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The UNSC stickers on the left are backwards, might want to flip those seats. Any chance of getting some overhead cargo space for my luggage?
Watch out someone is trolling the comment voting system. Great spirit guys :)
Why is it silly? This variant is completely sealed and designed for space combat. The only part that looks like an atmospheric banshee is the canopy section.
They didn't invent the Warthog troop transport. In the novel they took a Warthog and put a giant metal box on the back of it like it is here.
The Innie APC and troop carrier are two different vehicles.
I would lose the Halo font personally and rather go for a font similar to the menu fonts in Halo 4.
Capitals will be blue and light capitals (Corvettes, Frigates) will be purple, just like in Halo Reach.
that wind screen is not low poly I can see the verts :P What program do you use to port the models over? 3ds Max?
Oh yeah you should probably apply smoothing groups. ;P
Looks like you tried to give the Halo 3 styled Banshee a Halo Reach style texture. IMO I think it would look better if you styled it after Halo 3, just because of the shape and body.
It hitting Seraphs is obviously a bug, it shouldn't be able to target strike craft.
Are those star destroyers?
What's up? ;)
Well spec looks fine. On metal pieces like the ball turret I would tone down the gloss to maybe a 20-30% black value, whereas if the rest of the ship is to be glossy like in the image, keep it the same.
All of those are very possible. I've already considered the slipspaceslip space disruptor as well as a slip space detector. It wouldn't be a guidance disruptor, but more of a module toreduce the accuracy of enemy ships within range.
Probably should have outlined the full armament, but the Atlas is equipped with four long range fusion torpedoes.
I doubt Longswords would be buildable since their size is closely relateable to a Boeing-747.
I don't want to get involved but let me just point out that these models and textures were made by Bioware, a triple A gaming company. Of course they're going to be better than everything else.
If you guys need help with bump mapping I can give you a hand.
But it went out the best way possible.
Its based on a combination of the two canon sources plus a bit of HHF style.
Cool looking forward to it. I like what you've done with SSC, and the promo shots for BSGFC look really promising. I know we have a bad history but you guys are doing really good. Thumbs up.
Oh ok cool. Looking forward to any release you guys do as long as the intellectual property of the original developers is kept. They also gave us permission to use their stuff, is this okay with you guys?
Are you guys using new models and textures for BSGFC or are they still the old ones created by the old team?
He's talking about the smoothing groups.
The model could probably be optimized more based on the shading artifacts on the front of the arm. How many tris?
That would be pretty cool actually, if there were two types: the transport variant that is called in and then the build-able gunship variant similar to the one from Halo 4, except with guns that aren't mounted on the top.
Well from toying around before I made planets and other megaliths unrealistically small, planets and stuff used to z-clip if there was another object behind or in front of it and if the object were too small/thin like a Halo ring. Sadly I don't think there's any way around it.
The issue you're having seems to be what I encountered where a smaller object is near a bigger object as your ring itself does not clip, but the surface details you've added.
You have to go into the camera settings and change the render distances. The only issue is that you can eliminate clipping of very large objects with the trade off being small objects begin to have clipping errors.
Its more beautiful than I could possibly imagine.
Oh its the same color as the darker hull pieces, the only reason it looks darker is because it isn't in the same lighting as the armor above it, which is catching a lot more light. It's a neat specular thing.
Lower side armor? You mean where the engines are?
Well the other colors (assuming you're talking about the orange and blue) are team/stripe coloring, which can be changed.
I mean I don't see where it's not UNSC. What defines UNSC design memes other than high angular surfaces and planes... which is what this is. Not to mention it's heavily based on canon material.
What don't you like about it?
Its not obvious from the photo? It's not the Halo 2/3 one. :P
Synth bit needs more synth. Where's my 80s pop?
Hmmm, no shout out for this one I see...
Weird shadows on the dreadnaught. Always loved Liberty, though. The prow of the dreadnaught was always so cool and I think the only Liberty ship I didn't really care for was the cruiser.
dat UA attachment
pretty late reply, but any way to get a hold of these?
That doesn't make much sense to have faded worn out edges and corners and then have the paint on the surface also fade. IMO it is too dark and would fit better with the Reapers only because this has the same color palette as the Reapers.
If you establish a specific art style for a type or faction, you should stick with it to the end. There's no reason to mix up units unless you intend to go back and redo them all.
Did you modify the textures any or is this all different lighting and effects? :)
That's no good. Then again, Homeworld 2 is 10 years old now... can only hope Gearbox re-releases it on Steam for better support and actually make Homeworld 3.
Rotate it 90 degrees on the Z-axis and it would look so much cooler. :P
Or I could just do it the way I have it here. I'm not going to go super in depth with these megaliths.
