Sins: Remastered is a graphical update mod for Sins of a Solar Empire: Rebellion. It includes new PBR shaders and revised textures of stock game assets to work with those new shaders. The end result is a modern rendering style and a new look to an old game.

Sins: Remastered v0.95b Stargate Mods Discord

What is PBR?

Physically based rendering or PBR is a philosophy in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. Many PBR pipelines (though not all) have the accurate simulation of photorealism as their goal. Modern game engines like Unreal Engine 4 and Unity are now PBR based.

The new shaders for Sins: Remastered are a PBR metalness & roughness system. A discreet texture channel for ambient occlusion is available as well. They also support Sins' original team color, emissive and bloom channel set up.

Post Processing & Effects

The bloom effect has been reworked and generally improved. In addition, the old toggle command for enabling bloom in-game has been co-opted and now also controls the use of post proecessing in general. The new post processing effects give a more cinematic feel, with sharper contrast and more vibrant colors on effects.

Not Just for Players

While we certainly want and invite all players to enjoy Sins: Rematered, it is not intended just for them. This mod is also meant to serve as a base mod platform for other mods to incorporate the new shaders if they so choose.

All shaders may be used and all core game assets converted herein to PBR may be used in full or in part as needed. Expansion style mods can simply stack on top of this base mod and convert their unique assets to the PBR format without having to worry about everything else. Total Conversion mods are invited to simply incorporate whatever textures they still retain from the core game as needed.

We do ask that you include credit when using the base mod assets, in full or in part as follows:

  • Shaders & Skyboxes: Jon Micheelsen
  • Any updated textures or meshes: dolynick & Ironclad Games (original work)

Credits

Sins: Remasterd is the work of Jon Micheelsen and dolynick, based upon the original artwork of Ironclad Games.

All the wizardry under the hood is the work of Jon Micheelsen. Jon is professional game developer who's work has included Blindmind Studio's Star Ruler 2 and Hazelight's A Way Out. He has graciously donated his time to write all new shaders for the project.

All base game textures were converted to PBR-compatible format by dolynick. A long-time player and modder, dolynick's work includes Stargate Races for Sins of a Solar Rebellion and DOF for Star Ruler 2. He is also a member of the Stargate Invasion team and has contributed work to the Sins of a Galactic Empire and Star Wars: Interregnum projects.

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RSS Articles

A Slight Change of Plans

It has been a while since the last update of Sins: Remastered and we have been working away on a great many things in the mod. We had been hoping to release a fully complete v1.00 version that covers planet shaders and all the other bits of the rendering that could be addressed but completing the planet shaders and updates is taking longer than we initially though. The extra time is resulting in some pretty amazing developments, but time never stops ticking away either. There have been a lot of really significant and exciting changes to features in the mod besides the planet shaders though, and we have decided to do a staged release instead rather than keep everyone waiting on one massive update with no current estimated time of arrival.

So, having said that, let's talk about all the new features that are being released with v0.95b!

Shadows

We've incorporated a change in the way shadows are handled in Sins that comes from an older version of the game and generally provides more accurate shadows on objects.

Ship Shaders

The ship shaders were already in a decent spot but there have been several exciting new features added that really put them on a whole new level.

Baked Self-Illumination

We've added support for a fourth texture for objects using the ship shader that allows for full color self-illumination maps on ships. In the past this was done by incorporating the self-illumination data right into the diffuse and emissive maps and while that worked, it also changed the properties of the material it was applied to. This new, dedicated texture channel allows for full color light separate from the diffuse color of the surface and which is dynamic with the surface properties - meaning that it will maintain specularity, roughness and so on.

Advent Coronata SI-BloomAdvent Coronata with baked self-illumination


Metal Iridescence

Iridescence is the phenomenon of certain surfaces that appear to gradually change color as the angle of view or the angle of illumination changes. It's typical on objects that spend time exposed in space. An iridescence for metals control has been enabled on a per-mesh basis so it can be customized for each individual ship with no extra cost in textures or memory.

Parallax Height Occlusion

The new optional fourth texture for the ship shader isn't just used for the baked self-illumination data, it also supports an optional height map. While the normal map works well for basic surface variations, the height map allows for much more dramatic effects applied in texture. In addition to the surface deformation, shadows are also implemented on the height data to complete the effect. This allows for some visual aspects on ships through textures that were simply not possible to achieve as convincingly before.

