Babylon 5: Minbari

I was thinking of the recent B5 talk, and how everyone is working on Earth Alliance ships; I understand why, since the rotating sections cause problems...but

The Advent and the Minbari are so similar, I couldn't resist.  So I think maybe modders intersted coulstart modding some Minbari ships.

Below is the Wide Array of Minbari ships...also the White Star in the second picture.

 

27,686 views 17 replies
Reply #1 Top

There was B5 mod but the dude stoped workign on it because the current engine couldnt cope and do everythign he wanted it to do and also do to the fact that he was mostly workign alone. You could try and contact him to give him your help see what he says.

Reply #2 Top

I would hop on it in creating them, but idk how T_T

Reply #3 Top

In valens name!

Reply #4 Top

If you want to restart the project and need support file and forum wise, consider the offer extended. I'ma big huge B5 fan. Sadly I dont have the time to work on a project but I run a communtiy for such things, you are welcome to become part of it.

Reply #5 Top

Sounds good; is it a realistic view of how to mod, or is it a "let's change the whole game" that you got going?

Reply #6 Top

It is just a modding community for different games with a couple Sins projects in it. The domian is modcraft.net

Reply #7 Top

I would be willing to help any way possible to get a b5 mod out.

 

Reply #8 Top

I think it is just silly, so far Sins is about the only space game without a B5 mod...

 

EDIT: I'd also like to add that perhaps we should start up a real, serious thread and name the mod simply "The Babylon Project" since thats what B5 is all about.

Reply #9 Top

Well someone just joined the Sins mod forum today and posted to the B5 thread with the Shadow ship videos. You can read it here. In the old thread on these forums there was about eight people that wanted to work on the project but no one ever got "active". Anyway it seems there are at least three people wanted to get together now.

Reply #11 Top

mmmm star furies!

i dont think the engine could support alot of high poly models tho. whats a basic sins model poly count?

Reply #12 Top

Strike craft are under 1000. Between 1000 to 2000 tri's for frigates. 1500 to 4000 tri's for cruisers, and capital ships. No ship in game goes much above 4k.

The highest poly models in game are the structures at between 4000 to 7000 tri's. Generally for an RTS, or a game with lots of models on the map at once you want to keep the counts as low as possible. Those counts above are just an average. Give or take depending on the faction. I try to keep my models under 5k.

 

Reply #13 Top

How do you make ships and the like?

Reply #14 Top

BigBangTheory still posts sometimes.
End of quote

I tend to check the forums every week for some updates on either the core game development/patch or work the modding community produces essentially to see if any of the major issues have been addressed.

What I see is modders working hard with what little they can do and that little to no progress has been made on the bigger stuff as its all locked inside the core engine.

The highest poly models in game are the structures at between 4000 to 7000 tri's. Generally for an RTS, or a game with lots of models on the map at once you want to keep the counts as low as possible. Those counts above are just an average. Give or take depending on the faction. I try to keep my models under 5k.
End of quote

This is applicable to game instances where you expect a fairly high number of ships, SoaSE can support much higher poly count models naturally you will reach the limit much sooner on that basis. Quality vs. Quantity... The most I have had in game is five x 40,000 poly ships + the usual vanilla SoaSE ships. My understanding of the game engine is that Level-of-Detail (LOD) is not supported yet which means in theory you use the same ammount of resources to represent a highly detailed model even when you are not viewing it directly. If someone knows better please explain I'm not an expert...

How do you make ships and the like?
End of quote

1) Aquire a 3D modelling application

2) Learn how to use 3D modelling application

3) Learn how to create and apply textures and maps

4) Create your ship

5) Add flair points, dummy points

6) Create or modify particle system effects

7) Add the ship into the game

As you do more you learn more and will become better and faster at most of the tasks at hand.

The Advent and the Minbari are so similar, I couldn't resist.  So I think maybe modders intersted coulstart modding some Minbari ships.
End of quote

Minbari ships are better suited to the game engine, you need to be aware that to get something like a Sharlin in game could take 50 - 100 hours of work. So its quite a big ask before you've even considered 'what is the Sharlin going to fight' and more to the point 'what is the future for SoaSE'? 

To answer the early message, the single biggest problem for me is not being able to get the game to do what I want it to do and it frustrates the hell out of me to see other game produced many years before SoaSE have no trouble in these areas. So you can't use the advantages and advances in SoaSE to develop a better more evolved mod and for me that was the whole motivation in the first place.

Reply #15 Top

What vexes you the most that you aren't able to fit into the game.  I know hypersapce is probably a problem, but i think most would just be satisfied with the effect like in your video.

 

Which 3d modelling application do you think would be good for beginners.  I have loads of time on my hand.

Reply #16 Top

3DStudioMax is arguably the best tool, but the conversion tool provided by the developers only supports something called XSI  X(   (which is another problem). There is a home made tool for 3dsMAX but its bugged though it does have the advantage of being able to import models from the game.

So you have little choice but to use SoftImage XSI Mod Tool: http://www.softimage.com/downloads/XSI_Mod_Tool/default.aspx

You will also need either Adobe PhotoShop or GIMP and the Nvidia DDS plugin to work with textures and effects.

Start off small and get a primative object like a cube to build in game, then try adding textures and particle effects to it don't go for something too complex first off otherwise you'll likely get yourself stuck.

 

Reply #17 Top

For those not familiar with Babylon 5 ships, I found a good website to hel modders out:

 

http://www.isnnews.net/hyperspace/ea/index.html - Earth Alliance

http://www.isnnews.net/hyperspace/cent/index.html - Centauri Republic

http://www.isnnews.net/hyperspace/narn/index.html - Narn Regime

http://www.isnnews.net/hyperspace/minb/index.html - Minbari Federation

http://www.isnnews.net/hyperspace/vorl/index.html - Vorlon Empire

http://www.isnnews.net/hyperspace/shad/index.html - Shadows

http://www.isnnews.net/hyperspace/first/index.html - The First Ones

http://www.isnnews.net/hyperspace/races/index.html - Other Races