Looks good! Did you guys figure out how to have menu animations yet?
They're only classed as heavy bombers in atmosphere, otherwise they're space superiority fighters. They are capable of being outfitted with a multiple purpose arsenal and not all Longswords carry nukes, only in specific cases.
Yeah it will just have the CIWS and frigate turrets on thrm .
The Paris-class Frigate is just a little bit shorter than half a Halcyon. That should give you a sense of scale.
Before Halo Reach, all the detail was on the bottom of ships. I'm so glad they went and detailed the top for the CAS, especially with that ribbed design. This is by far my favorite thing I've textured.
That's why its a hobby.
Game artists don't make as much as.engineers though :(
Excuse me but Halo 2 was the best Halo. Sorry.
Halo 4 wasn't that bad. There were some things I didn't like but a lot of things I did like.
Anniversary is silly with the.canon? Its the same.as Halo CE.
It's better, but not quite there.
These series of images, one being a turnaround and one being a concept, have a lot of details in the areas you're lacking (wings, top of the nose). I would try incorporating some of the details from the concepts and turnarounds into your texture. The image from in-game is the only close up image I could find.
You mean someone actually figured out how to get Reach assets?
Actually it is so deal with it.
Also this is not the shield hit effect, this is the shield fail effect.
When I was playing against the Covenant, some torpedoes made it through, but only a small portion. It works pretty good, just for frontal assaults though. It's also pretty hard to position, so maybe in the future I might add a latch point to Anchor 12 for the station to dock to it to act like a real shield or something.
I've added better LODs to the models I've touched up on, so there should be even less lag. Most of the lag comes from bad LODs and high poly collision meshes, but now I've made the collision meshes the lowest poly model and hopefully the ranges at which the LODs change will make a significant impact. So far it has, my machine is from 2007 so it isn't to par with current gaming rigs. In the original builds, I used to chug at 15-20 FPS but now I'm averaging about 30-40 during battles due to some cheats we worked into how many projectiles are launched and the new texture optimization.
The top reminds me of the air tower from Halo Wars. Looks interesting.
You should bake the glow of the tubes onto the surface of the rock formation. Would make the ambiance so much better.
Maybe. Though I do have the textures for both Halo 2 and Halo 3 versions and I can say that they're both grey, though the Halo 3 texture is closer to a tan-ish color.
In Halo 2 they were silver/white.
Glows like that are possible if you put it in the texture and use nav lights.
As a side note, there is actually ambient light coming from all directions, it's just very faint and is why the dark side is illuminated. Could also be why there is specularity. Can't really define this one tbh.
Love seeing content being created for this mod. Hope to see more!
Glad to hear it took its pants off its head.
Nukes weren't very effective against the Covenant. Anytime they were ever used was point blank. Prowlers would lay mines that the ships would otherwise not be able to detect, and would thus destroy the first wave of the Covenant fleet. By that time, the Prowler is useless because they were spotted soon afterwards and would have to retreat while the main UNSC fleet engaged.
The only other time a tactical nuke was ever used correctly was when Keyes remote piloted a Longsword into a destroyer's downed shields and detonated the nuke once the ship's shields came back up, effectively magnifying the nuclear payload.
HIDE YO WIFE, HIDE YO KIDS, CUZ DEY BE RAPIN EVERYONE UP IN HERE
Very nice work! I'm not a big Star Trek fan, so when you had shown me that ship with the delta shaped head, I didn't realize it was a separated Galaxy-class.
Needs more detail on the engines, it's a bit flat and boring back there.
It always had that shine, the previous images were on a darker map.
Multiple bullets firing on screen is just used up computing space. If you can simplify it and make it look like its still firing fast, there's no harm done if it does the same amount of damage.
He's talking about the shipyards in the distance
It's an ODST environmental concept art. There were no ships in ODST other than a blown up frigate, the Assault Carrier and the wombats. It may look differently from the real wombat, but there is a lot of the wombat in the concept.
Yeah the Wombat was the drone from ODST.
Yeah it does. The pulse laser turrets fire from around the same area as the Thanix cannons, too. :P Just kidding, but it is pretty cool. The model was designed off of the Wombat concept art from ODST.
Oh, it definitely is.
Not entirely. They can be damaged by missiles and such, but cannot be destroyed. And this basically means that once a turret reaches 0, it will take them a while to be repaired.
The buttons bottom left aren't stock.
Thinking too literal, though in the right area.
nah, would never use it now.
Man that thing is old.
Don't see any Archers...
What I really should have said was "open" and "close."
No... the blast shield goes down to guard the bridge during combat, and then it comes back up when out of combat...
By clean up he means add un-necessary holes.
