A Babylon 5 Mod for the Final Frontier Mod

Hello again,

I've finished work on our second Dilgar Capital Ship, the Omelos Class Destroyer, this ship started a whole design line in Dilgar vessels, and a meaner look as well.

Civilopedia:
Dilgar_Omelos_InGame1.jpg


Combat:
Dilgar_Omelos_InGame0.jpg


Poly count: 1164
Animation: FF Destroyer

On other stuff, RL is not looking good for this week, so don't expect another ship model soon, however, I'll try to release the latest ships in the following days.

:salute:
 
Hello again,

I've finished work on our second Dilgar Capital Ship, the Omelos Class Destroyer, this ship started a whole design line in Dilgar vessels, and a meaner look as well.

Civilopedia:
Dilgar_Omelos_InGame1.jpg


Combat:
Dilgar_Omelos_InGame0.jpg


Poly count: 1164
Animation: FF Destroyer

On other stuff, RL is not looking good for this week, so don't expect another ship model soon, however, I'll try to release the latest ships in the following days.

:salute:
That is Faaaaaaaaaaantastic. Now all we need is a toast and a bottle of champagne to smash on the hull and it'll be an official launch :lol:
 
Very nice. I think I will be using the Dilgar ships instead of the Narn for the Peacekeepers.
 
Hi!,

As expected last week was pretty heavy (RL wise) so no ship today, however, I have uploded the 11th ship pack as well as the Orbital Defense Pack, links are in the shipyard thread.

:salute:
 
First turn crash? Let me guess, it immediately defaults to your desktop with no error messages poping up?

I've had that aplenty and haven't found and conclusive answer but I believe it is related to the tech tree. However, the evidence I have for that is purely circumstantial at best.
 
Hi everyone,

Just to let you know I'm going off-town for some vacations :cool:, I'll be resuming work on the mod when I get back.

:salute:
 
just downloaded this few days ago and its awesome! had to play it again after watching the last episode of the series, it really made me cry...
I love B5!
Thanks for the vote of support...if we can get the bugs ironed out that we are currently experiencing there will be a newer version released with a lot more themed units in it.
 
Heh. You with all the crashes are getting more work done on your mod then I am with my no-crashing mod. Bloody college applications designed to intentionaly confuse you.
 
Heh. You with all the crashes are getting more work done on your mod then I am with my no-crashing mod.
It's all down to asking the right questions and going to the right people with those questions.;)
Bloody college applications designed to intentionaly confuse you.
Good luck with whatever it is you will be doing.:)
 
Hello everyone,

Just to let you know - in case you didn't notice before - that I'm back from vacations and that I've been working on the next model, I actually finished modelling and skinning it before I went off-town, however, ever since I got back I 've been working on getting it into the game, and now, thanks to The_Coyote's wise guidance I finally made it.

The Brakiri Kabrokta Class Destroyer has 834 polys and uses the FF Invasion Ship animation.

Civilopedia:
Brakiri_Kabrokta_InGame1.jpg


Combat:
Brakiri_Kabrokta_InGame0.jpg


Damaged:
Brakiri_Kabrokta_InGameDamaged.jpg


Yup!, from now on all ships (with the possible exception of fighters) will have damaged states as well, also gloss and glow, however it looks like having damaged states interferes with the GLOWing windows. In the future the already available ships will be upgraded to the new standard.

To use the damaged state you'll have to do your XML like this:
Code:
<SHADERNIF>Art/Units/Brakiri_Kabrokta/[B]Brakiri_Kabrokta_FX[/B].nif</SHADERNIF>

In case you prefer the Glow over the damaged states you can just use the standard model.

Gloss - Glow:
Brakiri_Kabrokta_InGameGlossGlow.jpg

You can notice this is the "dark side" of the ship, yet the windows (I only added glow to the windows) can be clearly seen.

:salute:

====
EDIT: I worked a little bit more on the mod, here is the Dilgar Tarluska Fighter, now that I have looked at it closer, I see that - contrary to my earlier post - this is actually a predecesor of the Thorun.
Ploy: 432
Anim: FF Fighter

Civilopedia:
Dilgar_Tarluska_InGame1.jpg


In-Flight:
Dilgar_Tarluska_InGame0.jpg


As stated before I'm not going to add damaged states to the fighters but I did added gloss.
 
hope you had a good time.
You can bet it! :cool:

Ok, here is the latest on the shipyard, the Brakiri Falkosi Class Fighter, like the Tarluska I have added gloss to it.

Animation: FF Fighter
Poly count: 489

Civilopedia:
Brakiri_Falkosi_InGame1.jpg


In-Flight:
Brakiri_Falkosi_InGame0.jpg


Ok, enough fighters lets get back to warships, next in line, the Dilgar Jashakar.

:salute:
 
I am (slowly) merging the modcomps you guys wanted merged with the core version of Final Frontier Plus.

But I prefer to wait to release major DLL changes (such as caused by merging a bunch of modcomps) until I release a brand new version- in this case, 1.7.

So if you have a working mod, you might want to publically release it now and then release an update with the modcomps merged in, rather than wait for 1.7 (which I anticipate to be released around the middle of November).
 
Thanks for the Heads up TC01!

About the ships I still havent modelled the Jashakar, however I bring you some other news.

Damage/Glow:
Brakiri_Kabrokta_InGameDamagedGlow.jpg


Once more The_Coyote has come with a solution :), here we have a damaged Kabrokta with glowing windows - the glow also works without the ship being damaged of course :p - but this comes at a price, in the case of the kabrokta 12 new polys were added... Yet if you have decided to use the FX nif this price won't be hard to pay. :cool:

@PsiCorps
I have updated the FX nif and the glow dds, please, use the newer files.

On a side note, while testing this damage/glow feature, I came to notice that in Civilopedia you can actually move/zoom the model with the mouse. So many years, Civ V is out, and I just noticed this. :lol:

Now I start working on the Jashakar.
:salute:
 
I am (slowly) merging the modcomps you guys wanted merged with the core version of Final Frontier Plus.

But I prefer to wait to release major DLL changes (such as caused by merging a bunch of modcomps) until I release a brand new version- in this case, 1.7.

So if you have a working mod, you might want to publically release it now and then release an update with the modcomps merged in, rather than wait for 1.7 (which I anticipate to be released around the middle of November).
Thanks for the warning TC01, unfortunately all my time is now taken up with job hunting as i am, once again, unemployed, so you may well have 1.7 out before i can upload the latest version of the B5 mod.
Nice work on the models Premier, i'll get these incorporated as soon as time permits.
 
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