated buff files. In particular the strike craft still have some bazaar behaviors despite  half a dozen or more efforts to address.

 

I'm sure TobiWahn has more, but that's my short list.

Reply #5154 Top

Quoting Darvroth, reply 5152

All the  2D art for the UI including, ship tiles and all the tech screens and in other spots as well. 

It's harder because most of the research items are story related. How can you make an icon for such? ;P  

Reply #5155 Top

Quoting boshimi336, reply 5151

What can the rest of us do to help assist in getting this mod project closer to the finish line? 

It would indeed really be nice to have the buildable object icons (where you click on them to be build) are done. Ships and structures, and also the sprites they become when you zoom out so it's easy to recognize what's where.

Reply #5156 Top

It worked! Getting the hang of ParticleForge. The charge effect is semi-circular and follows the ship's blue arc. @TobiWahn, I had to move the bomb-hardpoint's Z to 50 so it starts at the center of the disc. Could you update that?

@Davroth, are you still managing the .entity files? I can send you my updates at a later time. Because of the weapon effects, the weapon properties had to change. The damage output has therefor changed (due to FireDelay and PreBuffCooldown).

Reply #5157 Top

Quoting Hael-sose, reply 5155


Quoting boshimi336,

What can the rest of us do to help assist in getting this mod project closer to the finish line? 



It would indeed really be nice to have the buildable object icons (where you click on them to be build) are done. Ships and structures, and also the sprites they become when you zoom out so it's easy to recognize what's where.

 

Do we have a style guide at all or examples of what we're trying to match too? I think it's largely just updating a .tga file or two, correct?

Reply #5158 Top

Ship and structures are easy...just a recognizable outline for the  2D art. There are other symbols aplenty for some key timeline techs but more esoteric ones will require creative thought. 

 

The tech tree could be winnowed  a bit to reduce the quantity but that would require a wholesale rebalance for research time and resources. We also need an upward pointing arrow for the tech screens, the base game has down and right pointing arrows only.

I'll see about rebalancing the tech trees to reduce the icon count as well as theming the needed 2D art. Any interested artists  PM me and  I'll respond by email. 

 

Reply #5159 Top

I'll proceed by race and screen procession so the effort is more concerted and progress measurable rather than a shotgun approach starting with the EA which has arguably one of the more cluttered tech trees.

Reply #5160 Top

Quoting Darvroth, reply 5158

Ship and structures are easy...just a recognizable outline for the  2D art. 

 

I can dive into this over the next 8 weeks. PM sent Darvroth. :)

Reply #5162 Top

I've completed the Vorlon Carrier. I went back to the older sketch, but now having the arms as support for the drone hulk.

Vorlon carrier

Vorlon Carrier

Reply #5163 Top

Beautiful stuff!

Reply #5166 Top

Quoting Hael-sose, reply 5156

It worked! Getting the hang of ParticleForge. The charge effect is semi-circular and follows the ship's blue arc. @TobiWahn, I had to move the bomb-hardpoint's Z to 50 so it starts at the center of the disc. Could you update that?

@Davroth, are you still managing the .entity files? I can send you my updates at a later time. Because of the weapon effects, the weapon properties had to change. The damage output has therefor changed (due to FireDelay and PreBuffCooldown).

Reduced 76%
Original 1024 x 483


Holy F***! That looks awesome. 

Could you just send me the Mesh with the changed hard point? Or do I get it wrong?

As for the entity files, I'm not sure who has the correct ModDatabase version now. I think I have the master at the moment.

@Darvroth: Do you happen to have FileMaker from some source? Version 16 or up? I could send you the master or upload it somewhere and you could enter the data. But I think I would first need to ad support for the buff to allow a ship to ruin a planet? Or is it already in there?

Damn. So out of touch.

Reply #5167 Top

My moddatabase is 2-3 years out of date and had some incompatible issue with yours. I also have  many  files full of various balance and tweaks I've been working on and play testing. 

I'm fine uploading to your database but I've never had luck the other way. What I really  need is an English translation of the most recent vanilla Rebellion build entity files to know what is  in game. It is so much easier to  modify existing entity files than write new ones though that is necessary at times. It is also a chore keeping account of the ability buff files as they can string together in long complex sequences to achieve a desired effect. 

Of note there are also a lot of needed particle effects for weapons and ship ability files. Most modern files reference existing vanilla effects audio and visual as there wasn't an alternative. 

Reply #5168 Top

I'm trying to convert a mesh file. Every time i try do convert one of the bin files that is BIN2A it causes the convertdata.exe to unexpectantly to close.

Reply #5169 Top

[quote who="TobiWahn_Kenobi" reply="5136" id="3744862"]

Quoting afcrobert22,

Model looks great. Has anyone figured out the issue with converting files from bin. I noticed that previously the bin files when opened the top line was BIN. Now on all the binary files that first line is BIN2A. Where can I find another Convertdata.exe that would work?



What do you want to convert?
 

I'm trying to convert a mesh file. The binary files that are BIN2A causes the convertdata.exe to unexpectantly close.

Reply #5170 Top

Quoting Hael-sose, reply 5146


Quoting afcrobert22,

"As for the mesh problems, I received an independent message concerning resizing problems that I have to look into. When you got a binary mesh you cannot convert try a different convertData exe. That might help"  TobiWahn

Where can i find a different convertdata exe?



The latest version is in the main game folder, where the game executable is located. It's called ConvertData_Rebellion. If you've patched everything, it should be the latest version there is.

 

Just saw this post after replying. When you say " latest version is in the main game folder, where the game executable is located" Where would i find this? Everytime i turn on the computer Steam updates so i should have the latest version of the game.

Reply #5171 Top

Hi, just right-click on the game in your library list -> properties -> local files -> browse local files

Reply #5172 Top

Quoting Hael-sose, reply 5171

Hi, just right-click on the game in your library list -> properties -> local files -> browse local files

 

Thank you very much, that did the trick.

Reply #5173 Top

Quoting TobiWahn_Kenobi, reply 5166

Could you just send me the Mesh with the changed hard point? Or do I get it wrong?
@Darvroth: Do you happen to have FileMaker from some source? Version 16 or up? I could send you the master or upload it somewhere and you could enter the data. But I think I would first need to ad support for the buff to allow a ship to ruin a planet? Or is it already in there?

I'll send you the mesh :-)

To destroy a planet you simply use the provided ability, and it works fine. But to use it at the end of a chain (because we want a muzzle AND a beam effect before) is giving me a headache.

Meanwhile I've almost finished repainting and adjusting my other models. Will post some pictures later, but for now: happy Easter!

 

Reply #5174 Top

A time delay in one of the buffs should give us a close approximation but I'd need to review exactly how the  revs strung together the ability. 

Reply #5175 Top

Quoting Hael-sose, reply 5173

To destroy a planet you simply use the provided ability, and it works fine. But to use it at the end of a chain (because we want a muzzle AND a beam effect before) is giving me a headache.

... which is finally working. The PlanetKiller just killed its first planet with it's full effects!