SinsRe HeightMap Demo1Height map demonstration. Image courtesy of Stargate Races


Shadows

We've incorporated a change in the way shadows are handled in Sins that comes from an older version of the game and generally provides more accurate shadows on objects. While shadows in Sins will never be perfectly accurate, you should find that shadows in Sins: Re handled problematic objects a lot better.

Asteroid Shader

The asteroid shader saw some small improvements as well. It benefits from the shadow improvements as mentioned for the ship shader but a new, optional detail tiler has been added as well. The tiler is configurable and can help add things like additional fine rocky details to an existing texture.

Skyboxes & Stars

A new skybox detail enhancement feature has been added to the skybox shader. This enhancement is configurable within the shader and adds micro distortions to the base skybox texture to create additional fine details in the skybox.

Stars have also been given some attention. The corona effect has been re-written and a new surface animation has been added.

Shield Effects

The shield impact shader has been updated to include an animated effect on shield impact. Shields still retain all their previous properties such as customizable shape and color per ship but now have an added flair when being struck.

Vasari Skirantra - Shield EffectNew custom animated shield effect.


Post Processing Effects

The Bloom and Post Processing shaders have seen major revisions. Nearly all the old effects have been modified or entirely re-written and their impact on the visuals of the game is now pretty remarkable.

Bloom & Anamorphic Flares

Bloom has been completely re-written and is both now much higher quality while also being more efficient. Micro bloom has been removed and replaced with specular bloom which allows light on the surface of the ship to bloom as well. Lastly, anamorphic flares have been added to the bloom process and can add a striking visual enhancement on top of the other bloom effects.

Vasari Vorastra - BloomResived Vasari Vorastra demonstrating bloom on specular highlights.


Tone-mapping

The tone-mapper has been completely rewritten as well. Previous complaints were that tone-mapping limited the white level on objects in order to allow headroom for effect stacking to build up to full white. The new tone-mapper works in a somewhat opposite manner and is set up to achieve full white now.

Sharpening

With the removal of micro bloom and the addition of specular bloom, the option to add an in-shader sharpening effect was available. The sharpening effect is subtle but can provide a nice little bit of detail enhancement to the final visual result now.

PBR Conversions & Custom Assets

A number of stock ship and object assets have been updated in this release.

We've added an optional PBR validation flag to the ship shader which will allow modders to check their texture data to see if it conforms within PBR. As such, we made a pass through all titans, capital ships and star bases to update their PBR conversions to fall within the PBR checks validation range. Iridescence was also applied to those assets as well as we saw fitting.

Lastly, several of the stock assets in the game have been completely redone with all new native PBR textures and in some cases revised models as well. The Vasari Loyalist titan saw a complete model rebuild and fresh PBR texture set. The Advent Radiance received an all new custom PBR texture set. The TEC Rebel titan saw some fixes for minor issues in its original mesh. And lastly, the Vasari capital ship line saw model updates as well as brand new custom textures on all but the Rankulus.

Vasari Capitalships RemasteredUpdated mesh and custom textures on Vasari capital ships.


We hope you'll agree that there is plenty to be excited about in this new release even if it was not quite as encompassing as we had planned. There will definitely be more to come in the future as we complete the remaining work on planets. Those of you who have been watching the content posts should have some idea of the things yet in store in regards to planets that we're working on!

We're also very pleased to mention that during development of these new features a number of major modding teams have taken notice and are planning on taking advantage of what Sins: Remastered offers them to improve their own projects. Stargate Races and Star Wars: Interregnum will continue to offer Sins: Re but that list of mods may soon grow. Both Ages of the Federation and Sins of the Prophets have made announcements that they intend to incorporate the Remastered shaders in future releases and we look forward to seeing what they can achieve with the new tools. Other mods are also in the planning and implementation stages and more information on those will hopefully follow in time.


As always, we invite you to comment or leave feedback. You may also join us on our Discord if you have questions or are looking for some help.

Sins: Remastered v0.95b Stargate Mods Discord

Remastered v0.95b and AMD Graphics Cards

Remastered v0.95b and AMD Graphics Cards

Other Tutorial 2 comments

A discussion of known issues with Sins: Remastered v0.95b and AMD graphic card as well as workarounds.

