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

 

14,162,451 views 5,473 replies
Reply #776 Top

Updated some files in drop to be added to 0.35:

B5 unit picture.dds

EA Sagittarius .entity for main view ship icon

Reply #777 Top

Love battle 1/2 and quiet 1 sound tracks .... very nice touch ...

Reply #778 Top

Me too, the music is fantastic!

As for teaching, we all teach each other, but TheReal will have to be shown how to make the nm and da SINS specifica (NM red channel into alpha, which dds compression to use, setup of team chanel in cl, channelinformation in da file,...)

Reply #779 Top

 


 

Thanks for the advice and giving me a point to look for some guidance. I currently am running with a 2 year old laptop with a dead battery and a lose power cord plug, after Christmas I am getting a new desktop so the arrival of my sample depends on how often the plug falls out of the back of my laptop.   

Ok, No I haven't looked at the sins forum for texturing info, like I said all of my experience is old Homeworld stuff. I've got the basics and if the god Timex allows, I can figure most of the sins specific stuff out. I was self taught for HW after all.

The software that I have is an old copy of milkshape 3d and photoshop 2, will I need to upgrade much. Yes I do have a tendency to jump in feet first with very little knowledge but my obsessive compulsive tendencies usually allow me to put out good work in whatever I stick my feet in.

I think I will try my hand at the Asimov transport for my texturing attempt, I would love to do the Whitestar but don't have a model.Unless there is a diffrent ship you would like me to work on boss man.

 

Edit : Odd format errors.

Reply #780 Top

You got a model of the asimov? How many trianlges? Should be within 2k - 5k when possible.

Here are your texture instructions:

texturename-cl.dds
Red/Green/Blue: Diffuse color
Alpha: Team color

texturename-nm.dds
standard normalmap, but cut out red channel (leaving it white) and paste into alpha channel

texturename-da.dds
Red: Specular Highlights (glossiness)
Green: Illumination (lit parts are white, dark parts are black)
Blue: Reflection
Alpha: Bloom (glowing parts)

All textures are in dxt5 with interpolated Alpha and generated mipmaps
Special note: Dont use the red channel at all when having models with small surfaces or lots of detail or you will have white artifacts when using antialiasing

Another note: I ask you to give me access to the source graphics (if possibe in psd format, I'm using photoshop) for finetuning and, if neccessary, corrections.


Thanks. And yes, who the F*** did change the default font to such an a** font unfit for monitorreading?

Reply #781 Top

Roger, roger.

The Asimov was a High poly model one of my freinds made for his portfollio for collage, I dumbed it down to HW level and have lost the original. <_< However I'm planing to play with it to see if I could up the model detail, I'm not the best modeler but If it helps. I know this sounds like I'm wasteing time but It's a personal project as well and my first thought was to use this sort of like a resume.  The model was given to me to use however I saw fit so if I can fix it up and ya'll want to use it, if it's up to your quality level.

As for actualy playing with the textures it looks like sins is close enough to what I know to work on it hit or miss style and I have found that to be the best way for me to learn.  

Reply #782 Top

Everyone starts somewhere. My first models were not the best but as time goes by I think I learnt a few things. I'm looking forward to seeing what you come up with!

Reply #783 Top

Everyone starts somewhere. My first models were not the best but as time goes by I think I learnt a few things. I'm looking forward to seeing what you come up with!

 

Me,too!

Reply #784 Top

@The Real:This may be of some use:

Glad you're interested in Sins modding. While it's far from a complete resource, the sins modding wiki might be able to help you with basic questions. Otherwise the community is pretty good at answering questions (provided we actually know the answers of course).

 

As for modeling, you should be able to do everything you need with freeware. I think Sins meshes use the .xsi format, so you'll need to find a 3d modeling program that can support it (you might need plug-ins). The documentation with the forge tools in the download section has some more detailed information about this, but keep in mind the reference data is out of date. - GoaFan77

http://sinsmodding.dreamhosters.com/index.php?title=Main_Page

 

But I think Tobi explained everything quite clearly:)

Reply #785 Top

@ Tobiwahn - Promo 0.35 poster done and waiting for release ...or you can choose (previous) which one you prefer ...in drop

Reply #786 Top

Quoting TobiWahn_Kenobi, reply 780
You got a model of the asimov? How many trianlges? Should be within 2k - 5k when possible.

Ok, just made a model of the Asimov these morning who meet your lower poly request... when triangulate, the model use 2228 triangles... the model is based on the picture below :

The result is not bad, take a look a second picture... but it can be better if more poly are used... there is a lot of detail missing who will be difficult if not impossible to create with texture...

model can be download at http://www.love-from-russia.be/asimov.obj ... model is not yet segmented or with UV... will not have the time to work on it until after the Christmas week-end...