Both team and stripe color will be implemented. Like I said, if you want it to look UNSC, you will just have to make the team color gray and the stripe color crimson.
Well technically you'll never get the same base gray since it's not a flat color. I can't say it will please everyone.
Why would you put holes in a shield? It breaks the purpose of concealing the bridge, the most vulnerable part of a ship, from weapons fire.
500 years in the future you'd think so. :P
Are you using the Pepper shaders?
The Covenant learned from Reach and remained outside it's firing range while sending boarding craft, craft too small to be targeted by the SMAC, in to blow them up and clear a hole straight to Earth.
Downvotes feels good man
You have to model it first with Velo's signature 70k polys
Also a texture of a grown-*** man might be a bit much for me. I know you SotP guys are into that sort of thing, though, so I'll leave you to it.
Meh, I've seen better.
Overall heavy lifting probably. Think of it like a large winch with a boom attached. The back end is probably open for moving storage in and out of if it's too hard to push in the back.
Paris-Class is 199m wide and a Longsword is 75m wide. The measurement is taken from the widest part of both vessels, being the frigate's nacelles. A Longsword obviously cannot dock inside the frigate's cargo hold. I'm sure a Pelican, albeit cramped, would be able to. They barely fit into the Forward Unto Dawn.
Sounds sketchy as a Longsword's wingspan is half the width of a frigate.
Calm down man. Every error pointed out is an error fixed/to be fixed. It's better for the mod in a lot of ways.
What changed? You've only updated Cerberus recently.
Why would we want this model? We have our own.
You need to fix your smoothing groups.
Why do you have some parts smooth and other parts not smoothed if you're so against smoothing groups?
It's not that hard to do it by hand. I do it all the time.
You can drastically cut down on polys on these models if you removed some polys and added smoothing groups to better even it out.
You mean Tunngle, because I use that instead of Hamachi and it's better.
I had it vertical because that's how it was in the opening of Halo CE. Though you're probably right, I'll experiment a bit.
Why wouldn't they?
Well most of the big stuff in FPS happen during cutscenes anyways, and are not really in the game. I'm sure it would be possible if we designed our own engine, but we're working with an archaic game engine from 2003 that for some reason doesn't have parralax shaders when most games at that time did.
We have greatly considered wrecks, but they won't show up for some time really. They also shouldn't be too bad with LODs and the textures for them will be very very low detail so they aren't load bearing like the actual ships.
Flex as in the flaps on the back? No, as far as I know, you cannot animate something based on how fast they are going.
I made several custom emblems and one is the ONI emblem. They don't show up in-game, but at least you can customize in the pre-game lobby. :P
Drawing on a picture with a wacom tablet is easier than translating it into the texture.
No, it's a glitch I get sometimes ,too.
Reminds me of this picture:
I don't see why the krogans would run a mining operation when they're too busy trying to breed, kill each other, and kill others.
Well with fire support and bombers, I'd think the point defense turrets would have more to worry about that four fusion rockets.
The game doesn't really contradict anything that has already been contradicted with the Halo trilogy canon and book canon. In fact, Reach pretty much ret-conned The Fall of Reach to the point where it had to be re-written to include Noble Team. The entire book trilogy was revised by 343 to account for all Halo games currently released, including Halo Wars.
Halo Wars is canon...
It has room for 4 fighters. Because Longswords come in two now, that means 8 Longswords total.
The hangar is on the underside fool. I repair my fighters mid-battle to keep them alive, anyways. No one else does this?
Because that's boring and we make all our own maps.
Plus, effort will be put into this as it is a memorial and not a half-assed display.
I like the simplicity of these textures. They look like the Alliance (maybe minus the yellow parts). Can't wait to see it in-game.
You can code them to one time burn with slipspace, but that would be dumb.
I am envious of you and wish our Prowler was this.
The barrels are also the same color as the base. It's just the lighting hits the smoothing group and gives it that specular shine. ;D
It's more of a kind of light blue. I actually got the color from a screenshot of the station.
Psssh, so is the Pelican.
Aww, no love for the Wombat. :P
The drill bit.
I wouldn'tsay fairly rare since you need them to take on the tougher Covenant warships but defianately mid-late game build.
Yes, how should I go about doing it, though?
Oh I'm terrified.
You have to wait for the new Anchor station to be completed. ;)
Can't quite recall how long the Destroyer took me, but I'm figuring I'll make a basic pattern to clone stamp over most of the station and add details where needed so it doesn't take five years, still look good, and of course have some of it's own flavoring just like the Destroyer.
It won't be easy, though. :P
I'm going to loathe texturing this.
Haha I hope so, because this one's a big'n.
