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

 

14,157,884 views 5,473 replies
Reply #76 Top

Sharlin text missing is a mystery to me, the (sins default) string is there... I now replaced it with a unique new string, hope that helps.

 

@vp21ct
Modeling goes forward, slowly but surely. just don't expect any miracles.

 

@EternalDragon
Yes, thats true, and will stay so for some time. Progressing slowly, but thanks to EvilTEsla-RG and zRazor, abilities are coming in.

Reply #79 Top

Most of the EA ships/abilities

Click on image for link.

PS: If the text can be inside the boxes, I can make a nicer image.

Please, inform me of any changes so I can update this poster.

Reply #81 Top

Love that wallpaper!

Thanks!

Will do the same for the Minbari - soonish ...

EA Avenger Ship Abilities - click on image for link:


Reply #82 Top

nice to see this is still going

Reply #85 Top

Very nice texture on Avenger, looks perfect. Twenty EA ship ...

 

We have the resources, talent and experience of the 7 Deadly Sins team to help us, too!

Don't worry ... |-) ...

 

Zvezdochets your models look great! Just a few more to go ...

Reply #86 Top

Work in progress, Hermes, military armed transport. May add ability "antimatter recharger" for this ship - for recharge capital ship. The antimatter capacity on board may be certainly ~ 4000. And antimatter non-restore on board, full recharge only on "base recharger". Like ship-tanker. Work sucessfully ended - now work on fighter abilities: try add few types fighters [long-range bomber for jump on next planet and back. For attack on light ship and making the enemy troubles, like U-2 in WWII].

UPD, Hermes.

Reply #87 Top

Damn... Got some serious problems with my mesh. First, its a hell of a job to get the tangents right, second, my mesh is getting f*cked up. Everything is fine in XSI, but when I convert using the convertXSI.exe, I have some polygon normals inverted and some weird artifacts (seems to be connected to my working on the tangents...)

 

I so wanted to release today, but it seems to be delayed till the weekend.

 

Nice one Zvezdochets, The idea of an ability tanker is nice, would make taking the tanker back to a recharge station a nice requirement. Will consider it!

Just a little longer (and if anyone has knowhow on repairing meshes or aligning tangents so they look good ingame, please contact me)

Reply #88 Top

Damn... Got some serious problems with my mesh. First, its a hell of a job to get the tangents right, second, my mesh is getting f*cked up. Everything is fine in XSI, but when I convert using the convertXSI.exe, I have some polygon normals inverted and some weird artifacts (seems to be connected to my working on the tangents...)

 

Posted your request at 7ds.

 

Nice work on the Hermes, Zvezdochets!

Reply #89 Top

Wonderful that Filosoft has already offered help. From now on I will send all the meshes to him for inspection before doing the texturing I suppose.

 

@SteinerX
Sorry, working on the mesh I forgot to send you the Information for the brush files. Still, heres the explanation in short:

Put the *.brushes file you want to edit/have a look at into the bin folder (the one included in the archive I sent you). Then run the cmd file for BIN to TXT conversion for Brushes (or run all of the cmd files, one of em does it)

Afterwards, you will find the respective brushes file as a TXT file in the folder TXT. Open it using Notepad or any other text editor (would recommend Ultraedit, Notepad++ or my favorite - Textpad)

You will see something like this:

 

 

TXT

onlyLoadOnDemand FALSE
brushCount 181
brush
name "HUDICON_ABILITY_TECHORBITALCANNON"
content "States"
Disabled
fileName "Buttons_Research_Disabled"
pixelBox [ 5 , 216 , 47 , 33 ]
Pressed
fileName "Buttons_Research_Pressed"
pixelBox [ 5 , 216 , 47 , 33 ]
CursorOver
fileName "Buttons_Research_CursorOver"
pixelBox [ 5 , 216 , 47 , 33 ]
Focused
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
Normal
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
brush
name "HUDICON_ABILITY_PSIORBITALCANNON"
... 

 

 

The brushCount tells the engine how many brush entries are in the file. You must update this when you add a new brush entry to the file.

The brush tag starts a new brush

The name tag defines the name I can refereence the file from within an entity (or window) file. This is how the entity files are connected to the icons for example.

I don't know what the content "States" line does, leave it alone for now, You will not need to change it i suppose

Then, you have 5 subsections. These represent the different states an User Interface element can be in. They are 

Disabled
Pressed
CurserOver
Focused
Normal

Each of these subsections has two Tags:

fileName - represents the physical file in the textures folder the graphic is located in without the fileending (it is expected to be tga format)

pixelBox - Represents the pixel coordinates in the Graphics file (the TGA) the icons is located in. These are in the format [Left, Top, Width, Height] where Left is the x coordinate in pixels, Top the y coordinate (from topleft corner), width is the width of the icon/picture and Height the height of the icon/Picture. Just take a look at the specified tgas and you will see.

 

When you have completed your work on the brushes file, copy the file into the BIN folder (the one I sent you) and call the cmd for TXT to BIN for brushes. Then take the brushes file from the bin folder an copy it into the window folder of the mod

Cheers

Reply #90 Top

Nice one Zvezdochets, The idea of an ability tanker is nice, would make taking the tanker back to a recharge station a nice requirement. Will consider it!

