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I liked it better when the disks were larger. Also I would do something else with the large blue areas. They're just kinda bland. Leave them as indents maybe and then add smaller lights/glow stuff there? Or let the disks cover up most of that area at least.
No that was a joke because I've clearly stated I WILL port it to Remaster, even before it was on the Steam Workshop. I've just had a **** ton of requests for it to be on Remaster, for a game that just came out and no one really knows anything about how it all goes together.
In short, yes it will be on Remaster. No, we are no longer developing for Classic.
Remove the hex pattern. The texture is too small and hex patterns are only ever seen up close. Instead, work on bigger texture details like surface dirt/wear.
Base defenses will probably be more like the turrets seen in Halo Reach. I believe there is already a model for it.
Make it work pouk, your mod got me into homeworld modding.
No I'm just slightly annoyed I have been bombarded with the same questions over and over when I have been clear from the start. Also people keep asking for a remastered version and its just not possible right now. Surely you understand my frustrations. :|
I dont think I will
Which textures are not high quality?
I wouldn't delete the mod off ModDB, this is where it all started! I have to say that the version on this ModDB page won't be updated any longer, and after Remaster comes out we may or may not either move the ModDB page to Remaster or make a completely new one.
No but Dutch retired and Mickey defected to the URF. Idk where Dare is, doesn't say.
He was captured and executed by the local insurrectionist leader on Draco III after attempting to clear a room by himself.
Not all ships can be captured, only the cruisers on the UNSC side. The covenant is very much not done and iirc none of their ships are capturable
Unfortunately I don't think you can play multiplayer with homeworld 2 classic.
Oh that's good news that they're finally allowing fan projects again. I don't know why they stopped, it ultimately killed my interest in BSG for several years.
Will you be able to upload it to Steam Workshop without copyright infringement issues?
The packing tools
This has been out before the remastered edition, how would it work with it? Check Steam.
Homeworld 2 classic is on steam. It's not about supporting a steam version and non steam version, it's about supporting the remaster and not the classic.
You can't play mods worth the steam version unless it's on workshop or decompiled. Workshop mods are also packed differently.
Our music is composed by McChaffee, you need to contact him
You're right, we won't be working on homeworld 2 classic anymore. Why would we? It is a waste of time to do so. Steam workshop is the only way to publish mods for homeworld now, you'll just have to deal with it.
Yes, the mod will no longer be developed for homeworld 2.
I don't think you understand the situation here. The mod on stream and on moddb are the same build. The mod will no longer be deceleration for homeworld 2 so if you want to play the mod you need to buy the remaster.
Sure I use it when I blast off to Mars.
If you want to continue playing the mod, yes.
It's the same as an astronauts helmet
You subscribe on the workshop, go to the mods manager in HWR after its finished DLing, and then select it and activate it.
I dont think so, but even if the helmet was in first person, there would be no gloss because it would be depolarized like an astronaut's helmet.
I have no idea at this time, however, I can say the classic version will be unsupported when I move to remaster. The point being, I'm not going to mod for an old game when a new game comes out.
Right now as it stands its for the tutorial mission. I want to make a prologue mission in the tutorial section (the only way to do a custom campaign btw), so maybe at that point I will actually have a map for it instead of the tutorial maps.
Its about 30 seconds I believe. You must understand this is both for balance and lore. SMACs had a generator directly below them on the surface of the planet to power them. Well this SMAC doesn't have that luxury and has a much smaller generator, thus for the same amount of power it has to recharge longer. Plus, if the SMAC could fire every 5 seconds, it would be way too powerful in-game. Nothing can touch it unless they move within range of their weapons and by that time some of their ships would have already been destroyed.
As in paper thin. It can easily be destroyed by a handful of bombers.
The SMAC is extremely weak and has a long reload time. It can easily be rushed by enemy forces and taken out if not properly guarded. You also have to be in enemy territory for it to target properly, otherwise it has to get within sight ranges to fire on enemies.
While I agree the picture above is not, the one I linked that you replied to is.
For those curious, here it is in Boot Camp:
I lost the original uncompressed file, that's whats wrong with it.
Who did that Halo ring? Its pretty boring.
Well are you a virgin that is older than 20? If so then you're well on your way.
It was delicious
I'm giving constructive feedback, you don't need to quote the description box I know how to read and am also a developer. Your fanboyist elitism serves no purpose here.
I think it would look better if it was updated to the current design memes. The model looks like the halo 2 model and that model wasn't very detailed because of the limitations at the time. I just feel the stalwart can be so much more if it looked more like the paris and Charon.
