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

 

14,164,549 views 5,473 replies
Reply #202 Top

Quoting TobiWahn_Kenobi, reply 197
Yep, but as we have got now word on the subject other than the screenshot, I cannot say for sure that it is finished or given to us.

Ahhh ...I see!

EA Victory ingame 0.33 release!

Reply #204 Top

Quoting TobiWahn_Kenobi, reply 197
Yep, but as we have got now word on the subject other than the screenshot, I cannot say for sure that it is finished or given to us.

The model on the left was my very basic model... there on the right is simply a smoothed version of it... was simply for show what is possible...

Have just finish the Starfury ( you have the choice between 4 final cl texture and one basic cl texture if you wish make yourself some decal )... Will continue the work on the Thunderbolt ( will be a little slowdown since i need to finish a ship for Tesla )... but once the Thunderbolt is finish, i can work on the Sharlin... Have loose some precious time these week for help with the modeling of the Explorer ( Cortes ) but i think that the final model is gorgeous with a lot of detail...

Reply #206 Top

interesting... lol and about that model error I posted. Yeah I figured as much but I still wanted to point it out :p as for all these other things this looks great. I say this even now cause I'm getting into modeling myself. I picked up the program recently and I'm learning how to do models and stuff in it. I have Fileosoft to thank for pointers. Anywho great pics! Glad to see more progress on the mod. Can't wait for more updates cause this just keeps my attention

Reply #208 Top

Thanks a lot Fileosoft!! These starfuries are amazing. Now, what texture do I use... So hard to decide...

Reply #209 Top

I'm really excited about this mod and I keep downloading updates as they come, but everytime I try to start a game I have a mini dump.  Any ideas how I can fix this?  I'd love to try out the mod.

Thanks,

Pantson

Reply #210 Top

Did you update the game recently? if you did that might be the problem. NOOOONE of the mods currently up are able to be run on the new version of Sins YET. So if you have the new update for the regular sins and Entrechment then you'll be unable to play mods and have a crash if you do try to play one due to the mods being incompatable to the new version of Sins

Reply #211 Top

eternal requiem, the sins/entrenchment update HAS NOT BEEN RELEASED yet the versions ARE STILL sins 1.17/entrenchmnet 1.03

harpo

Reply #212 Top

I'm really excited about this mod and I keep downloading updates as they come, but everytime I try to start a game I have a mini dump. Any ideas how I can fix this? I'd love to try out the mod.

Thanks,

Pantson

The B5 mod works with Entrenchmnet 1.03 ...

Are you running it with Sins 1.17?

Reply #213 Top

Thanks a lot Fileosoft!! These starfuries are amazing. Now, what texture do I use... So hard to decide...

Is it possible for certain captial/cusiers to have cetain textured fighters?

Example: Psi-corps ship has starfuries with Black Omega textures, a presidential ship has starfuries with pres. logo, EA ships have starfuries with standard textures, etc ...

or

Are you only allowed to have one texture per model?

 

Reply #214 Top

will the terran ships mid-sections spin?

Reply #215 Top

BTW that skill of the battleships to open jump-points. That made me think that the ultimate defensive weapon would be to open jump points right in front of on-coming enemy ships and jump em away against their own will... lol

Reply #216 Top

Quoting SteinerX, reply 213

Thanks a lot Fileosoft!! These starfuries are amazing. Now, what texture do I use... So hard to decide...
Is it possible for certain captial/cusiers to have cetain textured fighters?

Example: Psi-corps ship has starfuries with Black Omega textures, a presidential ship has starfuries with pres. logo, EA ships have starfuries with standard textures, etc ...

or

Are you only allowed to have one texture per model?

 

sorry but from my examination of the entites & meshes it is ONE texture per MESH, so to have four different texture starfuries you would need FOUR different meshes with each mesh using a different texture.

harpo

 

Reply #217 Top

make a new squad_*.entity file for each of the new fighters and on each capital have its squad reference that new file you made. Then you can have each fighter have the same stats, but different texture/meshes for each type of capship...

Reply #218 Top

Quoting harpo99999, reply 211
eternal requiem, the sins/entrenchment update HAS NOT BEEN RELEASED yet the versions ARE STILL sins 1.17/entrenchmnet 1.03

harpo

 

oops... hahaha... I should have known that... ugh... guess I'm tired x_x

Reply #219 Top

so to have four different texture starfuries you would need FOUR different meshes with each mesh using a different texture.

harpo
make a new squad_*.entity file for each of the new fighters and on each capital have its squad reference that new file you made. Then you can have each fighter have the same stats, but different texture/meshes for each type of capship...

Thanks for your input! Excellent news!

will the terran ships mid-sections spin?