Customizing the Post Effect Shader (v0.95b+)

Customizing the Post Effect Shader (v0.95b+)

Textures Tutorial

An explanation of options and ways to customize the post processing effects of the Sins: Remastered shaders.

For Modders: Overview of Ship Shader (v0.95+)

For Modders: Overview of Ship Shader (v0.95+)

Textures Tutorial 1 comment

An explanation of the new texture format required for the Sins: Remastered ship shader and explanation of some PBR mechanics.

Sins: Remastered v0.94b Release

Sins: Remastered v0.94b Release

News

Sins: Remastered v0.94b for Sins of a Solar Empire: Rebellion has been released.

RSS Files
Sins: Remastered v0.95b

Sins: Remastered v0.95b

Full Version 21 comments

The full version of Sins: Remastered v0.95b mod for Sins of a Solar Empire: Rebellion.

Sins:  Remastered v0.94 Beta

Sins: Remastered v0.94 Beta

Full Version 17 comments

The full version of the Sins: Remastered v0.94 Beta mod for Sins of a Solar Empire: Rebellion v1.94.

Sins:  Remastered v0.93 Beta

Sins: Remastered v0.93 Beta

Full Version 19 comments

The full version of the Sins: Remastered v0.93 Beta mod for Sins of a Solar Empire: Rebellion v1.94.

Sins:  Remastered v0.92 Beta

Sins: Remastered v0.92 Beta

Full Version 6 comments

Full release version of Sins: Remastered v0.92 Beta for Sins of a Solar Empire: Rebellion v1.94.

Sins:  Remastered v0.91 Beta

Sins: Remastered v0.91 Beta

Full Version

Full version of Sins: Remastered v0.91 Beta for Sins of a Solar Empire: Rebellion v1.94.

Sins:  Remastered v0.90 Beta (Revised)

Sins: Remastered v0.90 Beta (Revised)

Full Version 15 comments

A full version of the 0.90 beta of Sins: Remastered for Sins of a Solar Empire: Rebellion v1.93. **Fully playable, but ship shadows must be set to minimum...

Comments  (0 - 10 of 122)
Guest
Guest

I love the mod, but i have one very minor issue i hope you can help me with. When i am playing on a multistar map, the different colored skyboxes dont fade out when i zoom out to the deep space skybox and then fade back in when i zoom into a star system. instead it just instantly switches to whatever the skybox of the of star system is. Is there a way to fix that?

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dolynick Creator
dolynick

No. That's just the way Sins has always handled different skyboxes for each star in a multi-star map.

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WhyTheLongFace
WhyTheLongFace

Hello, I am running a fresh install of Rebellion with this mod both installed and enabled in the mod browser. Unfortunately there is little to no effect (compared to the one shown in the teasers) on the graphics. Are there any fixes that need to be made or options changed that I haven't done?

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dolynick Creator
dolynick

Make certain that the folder was extracted correctly and not a folder in a folder.

What is the checksum you get with the mod enabled?

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WhyTheLongFace
WhyTheLongFace

Okay, this is the filepath (excluding the username stuff) \Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85\SinsRemastered-v0.95b. Inside SinsRemastered is the mod, is that what you mean by "folder in a folder?"

Also the checksum is 316859614

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dolynick Creator
dolynick

The checksum appears correct and the mod should be active and working.

When you say there is "little to no effect (compared to the one shown in the teasers)", what exactly are you referring to as missing or different?

If you start a game as Vasari, do you see the revised capital ship models and textures as per the screenshot section above? Are you using an AMD GPU and some things are just missing?

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WhyTheLongFace
WhyTheLongFace

I am using an AMD card. And the model looks about right but the engines are gray rather than the purple shown. Overall the models look good, just the lighting looks normal.

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dolynick Creator
dolynick

Please see: Moddb.com

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WhyTheLongFace
WhyTheLongFace

Simple workarounds, I’ll try those out some other time. Thanks for the help :)

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dolynick Creator
dolynick

Engine color is controlled by team color on stock ships. Enabling team color is in the game options.

Unfortunately, there are several issues with the latest shaders and AMD GPUs which may becausing some of the descepencies. I'm working on an article that goes over them and has some workarounds but it isn't published just yet.

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WhyTheLongFace
WhyTheLongFace

Wow that was super fast. I’ll have to check all this later but how do you find the checksum?

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