Now, something other... first, take a look at the B5 system map below :

and now go to https://forums.sinsofasolarempire.com/320412 ... maybe it will be interesting to contact the guy and ask him if you can include his map in your B5 mod

Reply #787 Top

I already play this map (a little modified)

As for the Asimov, nice one, but I think the neck is to long (should be half the size) and the cockpit disc is a bit too small

Thanks for your contributions. As for release 0.35, I don't know if I make it today, but the credits video is rendering and then there is not much left to do for 0.35 (you got another 4 hours or so SteinerX, if you wish to change something)

Reply #788 Top

I already play this map (a little modified)

As for the Asimov, nice one, but I think the neck is to long (should be half the size) and the cockpit disc is a bit too small.
The flat ring element shouldbe smaller too. (I can't help  myself, I need to critisise, sorry)

Thanks for your contributions. As for release 0.35, I don't know if I make it today, but the credits video is rendering and then there is not much left to do for 0.35 (you got another 4 hours or so SteinerX, if you wish to change something. I would rather have the new promo, but without the "the omega is here" text)

Reply #789 Top

Hermes, revised Artemis and Avenger

Dropped in yesterday (with regard to the fact that it is 05:00 25/12/2009 here).

 

Reply #790 Top

So  ... (Here in Seoul it's 05:24 Christmas morning!)

Merry Christmas or Happy Holidays - which ever you prefer!

Thank you all for your wonderful efforts, and contributions to the B5 mod!

It's forming into an Epic Mod!

Welcome to our new members of the B5 team!

And great thanks to those that have remained with us and continue to contribute EPIC work from this mods fragile beginings ...

Thank you also for the wonderful models ... many still waiting for their textures ... thank you for your patience ... we will do them justice!

Thank you all for playtesting, offering support, interest and positive comments!

And of course one last BIG thank you to Tobiwahn_Kenobi ...saving the dying embers of the mod from another failed attempt .... keeping it alive and bring you all a taste of EPIC things to come!

 

All the very best!

 

 

 

Reply #791 Top

I already play this map (a little modified)

@ Tobiwahn - You could drop that in wouldn't mind playing a modified version ... are we able to have predetermined starting positions?

eg: Earth - EA, etc ...? Can this be coded in?

@ File'o'soft - Very nice model thanks as always:

Yes, perhaps the neck a tad shorter and a more rounded mid section ... the engines a touch longer ... But another wonderful model ... Thank you! Looking forward to seeing this ingame!

Reply #792 Top

Wonderful Asimov!

 

Thanks to you too SteinerX, Without you, the mod would never have gained the traction is has now!

Reply #793 Top

Quoting SteinerX, reply 791
Yes, perhaps the neck a tad shorter and a more rounded mid section ... the engines a touch longer ... But another wonderful model ... Thank you! Looking forward to seeing this ingame!

Yes, i will make the correction begin next week... for the mid section, motor and the neck, it will be easy, it is only a scaling work...

Model is far to be perfect but i have maybe work only one hour on it... at the begin, i have wish make my usual 3d sketch using 1k or lower for help TheReal start modeling... but once started, i have stop only when i have reach the lower limit from Tobi ( 2k )... 

Once the shape is corrected, TheReal will be able to think about how he will texture it and maybe add some details who will be difficult to make without poly ( like on the engine )...

By the way, Merry Christmas everybody !!!

Reply #794 Top

SteinerX
I don't know how we should code in starting positions. That is a real problem. You can only assign player numbers to different starting planets (like player 1 = EA, player 2 = minbari, and so on)

Reply #795 Top

Nice model, I like it, but I also enjoy makeing up my own ships. Its an asimov-X :grin:

In HW I moddifed a Omega so it had an X rotating section with beam emiters built into the "wings" It was visualy cool a spiral of death. 

Merry Christmas to the ones that it has reached, I am currently snowed in at a Super 8 in Henrietta, OK. I was on my way to the grandparents and I-40 had an 80 car pileup followed by a predicted 12 inches of snow tonight. My original plan was to start practicing textures on a couple of in game ships but my Tablet is currently in the back of the suburban.

 

Reply #796 Top

@TheReal
Its nice to make up models, yes, but I try to rebuild the series, which means staying canon as close as possible and not making up something. I think Fileosoft's model is very good, and with a few corrections will make a fine addition to our lineup.
If you want to experiment thats fine, but don't be disappointed if I won't include it because of the fact that I want to stay canon with this mod.

Reply #797 Top

New Release! Merry Christmas!!

 

O:)

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Reply #798 Top

Oh yeah, I agree, I know about your atempt to keep the mod as canon as possible, I was just speaking my mind. I feel that keeping the mod canon is the best because most fan created ships truly suck when compared to the originals, mine included.

 

Reply #800 Top

SteinerX
I don't know how we should code in starting positions. That is a real problem. You can only assign player numbers to different starting planets (like player 1 = EA, player 2 = minbari, and so on)

Okay, well at least thats something ... thanks for the info!