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

 

14,159,257 views 5,473 replies
Reply #4526 Top

OK, thanks to TobiWahn, I got the scene files and it is fixed, although, not quite sure what it was, but it was definitely the particle mesh. The blue on the peddles is now happily doing its moving goo thing. 

A couple recommendations:

The texture for inside the pedals looks just like star_blue, I used that, I always share textures where ever possible to save RAM.

The peddles on the particle mesh had inside and outside polys, I deleted the inside polys as they are not seen or needed. I know it's not many, but in Rebellion, inside and outside polys sharing the same space causes a bad lines effect that was not in Diplomacy. I had to rebuild the inside of the Federation starbase in SOA2 because of this. If you want to save more polys (I save every possible poly I can, they add up) you can delete the blue sun polys for the peddles on the main model as the particle should fill it. 

I never seen a pink normal map before  :omg:
I learned the red channel is copied to the alpha, yours had no red so I copied the alpha to red. Its -nm2.

The model is huge in-game. I have the mod, if I know which reference model is about the same size, I will scale it in XSI, that is very easy.

I will archive it and put in my dropbox and PM TobiWahn a link.

BTW, awesome looking model. Looks very bad ass  }:)

Reply #4527 Top

Quoting myfist0, reply 4526
OK, thanks to TobiWahn, I got the scene files and it is fixed, although, not quite sure what it was, but it was definitely the particle mesh. The blue on the peddles is now happily doing its moving goo thing.

Thanks a lot!

Quoting myfist0, reply 4526
The texture for inside the pedals looks just like star_blue, I used that, I always share textures where ever possible to save RAM.

I've changed it to a special Starblue that is used for all vorlon ships in the mesh directly afterwards, but thanks.

Quoting myfist0, reply 4526
The peddles on the particle mesh had inside and outside polys, I deleted the inside polys as they are not seen or needed. I know it's not many, but in Rebellion, inside and outside polys sharing the same space causes a bad lines effect that was not in Diplomacy. I had to rebuild the inside of the Federation starbase in SOA2 because of this. If you want to save more polys (I save every possible poly I can, they add up) you can delete the blue sun polys for the peddles on the main model as the particle should fill it.

Does it not cause any problems with convertXSI any more? I had lots of problems with polygons that were not closed using ConvertXSI in the pre Rebellion days. Sometimes it would optimise faces away, sometimes the normals were suddenly inverted...

Quoting myfist0, reply 4526
I never seen a pink normal map before
I learned the red channel is copied to the alpha, yours had no red so I copied the alpha to red. Its -nm2.

The red channel is never used, so I leave it blank. Reason for not using the red channel is that is has less bits for compression reasons which is fine for colour textures, but not for normalmaps. Therefore the red channel information is stored in the alpha. Blue is not used either I think (height information), but i leave it there, just in case it gets ever supported)

Quoting myfist0, reply 4526
The model is huge in-game. I have the mod, if I know which reference model is about the same size, I will scale it in XSI, that is very easy.

no need but thanks, I always resize the meshes using my mod Editor. Only thing neccessary is, that the input meshes (Transport, Pedals) share the same scale.

Quoting myfist0, reply 4526
I will archive it and put in my dropbox and PM TobiWahn a link.

BTW, awesome looking model. Looks very bad ass

Thanks a lot again. Put you in the credits!

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Reply #4528 Top

Quoting TobiWahn_Kenobi, reply 4527
The red channel is never used, so I leave it blank. Reason for not using the red channel is that is has less bits for compression reasons which is fine for colour textures, but not for normalmaps. Therefore the red channel information is stored in the alpha. Blue is not used either I think (height information), but i leave it there, just in case it gets ever supported)

That is awesome to know.  k1

 

Quoting TobiWahn_Kenobi, reply 4527
no need but thanks, I always resize the meshes using my mod Editor. Only thing neccessary is, that the input meshes (Transport, Pedals) share the same scale.

I really have no idea why the XSI model for the particle failed, if it was from the XSI scene, it should have worked. The only thing that I can see happening is the scaling from your mod tool altered the mesh somehow. It also may have been that the material was not connected to the proper UV. There was 2 materials in the XSI scene with nothing connected. If you hand edited the .mesh, the material may have defaulted to UV2 or something.

Scaling in XSI is super easy. I would recommend all your final scenes be scaled properly for export.

if you get my convert scripts working, you can easily change something, press Convert, and the new model is changed on the fly in-game. The only way to fly.

 

Quoting TobiWahn_Kenobi, reply 4527
Does it not cause any problems with convertXSI any more? I had lots of problems with polygons that were not closed using ConvertXSI in the pre Rebellion days. Sometimes it would optimise faces away, sometimes the normals were suddenly inverted...

