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

 

14,183,950 views 5,473 replies +7 Loading…
Reply #2276 Top

Quoting Timmaigh, reply 2273

 I bent the metal plates texture with photoshop and then UVmapped it onto the model. If you wish and its good enough for you, you can use the vorchan texture.

 

So you just used the warp/bend thing? And yes i would very much like to use the vorchan texture on the model. It is very very well done! To tell the truth, i thought it was from some original babylon 5 model. :blush:

 

So the fighter is the Flyer?

Is Nial the bomber then?

Reply #2277 Top

So the fighter is the Flyer?

Is Nial the bomber then?

That is yet to be decided *_*

But it would fit the role of both

Reply #2278 Top

I know for example in a few other mods that there are multiple fighters you can 'upgrade' or 'unlock' so perhaps this is something to think about.

 

Speaking of Scouts ... the Centauri Scout ... Covran I believe ...

 

I will in the next two weeks start working on it in Solidworks as an excercise. I'll see how far I can get using that program (my main modeling program) and we'll go from there. If I have to learn a different software I'll go that rout as well. I can output as quite a few formats. Will one of these work or be usable by another in this group for further processing (such as texturing etc)?

 

Reply #2279 Top

Not sure, I think dxf should do but I need an example to see if the UV is correctly translated.

Reply #2280 Top

Hi,is there any information about the planing with the Whitestar and Bluestar? And would it be possible that the wreckpieces didn't disappear? It looks better :D Ah and would the gameplay for the shadows change?

 

Reply #2281 Top

Quoting HawkWall, reply 2276


So you just used the warp/bend thing? And yes i would very much like to use the vorchan texture on the model. It is very very well done! To tell the truth, i thought it was from some original babylon 5 model.

 

 

Hehe thanks, i made the texture from the scratch, but it was nothing complicated as i had the FXPANELS texture as background and just bent and recolored it. Otherwise my photoshop skills are very limited.

PM me your mail address then, i will send it to you.

 

Reply #2282 Top

@Timmaigh
Vorchan UV is 50 percent finished. Will send it to you once completed. And even if you just used a existing texture as a base, your texturing job was excellent!

 

Quoting LoneRanger1, reply 2280
Hi,is there any information about the planing with the Whitestar and Bluestar? And would it be possible that the wreckpieces didn't disappear? It looks better
 

WhiteStar and BlueStar, no priority for now, sorry.

Wreckpieces... I don't know where to change the disappearing timer but if somebody tells me I will do it. It's a good idea.

Reply #2283 Top

Just keep in mind that the longer they stay present, it will increase overall system resources. Something to keep in mind when it comes down to stress testing the mod in the future.

Reply #2284 Top

Quoting TobiWahn_Kenobi, reply 2282
@Timmaigh
Vorchan UV is 50 percent finished. Will send it to you once completed. And even if you just used a existing texture as a base, your texturing job was excellent!

 




Quoting LoneRanger1,
reply 2280
Hi,is there any information about the planing with the Whitestar and Bluestar? And would it be possible that the wreckpieces didn't disappear? It looks better
 


WhiteStar and BlueStar, no priority for now, sorry.

Wreckpieces... I don't know where to change the disappearing timer but if somebody tells me I will do it. It's a good idea.

Ah no problem..as long as they come in the mod in future its ok.

yap Wreckpieces would be cool,its much more realistic.....when its possible

And is there a gameplaychange for the shadows in progress??

Reply #2285 Top

Quoting TobiWahn_Kenobi, reply 2282
@Timmaigh
Vorchan UV is 50 percent finished. Will send it to you once completed. And even if you just used a existing texture as a base, your texturing job was excellent!

 

 

Splendid. Looking forward to it. If my texturing job was excellent, you wouldnt have to reUV it :D ...but thanks anyway, next time i will learn from my mistakes and UV it properly. I do not need to have it sent then, just show me a pic how it looks ingame, i wonder how will it look with that AO layer.

BTW ZombiesRus5 asked me to send him thw starbase model as he would like to try lower the polygon count, so i am going to send it to him tomorrow...and will texture it after that. Currently i am firing up for the balvarin model, wanted to start already on the previous weekend, but eventually went to trip, yesterday returned from work at 7 in the evening and today had to do something again for the work, just finished it, 0:45 LOL... but to be fair, watched Barcelona - Arsenbal for about an hour. Perhaps tomorrow will have more time for it.

Reply #2286 Top

A good resource for some surface modeling.

 

http://www.the-blueprints.com/blueprints/sciencefiction/

Reply #2287 Top

TW ZombiesRus5 asked me to send him thw starbase model as he would like to try lower the polygon count, so i am going to send it to him tomorrow...