It's hard as hell to texture, though!
>>Indeed. And while I agree with your position to a degree, I bet several of us followers of your Mod would be more than pleased should you Decide to include the Colony Ships in the Mod (C´mon they are beautiful).
You'd think the only reason I joined HHF was to texture and get it off the ground... :P
Lenght wise they are bigger, but their mass is smaller. The Phoenix is just a giant skeletal structure with a large storage bay closer to the front of the ship.
And was this the carrier you were talking about?
The Phoenix class Colony Ship carries nothing but starter colonies, supplies, and colonists. They are smaller than a cruiser and larger than a frigate, making carrying Longswords impractical. The Spirit of Fire was one ship that was refitted much like how the Halcyon was one ship of the line to be refitted for a special mission. It was a one time thing.
I too wish for the Phoenix, but Velo doesn't like it so I've kinda given up on the idea. I originally pitched it to him as a research and baracks type ship but that's kinda what the Anchor 12 station is for.
I mean other than that, I can't see any other use for it.
It was also described in the books that ship personnel had magnetic soles in their boots to keep them from floating about.
Yes, in Halo: The Flood, the Pillar of Autumn was said to have a giant rotation center somewhere in the middle of the ship to simulate gravity.
The width of a Longsword is 75 meters. This looks too big in game, however, so I scaled it down.
What about an elipse shaped engine?
You could make the top three into two similar to the larger one on the bottom.
Sorry, I meant Ghosts of Onyx. I thought there were Prowlers that watched the civil war around High Charity?
One of the four ships? I assume you're talking about the Prowlers in First Strike?
Shipyard looks good as is for Cruisers but I would suggest using Frigate shipyards in Reach for Frigates.
I was under the impression the Marathon and Halcyon Cruisers were almost the same size.
Halcyon: 1,170 meters
Marathon: 1,190 meters
-mod HHF109B.big right?
No it is not.
What is the issue you are having?
Shield effect only flickers when the ship is dead.
Not quite, just new lighting.
Even on the original Halo 2 Seraph there wasn't a fuel rod gun.
Is it going to have Juni's voice? If it doesn't, that would be a dis-service. :P
Actually Seraphs don't have a fuel rod. They have pulse lasers though.
Why does the milky way look extremely close?
Hey that would be swell. Have you ever used an SVN before? PM me and I'll set you up.
On the forums or PM
Hey thanks man, its always nice to get a little praise from the modders who have been working on the old Homeworld canon mods.
Yeah the docking dock paths are a bit messed up, I'll have to go back in and check them out.
I know I was being a smart ***.
yes it has cruiser deck turrets and AA guns.
It was more or less a before and after I guess.
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.
Yep you can dock frigates and Corvettes to the station.
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.
Just for fun. It can repair them I guess. The function has no real purpose other than fan service.
Hey that's pretty sweet looking dude.
The one that was between Savannah and Ardent Prayer.
The smaller guns are a lot more effective than you may think. The mod is designed to be played like this, its based off the Halo Reach battle. Though engagement ranges have been increased.
There are already custom jump effects in place.
It is pretty close to the hull, the big spots are just where the ship has an obvious hole like at the back where it prongs.
Yeah though I don't think any official screenshots have shown what it looks like in game yet. It was supposed to be a surprise back when I wanted to release late December but that didn't happen unfortunately.
Also what you're asking is not possible as ships will always get within range of their smallest weapon. Frigates are designed to knife fight while cruisers slug it out.
Would be cool if the purple parts had the skin texture for the specular map. Does CNC3 support gloss? I can't remember.
its a shade B)
Don't judge :P
Oops forgot the Easter egg on this screenshot. ;)
Do this, that would be so cool.
Anything is possible when you use your imagination
The texture is based off halo 3
idk why you would make it faint since it was pretty noticeable in the Halo 3 legendary ending and it wasn't something where you had to pause the video and analyze every pixel to find. That was more like the 7th Column logo.
You guys should at least put the Forerunner Eld logo on there somewhere like Requiem,
I really like the different tones and the addition of ambient occlusion. However, I still think the UV lines are tacky - they don't blend well with the ship's already existing hull texture and they make it look very distracting.
Oh the renderer must have applied ambient occlusion then because crevices are darkened.
Looks like you added AO to the texture, as well. All of Coxxon's and others BSG textures don't have any AO baking.
Looks great. My only critique is that you should try something new that doesn't look like a Halo ship. I think you could make something really cool and unique.
What happened to the concept i did a while ago?
You could probably knock a few polies off by removing the hub cap detail, it's not really needed and can be added in easily by a texture.
You guys need to fix your smoothing groups, not enough sharp edges makes the shadows display improperly.