I actually never remember that issue. Only errors I had to fix on SOA2 models were the odd flipped faces which I am sure is from exporting or importing to and from other software.

 

EDIT: Link sent over Steam Chat

 

Reply #4529 Top

TobiWahn,

I'll send a small commit no later than next week that addresses some fixes for the current build but I strongly suspect there are nested problems and we'll have to fix some to uncover others. Ticket 172 could use some attention.

Reply #4530 Top

Quoting Darvroth, reply 4529
TobiWahn,

I'll send a small commit no later than next week that addresses some fixes for the current build but I strongly suspect there are nested problems and we'll have to fix some to uncover others. Ticket 172 could use some attention.

Thanks mate.

And thanks to myfist I now now what kept the particles from displaying - using my modEditor I also resized the orientation vectors when resizing the meshes, but the vectors for orientation need to be normalizes it seems. They seem to be multiplied in the Particle display distance.

Here is your fix for today, (also committed to our repository)

Vorlon Siege by Johan Klaver

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Reply #4531 Top

Nice, I particularly like the faction markings on the port and starboard sides just aft of where the arms merge.

Reply #4532 Top

Progress on ticket 172 but there is still a long way to go.

Reply #4533 Top

Still working to identify and address issues with the new build but have discovered something disturbing. Several issues I know I corrected in previous commits are not in this build. I'll dig through past submissions and see where they dropped out and send you the missing or updated files.

On a different avenue of pursuit the Shadow AI (all of them) refuses to use the colony ship though it is the same in every respect to the other races colony ships, I even armed it and set the defaultAutoAttackOn TRUE. Still it sits there stupidly, even when enemy ships enter the gravity well. I'll keep tinkering but I'm open to suggestions.

Reply #4535 Top

Quoting Darvroth, reply 4533
I even armed it and set the defaultAutoAttackOn TRUE. Still it sits there stupidly, even when enemy ships enter the gravity well. I'll keep tinkering but I'm open to suggestions.

Ensure that: defaultAutoAttackRange "GravityWell"

Reply #4536 Top

Quoting Lavo_2, reply 4535
Ensure that: defaultAutoAttackRange "GravityWell"

It is, in all the important ways it is identical to the other race colony ships and they work. I had the same issue with an EA ship a couple months ago and it sort of resolved itself. My computer wants to do a reboot, who knows maybe that will solve the mystery AI issue....

Reply #4538 Top

Quoting Hael-sose, reply 4537
Completed the Vorlon oribtal defense systems (small and large versions).

Very nice! Keep up the good work and I'll see if I can sort through what is likely my own doing to restore the current internal build to stability.

Reply #4539 Top

Quoting Hael-sose, reply 4537
Completed the Vorlon oribtal defense systems (small and large versions).

Cool, thanks!

Reply #4540 Top

After several days of computer ICU I've restored DB functionality seemingly without loss of data. Extreme care should be taken when using the current internal build. When exiting check for extra processes and separately shut those down. I made no progress owing to computer issues but hope to this weekend. Cheers.

Reply #4541 Top

Centauri appear to have just the one bug. I'm still hunting down the Narn issue but the list of possible causes is shrinking fast.

Reply #4542 Top

Hi guys,

sorry for the lack of updates/news on my end. Had a busy week(end) and migraine most of the past week (including today). I've started work on a new model, an in-between job for Darvroth - Centauri Primus it is - before going back to bringing the rest of John Klavers wonderful models ingame.

All the best

Tobias

Reply #4543 Top

Quoting TobiWahn_Kenobi, reply 4542
Centauri Primus it is

Woot, will be nice to see this classic ship in game.

Reply #4544 Top

Solved many stability issues but work remains. Good progress on the internal build. Engine continues to reveal quirks that squash various routes to implement desired improvements.

Reply #4545 Top

I just downloaded pre alpha for rebellion and the few model you have in game are great. Keep up the great work gentlemen!!!!!

Reply #4546 Top

Quoting crazyninja1313, reply 4545

I just downloaded pre alpha for rebellion and the few model you have in game are great. Keep up the great work gentlemen!!!!!

Thanks, enjoy.

Reply #4547 Top

Centauri are now stable, however I'm seeing the following error on shut down:

Runtime Error!

path..

R6025

-pure virtual function call

Reply #4548 Top

Good news, mod seems to work in v1.82  :D

Recent jobchange and Dark Souls II took much more of my time than anticipated, sorry for the absence. I did have a try at the Minbari Morshin. Here's an image with a placeholder texture.

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Reply #4549 Top

Narn are now stable, took a couple tweaks but running smoothly.

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Reply #4550 Top

Quoting Hael-sose, reply 4548
I did have a try at the Minbari Morshin.

Might be worth accentuating where the bay entrances/exits are.