That bubble shield is canon. The CCS in the reach trailer has bubble shields.
The texture looks squished and stretched in some areas, mainly on the legs and where the UNSC logo is. Might want to check your UV map.
Our model was used as the main reference source. But the original source is from Halo Reach.
We're working on changing the lighting around a bit, but the one direction light source is still going to remain.
Ship textures don't look smooth? What do you mean?
Same problem with the windows as with the Cerberus one: you put the hull paneling over the window section.
They are to an extent, yes, but I mean actually broken up. Right now it's just a solid color behind hull lines and doesn't blend with the base hull pattern. If you take a look at this picture, where the hull lines intersect the colored areas, it's broken up in the sense that the paint has worn away from the edges of the plate lines: Fc02.deviantart.net
My only gripe is the yellow and black color areas, obviously the team colors or whatever. They're just one flat color and aren't broken up by say the hull plating lines. If you could make it so the plating lines cut through it at 1 pixel on each side or so, I think it would look great. Also, obviously the color patch should be moved to the layer below the ship's hull panelling layer.
The lines on the hull are too deep. You need to lower the bump on them so they more closely resemble the hull bump you have on there. Otherwise, it just looks sectioned off and detracts from the overall texture.
I take it you like it? :P
inb4 no its purple:
Dark blue with a crimson sheen.
The CCS was never purple. In Halo CE/2, it was grey/chrome metal. In Halo 3 it was a blue similar to seen here and in Reach it was also blue.
Looks good with the texture on it, but I think some of the bevels on the arm are just kinda weird looking in the normal map. Maybe too much strength? Not entirely sure. The areas around the round parts look alright, but it's just places like the edges of the arms where its flat and not round.
Well I can't choose what mirror ModDB uses.
If you're having problems, just try using a ModDB mirror.
Haha I get it! It's Corellia!
SoaSE doesn't have turrets that move anyways, to my knowledge, so it shouldn't be that big of a deal anyways.
There are some clipping errors on the parts you added.
They got a cease and desist order, so they had to make it unplayable.
That mod is long dead. Though doing a quick Google search might help.
The maps in the mod will be a little bit bigger than the stock HW2 maps. It shouldn't be too bad since the ships move faster than vanilla.
You could always look at it this way: The UNSC Hopeful (the hospital ship) was two Anchor 12 stations fused together. It's more of a modular station thing I would assume, for ease of building.
These ships are being constructed in orbit, so they will never ever see the atmosphere of a planet in the mod. But yeah I get what you're saying. Any tips on how to dirty up the wing area?
Yes exactly, fewer textures means faster game. If one texture is shared by all ships, it's not going to impact the game at all.
The Orthrus will have the same type of Archers, too.
The normal destroyer has 24 oversized, this has 30. Based on the new way of doing things, it's basically stream lining the whole modding process with basic background mesh and then more detailed overlay textures for size consistency much like in a real game. This includes Archer pods.
Besides, I always thought the idea of ships being laden to the brim with missiles was really stupid, especially since they were useless against the Covenant.
Textures are usually the biggest file in a video game. Right next to audio, anyways.
Yes, I have to. When I started, I wasn't very good and used multiple textures. Which might be okay if there was only one on screen like in a FPS, but this is an RTS and it really only needs one texture to save memory space.
No there is the blue base and then the light blue stripes. I think you're talking about the blue base that covers the majority of the hull. I'm talking about the lighter blue stripes.
The hull won't be colored, I just said that.
The light blue stripes. I'm not coloring the hull. Team colors will be the stripes while stripe colors will be the light blue areas on the hull, or possibly some other areas. We'll see.
Also the MACs aren't colored, those are the bezels around the MACs.
The plate moves up, not the bridge moving down.
Combining the two moons would probably break them apart, not to mention one's orbit is slowly decaying into Mars' atmosphere.
No, this is illegal. If you make models, textures, backgrounds, etc for an established universe, especially one owned by Sci-Fi, you don't own anything. They own everything you make if it has anything to do with Stargate. Take Battlestar Galactica for example, they shut down the HW2 BSG mod because Sci-Fi made a BSG game and they had every right because it was their copyright.
Yes I understand it's concept art, all I'm saying is that the texture work is just so different compared to what this mod has established for the style of the UNSC. To just randomly break style for one ship is kind of weird.
Idk guys, the departure from your already established UNSC style is just... so distant. It's just too alien for me given what you guys have already done.