Covenant is still very much WIP, but your feedback is greatly appreciated!
Because that's why the edges are all scratched up? Also there is weathering in space, its called micro debris, radiation and other particles floating through space.
Still think the Alliance emblem needs to be weathered a bit, but thats just me.
Oh it's kind of like a radome I guess, kind of like the thing on the bottom of the Kopis. So yeah, pretty much a spaceborne AEWACS.
I'm not quite sure what you mean by this?
Ah I wasn't aware that Sins cast dynamic unit shadows.
Well in canon 2 Longswords can easily dispatch quite a few Seraphs. I mean a Longsword dwarfs the Seraph and depending on the ammunition (50mm, 100mm, etc.) it wouldn't be much. The Sabre has a lower caliber bullet and seems to do just fine one on one.
A Seraph is half the size of a Longsword, and while they do have shields (in canon) two Longswords are near balanced to three Seraphs. It just depends who out maneuvers who.
Do team colors not work on particles?
You're my favorite. :D
Well what I was saying was make them large again so they look like a real planet. I forget who made it but it was an old mod where they actually made a Hiigara planet texture and replaced that background you're talking about with a real Hiigara planet model and texture and it looked so much better.
The best example I can give you on planets I guess is STC and HHF since IIRC they're the only active mods with properly scaled planets. :)
You guys could always just scale the planets back up but I agree that the asteroid sized planets were a bit silly.
Yes they do.
You could add a glow to the marking and make it look like dirty power couplings
Is the cyan supposed to be a team color thing? Or lights?
Because polygon is a useless measurement and rendering programs like games need to calculate all the vertices and the smallest surface you can have is a triangle. If you've ever taken multi - variable calculus, it essentially finds the volume of the mesh and outputs the coordinates from the center of the mesh, or origin, and outputs it as a location on an x,y,z cartesian coordinate system. So generally more triangles means more calculations to produce where an object will be and vice versa.
Then don't try to apply real life physics to a video game if you're just going to say "the fact that this is a game."
I would redo the grill on the front. The black grill bars don't really say Warthog for me.
An object, based on the Impulse Theorem, can only accelerate continuously if there is a force applied over a change in time. So yes you could achieve higher velocities based on the momentum of the object, but only if the force of thrust is continuous over the time interval.
Yeah I've tried helping them with smoothing group errors but nobody listens to me. :P
While this is true, you obviously don't have a grasp on what Impulse is yet so I'll leave you to ponder.
Vector drawing. Fireworks is a graphic manipulation program that I find easier to work with since I don't use a tablet, so I use a vector pen to create natural curves and all that junk. Plus I find it easier as a program to use over Photoshop, which at its core is a photo editing program. :P I never learned Photoshop, though, only Fireworks, Flash and Dreamweaver. Like I said, I only use Photoshop for making Normal Maps and AO texture maps while I use Blender to render AO and shadow maps.
Because while I think it would be hella cool to work in the industry, honestly I am very amateurish. I do all my textures with Adobe Fireworks and post processing effects and image manipulation with Blender and Photoshop. No one I know textures with Fireworks.
Plus i've devoted over two years to mechanical engineering, which makes 6 figures instead of 5 so I'm good with this being a hobby. :D
The CSO was actually the CAS from halo 3 with post processing effects for whatever reason. However the ending cut scene had several CCS and two CAS.
Except in the CG cut scenes it has a gloss finish.
Remove the hull paneling texture from the windowed area and give it a gloss finish - make it somewhat dirty in the corners and clean in the center with a fading center of focus. Then in the data map, give it a higher gloss value than the hull of the ship so it reflects like glass.
Hahaha, since you mirrored the texture on both sides, you might want to cut out the UNSC letters in the UNSC logo so one side isn't backwards.
Well the new UNSC logo is definitive post war, so I just assumed it was after Halo 3.
Looking sexy, but that new UNSC insignia just throws it off for me. I'm assuming you guys are going to be post-war era?
I see the new armor sections quite well, but I don't see where you've added the extra defenses. That being said, could you add maybe a rail on the ship's upper hull, one on each side, that holds 3-4 extra deck guns on top of it? Or maybe adding another mass accelerator on the front kind of like the ME1 frigate? I'm assuming as a heavy cruiser, it would be more heavily armed than just up-armored, but that's just me.
There doesn't seem to be any overlapping mesh type errors, so that's good. Detail looks good, but you could probably add some pseudo plating that hugs the hull a bit in order to back into the normal map (unless of course you plan on baking a bump).
The shields are always on right now, the actual shield effect doesn't show up until after the ship is dead.