This is more simply as i thought! Recharge ability i add in research tree together with repair platform. And now try this "recharge ability" in battle. Add ability on four Cobalt frigate[200x4] and Kol capship very easy destroy Halcyon and ~ 5 Disciples, but when Kol continuously shoot on enemy [use railgun ability] all my frigates has been destroyed. In future, very weak Hermes need in strong escort ... And more: in battle frigate glow blue.

 

Reply #91 Top

@SteinerX
Sorry, working on the mesh I forgot to send you the Information for the brush files. Still, heres the explanation in short:

Put the *.brushes file you want to edit/have a look at into the bin folder (the one included in the archive I sent you). Then run the cmd file for BIN to TXT conversion for Brushes (or run all of the cmd files, one of em does it)

Afterwards, you will find the respective brushes file as a TXT file in the folder TXT. Open it using Notepad or any other text editor (would recommend Ultraedit, Notepad++ or my favorite - Textpad)

You will see something like this:





TXT

onlyLoadOnDemand FALSE
brushCount 181
brush
name "HUDICON_ABILITY_TECHORBITALCANNON"
content "States"
Disabled
fileName "Buttons_Research_Disabled"
pixelBox [ 5 , 216 , 47 , 33 ]
Pressed
fileName "Buttons_Research_Pressed"
pixelBox [ 5 , 216 , 47 , 33 ]
CursorOver
fileName "Buttons_Research_CursorOver"
pixelBox [ 5 , 216 , 47 , 33 ]
Focused
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
Normal
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
brush
name "HUDICON_ABILITY_PSIORBITALCANNON"
...





The brushCount tells the engine how many brush entries are in the file. You must update this when you add a new brush entry to the file.

The brush tag starts a new brush

The name tag defines the name I can refereence the file from within an entity (or window) file. This is how the entity files are connected to the icons for example.

I don't know what the content "States" line does, leave it alone for now, You will not need to change it i suppose

Then, you have 5 subsections. These represent the different states an User Interface element can be in. They are

Disabled
Pressed
CurserOver
Focused
Normal

Each of these subsections has two Tags:

fileName - represents the physical file in the textures folder the graphic is located in without the fileending (it is expected to be tga format)

pixelBox - Represents the pixel coordinates in the Graphics file (the TGA) the icons is located in. These are in the format [Left, Top, Width, Height] where Left is the x coordinate in pixels, Top the y coordinate (from topleft corner), width is the width of the icon/picture and Height the height of the icon/Picture. Just take a look at the specified tgas and you will see.



When you have completed your work on the brushes file, copy the file into the BIN folder (the one I sent you) and call the cmd for TXT to BIN for brushes. Then take the brushes file from the bin folder an copy it into the window folder of the mod

Cheers

I did it! Thanks Tobiwahn/Fileosoft!!!

PS - Tobiwahn what are the EA and SHADOW races called in the brush file, couldn't get it to load the image when I created new brush entries for them, so had to use TECH and PHASE brushes ... just changed the location of the image ...

Reply #92 Top

Thanks for the reminder, I didn't change them yet. In the next release they will be

 

LoadScreenCharacterEA

LoadScreenCharacterMinbari

LoadScreenCharacterShadows

 

Thanks!

 

BTW. Nice Shadow!!! I'm anxious to have it!!

Reply #93 Top

BTW. Nice Shadow!!! I'm anxious to have it!!

 

Just needs a little more work ...

Reply #94 Top

How would you like to report bugs for this mod? Any particular place or formatt? I tried out the minbari the other day and noticed that some of the tech tree will not select. In addation you can reasurch docks for space stations in the tech tree but you can not buy docks in the actual spacestation.

Also great work on the mod so far! It is going to be so awsome to finally have a B5 space game like this!

Reply #95 Top

How would you like to report bugs for this mod? Any particular place or formatt? I tried out the minbari the other day and noticed that some of the tech tree will not select. In addation you can reasurch docks for space stations in the tech tree but you can not buy docks in the actual spacestation.

Also great work on the mod so far! It is going to be so awsome to finally have a B5 space game like this!

 

Thanks for playtesting this pre-alpha mod!

Your feedback is great, and yes I noticed the same problem regarding the Minbari research tree ... this is currently being worked upon.

 

And yes it's going to be awsome!!!

Reply #96 Top

UPD, Hermes.

Very nice EA ship ... just a few more to go ...

Most of the Minbari ships

Shadow Loading screen character WIP2

Reply #97 Top

Quoting SteinerX, reply 96

UPD, Hermes.
Very nice EA ship ... just a few more to go ...

Thanks!B) End work on selfdestruct ability. Now may selfdestruct ship with enemy:banhammer: .

Bad that on EA side only 2 types strike craft ... Starfury and Thunderbolt. Tigerfury is too early. And who made new explosion model on fighters ? Like in film - red-yellow fireball explosion. In 2-3 "craft" span ? [30-40 meters]