I said toothed dolphin. All dolphins have teeth as far as I know. :P
Tursiops is actually the name of the most commonly known bottlenose dolphin.
Well I finally have to say it. You've added smoothing groups where they needed to be added. :P
Why you always make fun of me? :(
You might want to re-work your texture on the carrier since the scale of detail is really off (Archer pods, escape pods, etc.)
Huh, I knew Sins sucked.
Heh, couldn't find a pic of the chief dual wielding plasma rifles.
My only complaint now is that you didn't bevel those edges. Those edges look like they could cut someone. :P
The MAC is a large coil gun that makes up the super structure of most UNSC ships. So it really has no sound except for the muzzle break.
A no shader release was uploaded, but is pending approval.
Bear in mind, with the immense firepower, you will only ever get ONE of these. And you'll want to either disable enemy ships with a Prowler EMP or station it close enough to stations or immobile fleets because it will track slow, as you'd expect. Still, like Battle8111 said, it's a one-shot KO weapon.
It's in the description.
When the shields of a Covenant ship are down, it's like cutting a knife through butter.
You guys need to add smoothing groups.
Hey, you took my advice with basing it off of elegant sea creatures. :P
Destiny Ascension looks like a giant sunfish, and Asari have an aquatic aura to them. Why not base ships off of the more majestic sea creatures like the sunfish/Destiny Ascension?
Also, you might want to apply smoothing groups.
Hahaha, oh wow.
Yes that's it.
The new ship in there is UNSC.
No one's spotted the new ship yet?
The plan is that after the Marathon does it's frontal attack run, it will go broadside and strafe the enemy ship, blasting it with the triple barrel deck guns.
They are stronger than the average UNSC but they are equiped with the SMG? The Assault Rifle is better than the SMG.
The turret behind the bridge. It fires misisles that are between Archers and ASGM-10 anti-fighter missiles in regard to damage. I think.
Why is one Halo CE and the other is Halo 2?
Maybe if I get adventurous.
Operating your Shaw-Fujikawa slipspace drive consumes materials, you know.
Yes, how else does it mover star system to star system.
The station moves so slow, it will take years.
The molecules from the engine burn would dissipate into the vacuum.
For now, yes.
Displayed is a possibility with latch dock points as I've done with the Frigateyard.
By beefed up he means one Longsword is more powerful than 5 Hiigaran Interceptors.
You must be out of your mind. This one is the one that *works*.
Like Hell_Diguner was saying, however, is that Newton's laws of physics state every action has an equal and opposite reaction. The energy transferred from the coil gun firing the MAC may not necessarily result in any recoil whatsoever, but there is still an energy transfer. And the way coil guns work is that they have massive heatsinks to absorb the power of the coils or something like that.
In which way? Graphically, I'd say Starside Intercept is leagues above us. I'd think I'd have a better chance competing with his models if I could just do the damn normal maps right lol.
BTW, that's a stock map.
The kinetic force of the MAC round hitting the target would still push it backwards as it makes contact.
I will probably bump the push down to 300-, just fyi. 500 I think is a tad much albeit funny watching Vaygr and Hiigaran ships struggle to keep up.
I don't think it's quite like that, more that the standard default Frigate is just up armored and streamlined for combat (hence Heavy Frigate), whereas the default Frigate is more or less a small transport ship with less firepower.
There's no real difference between the two other than lack of SOIEV pods, some PDCs, hangar size, and the added armor around the bridge and engine nacelles.
Don't forget the two Point Defense cannons on the backside of the Frigate.
Well I got the AA tower part, I didn't know if ground units would be implemented or not. Also, in Halo 3, Phantoms carried AA tower parts to the Ark. Are you going to have something similar to this or just use this large dropship idea?
I'm curious as to how this larger dropship would be used. You plan to make ground battles, so if/when you get around to it, are you going to use the Excavation Scarab (Halo 2) or the Assault Scarab (Halo 3, ODST, Reach)?
The reason I ask is because the Assault Scarab has booster jets in the undercarraige for landing as seen in Halo 3.
I think ViperVenom is talking about the Halcyon and the Marathon.
Basing Keyship measurements off of screenshots from Halo 3 is pointless because you don't know the depth perception of the CCS-class Battlecruisers in relationship to the Keyship.
But with no specific length to go with, it is hard to get a good measurement of the size of the ship.
So would that mean it would take 30 months to fully glass a planet as described in Halo Reach?
Are you going to making up your own ships or stay primarily focused on canon?