I have already tried this and only works if the mesh is one solid mesh, otherwise desperate pieces of mesh don't scale properly. I am trying to come up with a way to stretch a basic cube over the ship and then smooth but I haven't found a very good way of doing it yet.
Yeah I was thinking that, too. For now until I can come up with a good method to do that, I'll keep the ovoid shields.
Thank you! I remember when Aliah, Velo and I were in the hayday of re-formatting HHF and I had to beg Velo to make a probe since he was a strong believer of them being useless. There's two types of people: those who like to micro manage scouts and those who like to build expendable probes and park them at the enemy base without having to worry about moving them again. :P I love probes.
No, I don't think so. Try Halo 3/Reach.
It's like that one scene in Episode V where he sprays Luke with swamp water.
"It's an un-named long range missile frigate that's roughly more than half the size of the Omen-class (1000m)."
AKA the same as canon.
I'm not really sure yet how I want this vessel to play out, since the Covenant really one have four types of naval armament: plasma torpedo, plasma cannon, energy projector, and the point defense laser systems. I've decided everything below a cruiser will be without energy projectors.
Since this is a smaller ship, I think it's armament will be just a few lasers and then more missile hardpoints than that of the Omen, which will be the Covenant's mainstay frigate (for the time being).
So try and think of it like the torpedo frigate or heavy missile frigate from the Hiigaran and Vaygr factions respectively in terms of how it will play out.
tl;dr what Velo said.
You might want to smooth the gun barrels a bit so they look round instead of edgy. Also not a big fan of that window texture. Maybe darkening the blues a bit and saturating them so they're more of a tint of the white and less of a standout color?
That's okay, my texture will make it sexier since everyone knows the Covenant are where its at.
That's really awesome. How many polys?
Still have to adhere to all copyright laws since they do business with everyone and host mods from everyone.
I can't say I'm too surprised. Just remember next time that even though you are French, this website still has to adhere to the copyright laws of America.
I think the interior would look better if there was more symmetry rather than the assortment of support beams in there now. Also, I think the cylinders would look better if they were resized so the base was the same width as the platform they sit on.
In game engines such as HW2 and SoaSE, reflective maps are near impossible to do without faking it with cube maps. Bungie made their ships shiny and cool looking because they built their own engine and have a very different set of shaders. For instance, most Covenant vehicles reflect green in direct light, while their color is purple. If I could do that, instead of white it would be a crimson or green. However, that's just not possible. I assure you, they are glossy and shiny, but they are not reflective.
The gloss texture was pretty white, so it should be pretty glossy. At least in HW2, it has a pretty good shine. Can't get much more white than white. :P Unless for some reason, SoaSE renderes spec/light/gloss maps differently and I had the specular map mixed up with the gloss map.
I've also noticed that in some places in SoaSE, there isn't much light, and I think that's what happened here. The AC looks pretty shiny though, so I'm just going to assume I got the two maps backwards.
As you can see here, same textures, just a different game.
Obviously if I'm imported it into the HW2 engine, then yes, it will be in HHF. We also both said that in both our news posts.
Fiddle with what? I was being serious.
No, I just imported the mesh with the sole purpose of taking one screenshot then deleting the file.
Glad to see the normal maps worked as intended.
Can't wait to sex up your Covenant models.
I wasn't against the lines of separation, as I use this technique a lot. What I was suggesting was have them blend with the hull more so they don't stick out as much.
I don't like the emblem in the center, it just doesn't look right IMO.
Also, as I suggested to Skyline, instead of having solid lines for hull differentiation, try giving it an opacity of 25% so it blends with the hull more.
You would still use the low poly model, the high poly mesh would be baked into a normal map to keep the details.
If you kept the high poly model, you could bake a normal map.
Hold on to your butts.
Release is sooner than you think.
Yeah I was gonna say the shields on the back don't look like they'd be able to cover the back.
Yes. Against a cruiser like the Halcyon or Marathon, it won't stand much of a chance. However, against frigates and destroyers, it will still dominate, but not as bad.
It will still be a rush for the Cruisers, but it's gated and less of a nuisance.
The side hangars are auxiliary. A Longsword can't fit in them, but Pelicans and shuttles can. It's purely cosmetic, the fighter/bomber hangar is on the bottom like the rest of the cruisers.
A picture of the Talos with updated stripe/team colors can be found here:
Yeah I agree with everyone else here, the textures are a bit too bright. Maybe the specular/glow map isn't configured properly?
Hmm, might want to remove the windshield wipers. None of the original Warthogs had them and they kinda detract from the windshield IMO.
Yes, in real life, space ships would probably be a lot like submarines. However, as this is a mod for Halo, and he was talking in context to Halo, but regardless of where the bridge is, it will always be the core ship management.
