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

 

14,183,970 views 5,473 replies +7 Loading…
Reply #2226 Top

Ok, thanks!

A stupid question: What are the numbers next to their names?

Also, how do you add the turrets, hardpoints and engines on the ships?

If its just the modeling/uv mapping/texturing to be done, then i might be able add something to the cause.

 

Reply #2227 Top

@Hawkwall

the numbers are the date of production

As for the hardpoints, engines and stuff (we cannot use turrets, just static meshes), thats done by me in XSI. If you want to assist in modelling, UV and texturing, we welcome you to yet another job :grin:

Reply #2228 Top

i can answer question #1.

Years.

Reply #2230 Top

Quoting TobiWahn_Kenobi, reply 2227
@Hawkwall

the numbers are the date of production

As for the hardpoints, engines and stuff (we cannot use turrets, just static meshes), thats done by me in XSI. If you want to assist in modelling, UV and texturing, we welcome you to yet another job

 

So Primus is 2195 and Vorchan 2160? I remember they said at some point during the show the Primuses were 80 years old, but i suppose Vorchan were meant to kind of replace them...meaning they were more modern piece of machinery

Reply #2231 Top

How many triangles per starbase? I just triangulated the starbase and it went up to 37k faces. There is quite a lot of pipes on the model, if i want it to be precisely like on the show.

final model

 

btw i found today some nice screens of balvarian carrier and octurion batttleship from the X3 mod, so i these will be my next models, if i manage to beat the laziness :D

Reply #2232 Top

@Timmaigh
Model looks very good, but 37k is a bit much. We aim for a my of 15k per model (+-1k). You can send me the model though and I can take a look at it and see if I can shave off a few polies.

 

Vorchan will take some time due to illness but I'm working on it.

Reply #2233 Top

Quoting TobiWahn_Kenobi, reply 2232
@Timmaigh
Model looks very good, but 37k is a bit much. We aim for a my of 15k per model (+-1k). You can send me the model though and I can take a look at it and see if I can shave off a few polies.

 

Vorchan will take some time due to illness but I'm working on it.

 

Ok, i will send it to you. The thing is, it was on cca 17k faces, but after i applied the triangulation, it jumped to 37. Is the triangulation even needed? I remember, that when i imported the Vorchan into the game for the first time, it was made from quads and it worked just fine.

Anyway i suppose the most geometry heavy are obviously those pipes, as they are made via the loft modifier.

Reply #2234 Top

The converter will triangulate it AFAIK. For the pipes, you can make fairly low poly pipes and they'll still look pretty decent with smoothing/tagents.

Reply #2235 Top

@Timmaigh

Yep, what IskatuMesk says is true. Rasterizers always use the smallest possible polygon for calculations, which means at latest in the hardware it would become triangulised that why we always use triangles to count the polies. Better way would be to count vertices, but they are not that easily to remember or gauge as polygons.

As for the other thing IskatuMesk said, for cylindric parts I mostly use 6 to 8 sided cylinders for such things. 12 sides is enough for very good looking pipes I guess, since using phong interpolation they will appear round.

 

Reply #2236 Top

I think those pipes do not have more than 8 sides, but they are not just regular cylinders, thats why i needed them to model using lofting, as i needed to create elbow fittings (i needed to google this, funny thing in my language we call it not elbow, but knee) on the pipes, and that is where it started to become more polygon-heavy...

good thing now is i did not attached all the objects into one mesh, so i can apply modifiers only to those parts i need, bad thing is i already collapsed the pipes from loft to editable mesh, as they were too short and i needed to move some vertices...so i cant now  adjust the loft parameters anymore so easily... i will try to reduce number of polys via multires modifier and  then send it to you.

On more thing, those polygons basically inside the object, not visible from outside, should i delete them or should i keep them? This is one thing, i never know...are the holes in the mesh "good" or "bad"?

Reply #2237 Top

@Timmaigh

While most engines can cope with holes in a mesh, in sins we should only use closed meshes because haveing hole can have weird effects of faces disappearing or having the wrong orientation. I think this is mostly due to the convertXSI.exe but i have no other way to check. Having a solid mesh is the best way so this is how we do our models.

SO: Holes=Bad

Reply #2238 Top

Quoting TobiWahn_Kenobi, reply 2237
@Timmaigh

While most engines can cope with holes in a mesh, in sins we should only use closed meshes because haveing hole can have weird effects of faces disappearing or having the wrong orientation. I think this is mostly due to the convertXSI.exe but i have no other way to check. Having a solid mesh is the best way so this is how we do our models.

SO: Holes=Bad

Ok, that is good to know. Thanks for the info

 

Reply #2239 Top

8(|

I've almost finished the model for a Liati cruiser.. And of course i've removed all invisible faces...

:(

Reply #2240 Top

I've almost finished the model for a Liati cruiser.. And of course i've removed all invisible faces...

NOOOOOOO!!! 8C

Reply #2242 Top

I always deleted invisible faces and have never had any issues in sins with them. All of the turrets and such in my models have deleted faces from the mounts inside the hull. :)

Reply #2243 Top

@IskatuMesk
First and foremost, not all models have problems with this, but I had a few (and so had others). Besides, Thoumsin once told me that the convertxsi exe fills the mesh holes anyway (and sometimes wrong) so it seems you do not save any triangles.

@HawkWall
If you want you can send me your model and I can see if I can fill the holes.

Reply #2244 Top

ConvertXSI definitely does weird stuff, no denying that.

Reply #2245 Top

A friend of mine just told me that Cinema 4d has some automatic thing to fix these.. I need to try it out..

Also if someone has found any better reference pictures of the Liati, please point me to the image (like a complete side silhouette would be nice)

Reply #2246 Top

I've been thinking but, as an ME we always keep working saved copies of our work in progress so if the newest one gets toasted we can always revert back without losing very much work at all. I mean no dis-respect but, you don't have any saved versions from before you went and removed the invisible faces?

Reply #2247 Top

Quoting boshimi336, reply 2246
I've been thinking but, as an ME we always keep working saved copies of our work in progress so if the newest one gets toasted we can always revert back without losing very much work at all. I mean no dis-respect but, you don't have any saved versions from before you went and removed the invisible faces?

Thats they way it should be. But when did you learn you should do this? After you first lost some work? Thats the way it happened to me many many many years ago :blush:

Reply #2248 Top

No, because i've removed them every now and then. Not all at the same time.

But anyways i think i'll leave the modeling for the professionals.  :blush:

Reply #2249 Top

@HawkWall
Don't. We are all no professionals (game developres that is). With every mistake one gets better and I definitely want to have a look at your Liati! Please!!

For reference http://www.star-ranger.com/images/ACTAcentauriLiati.jpg