Please send it to me as well!!! (Lets make a polycount reduction competition :drool: )

 

Reply #2288 Top

Just sent it to both of you. Have fun :D

Reply #2289 Top

I'm trying to reteach myself 3d modelling.  I'm making this for kicks.  I kept the detail low because it is not an important ship.  It's simply a trade ship.  I have litle knowledge of 3d modelling, what I do know was self taught.  I also have no knowledge of skinning/texturing, so the ship will have none.

Reply #2290 Top

@SPQRLEgionnaire

Nice, though if you want a good example of a low detail version

http://library.galciv2.com/mvlib/ss/Fullview_Freighter.jpg

Subltle differences on the side parts, but if possible they would be great. Triangle limit for tradeships should be around 1k to max of 1.5k. The more detail you can add while staying with the specifications, the better, since the ships are fairly large. Thoumsin already started to make a model once, though I don't know how many polygons it had.

As always, if I have 2 models at my disposal, I will take the one I think is better suited and more canon, though if we have a very low poly and a higher poly version, we can add both and let the user choose if he want's the low poly (ie. Faster, less memory using) or the higher poly version.

Reply #2291 Top

Well..

Here's The Textured liati.. With Bump- and ambient maps.. No specular because i cannot seem to get it to work on any modelling software i have..

Tell me what you think.. It is not rendered with ambient occlusion on this time..

edit: And most importantly tell me what you think of the custom made 'lion nose' cockpit :grin:

Reply #2292 Top

Oh my f*ckin God!! I love that piece of ship you've done her. That gorgeous! :O

Reply #2293 Top

Quoting TobiWahn_Kenobi, reply 2292
Oh my f*ckin God!! I love that piece of ship you've done her. That gorgeous!

 

Hehe! Glad you like it! :grin:

I reduced the engine size a little because they looked so ridiculously huge. (And they kinda still do from some angles)

Also managed to reduce the triangles to 4650.

If possible, could someone tell me how the specular map is supposed to look like? (white-black = shine-no shine?)

I might have got something wrong since the bump/normal/ambient maps always work, but models don't look any different with or without the specular map, no matter how you rotate them..

Reply #2294 Top

If possible, could someone tell me how the specular map is supposed to look like? (white-black = shine-no shine?)

I might have got something wrong since the bump/normal/ambient maps always work, but models don't look any different with or without the specular map, no matter how you rotate them..

Specularity is, as you've guessed, shine (white) to no shine (black) and is only visible when the light from the star "reflects" on the surface of the ship into the viewpoint (camera)

Your glossiness factor specified in the mesh contributes to this as well.

Can you mail me the model (in obj or if you've already got it in xsi, then probably xsi as well) and textures?

Thanks!!

Reply #2295 Top

Quoting HawkWall, reply 2291
Well..

Here's The Textured liati.. With Bump- and ambient maps.. No specular because i cannot seem to get it to work on any modelling software i have..

Tell me what you think.. It is not rendered with ambient occlusion on this time..

edit: And most importantly tell me what you think of the custom made 'lion nose' cockpit Reduced 55%Original 1024 x 512

Reduced 52%Original 857 x 838

 

Brilliant stuff. Congrats to your model :thumbsup:

Reply #2296 Top

balvarin WIP

Reply #2297 Top

Quoting TobiWahn_Kenobi, reply 2290
@SPQRLEgionnaire



Subltle differences on the side parts, but if possible they would be great. Triangle limit for tradeships should be around 1k to max of 1.5k.

 

I figured the poly count would need to be low.  I'm already close to 1k, I will see how much more detail I can get away with before getting too many.  The lock on clips for the cargo containers, the engine, the front dish, and the section between the two long cylinders all need to be added. 

Reply #2299 Top

Quoting TobiWahn_Kenobi, reply 2287

TW ZombiesRus5 asked me to send him thw starbase model as he would like to try lower the polygon count, so i am going to send it to him tomorrow...
Please send it to me as well!!! (Lets make a polycount reduction competition )

 

@Timmaigh I'm not sure what was up with the *.obj, but I was able to convert the 3ds version to play with, so thanks for sending it. Though, there is still some issue with parts not being in the same locations so I can't send the model back (as you can see in the diagram below). Were all the transformations frozen?

@TobeWahn_Kenobi

So... I'm not sure what your looking for with a starbase but just reducing the heavily curved pipes by 60% reduced the model to 22k triangles. The reduction didn't appear to damage the pipes or reduce the roundness visually either.

I can only offer advice at this point as the obj was incomplete and the 3ds appears to have parts out of position from the original drawing.

Diagram: These eight pipes account for 3472 triangles repeated eight times around the model.

Quoting TobiWahn_Kenobi, reply 2292
Oh my f*ckin God!! I love that piece of ship you've done her. That gorgeous!

No doubt! Nice job.

Reply #2300 Top

@ZombiesRus5

No problem, I got the model down to 16220 triangles. Without loss of visual quality. Already sent it back to Timaigh. Thanks for the effort though.