The wheel textures could stand to be a bit more cleaned up (as is, you can't really tell what's tread and what isn't since it's a bit broken up), but the camo looks good. Idk if it's the same as the Scorpion or not, but here it looks a lot more clean and not as noisy.
You also probably don't need that many scratches on the windshield. And I also wanted to inquire what the black lines were on the windows, windshield wiper?
I also want to add that the Thanatos will be the heaviest and most expensive destroyer in the mod. We want to relay that they will be costly to lose, and adding something like a blast shield basically gives the ship attitude. It points its ugly nose at the Covenant, raises the shield, and says "Come at me" while it charges headfirst into battle.
"The 85% (let's even say 90%, i dare someone shooting across these little holes...) means that the bridge is protected at this percentage, and i think no more than 5 officer will be in this area simultaneusly(and that means that eventually losses shouldnt be really relevant), not that the ship is protected at 85%."
5 officers or not, that's still a loss of life. And if all the people qualified to pilot the ship are dead, it would basically be a dead space ship.
"Even if the bringe was fully closed, these thin plates cant do much against plasma guns installed on covenant's vessels, maybe yes, if they are lucky they could stop some seraph shots..."
Maybe not from a direct hit, no, but the shield is to prevent indirect fire from damaging the bridge. If you have holes, shrapnel and other contaminants can breach the defense and possibly damage the command bridge. Anywhere on the ship will take massive damage from a plasma torpedo, this is to minimize threat and damage.
"This is a game after all..."
Yes, it is, but we at HHF also like to preserve what little sense of realism there is in Halo lore. We don't go for cool factor, we go for practicality.
"As V3LO once correctly stated, Halo Homefront bridges are meant to be osservation areas, not as all other sci-fi series the place where the ship is managed, and so having a short hole in armor plates even when they are raised make a bit sense."
Velo said it doesn't make any sense to not have multiple command bridges at different points of the ship, and this was referencing the supercarrer. Obviously there is only one bridge on things like the Halcyon and frigate. Observation area or not, the bridge is a crucial key structure to the performance of a ship. And without the bridge, it's nothing more than space scrap.
No no, noise as in the texture is really grainy and rough and not really smooth like a camo paint job would be. The scratches look good, but the overall paintjob is really rough and edgy.
Looks good, but maybe a bit too much noise? Also, you forgot to add dirt to the front treads. It's on the top of it, but not on the front/sides like on the back.
Well I have to give myself something to do since I currently have nothing to texture and I'm not the best coder in the world.
You guys need to make new custom icons. Just take a .tga screenshot of the ship in a scene at roughly the same angle as vanilla, then edit and crop in Photoshop.
Don't get me wrong, I like the new one, too, but having two versions of the same ship is just a bit weird IMO since they are so different from each other.
I think the idea of having two completely different Halcyons is a bit silly given that a refit would imply larger armament and more armor padding as opposed to completely changing the super structure in most areas.
Also shame on you guys for putting frigate turrets on the Halcyon.
Glassed planets can be re-terraformed. Reach is an example of this, actually.
What we have planned is here:
It will be a multi-roll battleship that can be converted between full manufacturing and full combat. As far as cruisers and dreadnaughts go, we aren't going above cruisers in terms of size and firepower just because it's the last tier between fighters, corvettes, frigates, and destroyers.
Funny you should mention that as we already have a very large command ship in the works. I guess since the Infinity is a thing now, it could be a secret sister ship? The idea behind it is that it's built strictly for the way our "mission" works where Anchor 12 was stationed over Reach and had the same intentions as the Pillar of Autumn, except it would be expeditionary and take the fight to the Covenant.
My bad then dude. Yeah, the comments on ModDB suck for nesting.
I don't work on SotP, I work on Halo: Homefront for Homeworld 2 and we already have a public release. :P
While I like seeing all this work coming out, can we at least see it in game? Or are you not working on that part anymore.
I was looking for Marathon references and found your old model all over the internet. HHF stuff is like the leading Halo fanon influence.
I really think the design is lacking just because of how blocky it is around the sides. The ship could benefit so much more if it had maybe gradually sloping edges instead of those really sharp ones, given it's rounded profile overall.
Personally I would think the living quarters would be housed inside the giant superstructure. It's an industrial complex and shouldn't have the luxuries of a small city. On the other hand, though, it is Cerberus. Still would like to see it more industrialized.
IMO it looks too busy with the mini city skyscrapers you've added to the one side. Maybe adding some sort of factory or warehouse type structure would look better as it would appear to be more industrial to go along with the silos you have on the back.
love that game
Hey man I'm 20...
Uni, you're an *******
It's a lower LOD that isn't supposed to be seen up close, but since the battle was obviously taxing Aliah's system, they appeared anyways.