I will try to guide you with the hull animation if needed, I took a quick look at the Celestia model link and as long as you can convert it and reduce the polycount it will work.

What you need to do is as already mentioned remove the central hull section and save it as a seperate mesh for the particle system. You will then use the particle system to re-introduce the mesh back to a particle emitter where the central point is with a rotational effect.

BigBangTheory reply #35

Fingers crossed ...for the EA Omega/Poseidon/Explorer

Edit: BigBangTheory's video showing the rotation in action:

" ... people have used animated particle meshes to
accomplish this indirectly. Details are in the forums and movies are on
youtube."

Blair Fraser

http://www.youtube.com/watch?v=CIS5y1MrIko

 

Reply #220 Top

Yes, thats correct about the ship textures. They are specified in the *.mesh files, so to have a new texture, you need a new model. As we are limited in the number of meshes total (have to look the hardlimit up) I will at first not introduce different textured models where not needed. When all is implemented and we have no other htings to add and still got headroom for new meshes, then we should reconsider this.

 

As for the spinning sections - they are possible using particle effects, but one sidenote: as BigBangTheory already found out, particle effects are loaded when you zoom in, so there is always a short gap where the base mesh is visible, but the rotating section is just not displaying. This is a limitation we cannot work around but have to live with. other than that, it's pretty simple. Just create the main section as a textured mesh, create the rotating section as another textured mesh, use particle forge to create an effect where the only point is the rotating section spinning the way you want and then assign this effect to the main mesh (using a hardpoint with the name of the particle effect - as for example the rotating section particle effect has the name "RotateOmega.particle" you would create a hardpoint in XSI thats called "P001-RotateOmega".

As I intend to integrate all the models myself using XSI (be it only for resizing and creating tangents) I will do this for you if you supply the objects (and textures if you have them).

Reply #221 Top

BTW that skill of the battleships to open jump-points. That made me think that the ultimate defensive weapon would be to open jump points right in front of on-coming enemy ships and jump em away against their own will... lol

In the B5 movie 'In the Beginning', the Minbari opened jump points in the middle of one of our fleets, destroying most of it. In a regular season episode, Sheridan opened a jump point inside of another jump point, destroying a Shadow Battle Crab.  I'm not sure they can be used in the way you describe though.  And if you could, why not just open a jump point inside the ship? }:)

 

In the Minbari tech tree their armor research mention organic hulls.  I do not believe that prior to the Vorlons assisting them with the White Stars that they possessed such technology.  And even then, it was used only on the White Stars.  The Minbari use crystalline polymers instead.  Unless of course I'm wrong on the organic hull tech.

Reply #222 Top

Yes, thats correct about the ship textures. They are specified in the *.mesh files, so to have a new texture, you need a new model. As we are limited in the number of meshes total (have to look the hardlimit up) I will at first not introduce different textured models where not needed. When all is implemented and we have no other htings to add and still got headroom for new meshes, then we should reconsider this.

Ok, point taken.

As for the spinning sections - they are possible using particle effects, but one sidenote: as BigBangTheory already found out, particle effects are loaded when you zoom in, so there is always a short gap where the base mesh is visible, but the rotating section is just not displaying. This is a limitation we cannot work around but have to live with. other than that, it's pretty simple. Just create the main section as a textured mesh, create the rotating section as another textured mesh, use particle forge to create an effect where the only point is the rotating section spinning the way you want and then assign this effect to the main mesh (using a hardpoint with the name of the particle effect - as for example the rotating section particle effect has the name "RotateOmega.particle" you would create a hardpoint in XSI thats called "P001-RotateOmega".

A pity about the limitations, but it will have to do ...

As I intend to integrate all the models myself using XSI (be it only for resizing and creating tangents) I will do this for you if you supply the objects (and textures if you have them).

Textures, sorry no I don't have them.

 

Reply #224 Top

In the B5 movie 'In the Beginning', the Minbari opened jump points in the middle of one of our fleets, destroying most of it. In a regular season episode, Sheridan opened a jump point inside of another jump point, destroying a Shadow Battle Crab. I'm not sure they can be used in the way you describe though. And if you could, why not just open a jump point inside the ship?

Good idea! If use this ability as "weapon" and use "spacemine" trigger may destroy few ship in one  shot. But need "hyperspase" effect.

Reply #225 Top

Looking into the race portraits ...WIP

Very crude at present ... sorry!

(small pics altered,too)

INGAME screenshots

Tobiwahn not sure why in the last picture, there's a duplicate image ...  was thinking of adding new Player_portraits  for B5 (rather than replacing existing Sins pics or should I replace existing with B5?) is that a similar process as with the loading screen characters ... I take it then I'd need to alter the brush files, etc

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