The Onager in Reach is actually a rail gun iirc and uses different mechanics than a coil gun
Don't know how you can call this a WIP when you've ripped it from Reach.
That's debateable ;)
The Engine trail static is just engine trails. The error comes up because every ship should have one, but the code is missing from the UNSC ships. It doesn't break the game. The AI must have built a Narwhal, as they can and will. We're not sure why the Narwhal HOD file became corrupt, but we've solved the issue and the next patch will probably be up tomorrow.
Sorry guys, we didn't expect so many problems on our first release like this!
No it's not.
Still trying to get the Phoenix-class.
The texture is good right now for the building, but I'd try and find a way to accent some of the indents better so it doesn't look all just one color. Such as building designation numbers/letters, the UNSC logo and print, maybe stripes.
Also, do the fusion coils blow up?
H3 harness with H1/2 helmet? Pretty neat combo.
I've tried all the tricks, it's just too detailed to work. Skyboxes also won't work with the shaders, so we have to use the background builder. Meaning, really really basic backgrounds.
No they don't. It drives me insane, I've been trying to make a milky way background but I can't remove all the stars. >:0
You just say those things, but you don't really mean them. :3c
Aww how cute. :P Reminds me of The Storm.
It's a placeholder for something better that shouldn't really be in there but it is.
The way it works is that the Hermes has low armor compared to ther ships and it is hollow on the inside to make room for multiple fighters.
Well when you post IT IS AWESOME all the time, it doesn't really contribute. We appreaciate that you like the mod alot, but you post this on every image we put up. And spam is essentially junk. Not trying to sound rude or anything, but you could add more than just IT IS AWESOME to every picture, ya'know?
Will it be as awesome as that glitch on the Covenant in Halo 3 where you rain fuel rod on everything?
Lol my comment was burried. :P
That's not Halo Homefront.
We don't have an "official" logo.
I am the what-if.
What is this ****.
The deck gun is actually lower than the *** of the Marathon so it's not really hurting anything.
I hope it has an active camo ability for stealth take downs on UNSC squads.
So you want me to make them unbalanced then.
I wouldn't say die because right now both the Frigate and Destroyer fire hella missiles. It's just an issue of balance tables.
I don't think it would be good to "fire absolutely loads of them"
How do you think they got their fuel?
It's engines attached to a box, isn't it?
Yes it is, but Velo and I had come to a mutual agreement to use the pods from Halo Wars.
It was also in Halo The Fall of Reach that the Marathon had 2 MACs, but the Marathon was also labeled as a Carrier.
As for phasing out Halcyons, well it only did have one MAC and 6 Archer pods with a few PDCs. The Marathon is just overall better equipped to take on the Covenant.
Go right ahead. :)
That was my idea... :(
Not yet, we're still throwing around ideas.
No radar tower?
Why didn't i get a video?
It's not ignoring the normal map, I would say the normal map is too strong as is.
Every panel is the same shade of grey, there should be no shiny-ness from the normal map.
Videos, videos, videos.
Actually I changed it again. The push owner value is between 30 and 50 meters and the push target is 100-150m.
I love variables.
You mean like the Anchor 9 station from Halo Reach?
And you only get one!
Thanks, it means a lot. Especially since I have never done this before.
If you noticed, the central structure is missing in the photo.
I'm sure there's something better. :P
Don't think of it that way. Both mods are unique, this one has just been lacking production and I'm here to put it back on track with these textures.
Marathon to Frigate Scale:
And from that, you could also scale the Halcyon because it's just a tad shorter than the Marathon.
Alright, sounds good. I can't wait to see the modeled Destroyer.
I know that but you said you based the length for the Marathon off the gross tonnage compared to the Halcyon cruiser. So my assumption was that your basis of making the Marathon larger was because of the added tonnage with a length ratio.
The Covenant Destroyer was in Halo: The Fall of Reach, Halo: Ghosts of Onyx, Halo: The Cole Protocol, The Impossible Life and the Possible Death of Preston J. Cole, and if you count it, Halo Legends. Captain Keyes destroyed one using the Keyes Loop at the battle of Sigma Octanus IV. It wasn't just in Halo Wars.
And it's not that I don't like what you're doing, I'm just trying to understand the basis of what you're doing and so far I am gathering lots of information.
Because length = mass. Brilliant.
Also you forgot to add the Covenant Destroyer.
As I sated before:
Halcyon: 1,170 meters
Marathon: 1,190 meters
This is, of course, by the book measurements. And probably the Halo Encyclopedia. Have you read it?
"Halo Wars is bad."
Your opinion should not have to limit your mod, but w/e.