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I just watched the PAX panel and there is no way that you should have this stigma. There is normal map support, ambient and dynamic lighting (missiles and beams cast light on ships), depth of field, the spec, glow, and now environment and gloss maps are fully supported, the Mothership uses several 4096x4096 textures... this is just amazing. The possibilities are astounding, no longer am I to make a mod that looks terrible. I mean with the assets I have, I won't have a need for LODs because the models in game are high poly, probably more high poly than Homefront. The source textures are scaled up tremendously, a frigate can now have a 2048x2048 texture. Backgrounds are real textures now so HD background support is real. There's just so much there should be no reason why you wouldn't buy it.
Actually there is credible information from Gearbox developers. There was a modding Q&A that a lot of us from Tanis Shipyards got to ask some questions. Just FYI. ;)
The white on the tread is most likely specular lighting.
It can be whatever we want it to be.
Then they can go and make it themselves. No one is stopping them. Don't have the mod team waste their time babysitting someone on how to do it.
Get rid of the bevel/emboss filters, they do more harm than good. What program do you use to model?
Since Halo CE it had said that. The part you should be concerned about is that he's holding it over his left shoulder with his hands in the correct position.
Except instead of toggling on and off a flashlight, it toggles whether or not things go boom.
The old longsword will be missed but I feel the new version will fit right in just fine. Plus the new 3/Reach design just makes more sense.
I thought their purpose was a living centrifuge?
How do they rings rotate? I mean I know there are no animations in Sins but the rings don't look like they would twist at all.
I'll have to go check again but I think it might be a sensor ping thing.
Thanks i redid all the icons
Yes he did. This is a different era for Homefront, however, and a lot of the stuff that was mandated back then is up for change again. If you recall, boarding wasn't supposed to be a feature as well yet here it is.
Well majority of the model poly count are goblins and then the base mesh has four LODs.
Think of it this way: the bare mesh itself is around 12K which id comparable to the Hiigaran mothership. All the antennas, girders, beams, and t tree rest of the extra detail mesh is there up close where it would be like five ships at once, but when zoomed out all that stuff fades away. You can only build one if these in all population settings except max, which is two. Performance so far has been normal so far.
That's so hot.
Classic Tower of Power on Ascension, Zombies on Foundation, Cat and Mouse on Coagulation... :')
That looks real good.
Those gun barrels are really skinny.
There were only three companies of Spartan IIIs and all of them got whiped out, even the exceptions like Noble Team. Putting them in this mod wouldn't make sense from both a lore and logic point as they were never deployed within UNSC space.
Yeah me too.
There's really no point going this high poly in Homeworld 2 unless you're going to bake normal maps.
This is actually the M6G lol but its cool.
my only gripe is the metal scratches on the visor lip. Don't think its metal there. :P
Nice Valhalla tower. :)
You're crazy man I would never put that in my mod.
You guys ate crazy why would I put the Charon in the mod?
That's how you know it's real, when it's unique and looks amazing.
What are you talking about the Charon won't be in the mod.
No they don;t
yes it has cruiser deck turrets and AA guns.
Looks like it has too much gloss.
A high poly wheel? Is it supposed to be a Warthog wheel? Because it's pretty far off.
You should probably move the engine hardpoints back. They're in the edge of the mesh right now.
The leg joints don't really make much sense to me. Also the polarized cockpit glass could do with some gloss.
It wasn't indirect, he answered both questions.
Angle is redundant unless you accounted for the gravitational force from the gas giant. Its only the rotation that matters. :P
Yeah, that's why I redid them.
Again you're wrong. Bungie doesn't even work for Microsoft anymore.
Light Rifle is the cheapest gun in the game, it has the max DPS. Halo 4's playstyle ruined the franchise because the game was originally an arena shooter that made you fight for power weapons. That's why Halo's formula was so strategic and different. Now that you spawn with all the good map weapons, there's no reason to even grab a map based weapon unless you want to snipe. You don't have to find plasma grenades, and you spawn with a plasma pistol so you don't even need to get anti-vehicle weapons anymore. The game has lost its touch at its core.
I'm not even sure where these arguments stem from, though, as the content being shown has been in the lore since even before Halo Reach.
There are only like 3 people from Bungie working at 343, and Frankie is the only face member. Please get your facts straight. Especially when it comes to debating lore.
I don't think the addition of the thick UV lines helped the texture as much.
You can use engine glows to simulate the same effect.
They built so many god damn seraphs.
The engines don't look right. Is that the texture or the effect?
If that helps.
In that picture it has a shroud that goes around the ball area of the turret.
******* love Dunkey.
that skybox. <3
I don't, please. I'm White American. :P Unless you want me to speak like Buk Lau
I can voice act for Japanese, I have-a very very good engrish.
Thanks I bought it for Aliah.
Yeah she was ;)
Hey man you should really get HW2, then you can do more than just say nice things about screenshots. :P
Thanks for the kind words.
I wince every time I hear my voice. :P At least we don't have to worry about Chaffe's voice getting in the way of things.
Always wanted to watch it! Don't hurt me!
Ah okay. I'm not well versed with B5 stuff so excuse my ignorance. :P
Ah the perks of mirroring. :)
For those pipes near the top, I would suggest removing the plate patten and make them more like large pieces of pipe with varying sizes for each section of pipe. Also make them a more contrast color so they pop out more as far as details go.
Very popular tile texture, I've used it before. :P
I would suggest cutting the UV at the seam so it doesn't awkwardly wrap around the edge like that. That, or edge the texture manually with some type of other plating.
How can you be so daft? When you go to the sorority, be ready to plow the fields of unfinished dreams.
Well I'm sure you could use the effect for the physical wormhole itself then. :P
Nice! Is there any way to make it so jumping between systems uses the anomaly wormhole effect? Or is the effect for phase lanes restricted to one FX per race?
the CRS-class is 300m long and the RCS-class is 3000m long. The Infinity is ~5000m long.
Everything in Halo 4 is to scale according to 343i.
While I agree in most respects, my main gripe with 343i's take on the Halo universe is that they threw out the old design memes and just took elements from Crysis, MGS and made the UNSC look like the future Russian space agency. Granted, the people making the game primarily worked on Crysis and MGS, but I just don't like how the new ships, armor and vehicles look. I do like the weapons, however.
Also having three different types of CCS and calling them different names... that's what gets me the most. That and the Autumn-class Cruiser...
Don't get me wrong, though, I enjoyed the Forerunner trilogy and the Kilo 5 saga thus far.
I don't think its stupid, the game looks wonderful at its core. Its also not a traditional Homeworld game, nor was it intended to be one. Now that BBI has the rights again, they just set it in the Homeworld universe. I wouldn't be surprised if the desert planet was Kharak.
Probably about the same as the current Prowler. They can lay infinite mines since that value isn't changeable, but how many mines appear on screen will be the same so if you don't lay your mines properly, you'll just have them disappear.
Oh I know how to animate the actual graphic since ours is animated as well, but I meant making the ship go into it. Is this like the STC mod script?
How did you guys make the Hyperspace animation?
How do you mean?
Ah well that's great to hear because I have tons of sphere maps from the Celestia Motherlode (great site btw for planet textures) and the sphere-cube converters barely ever work properly.
This one will always be updated first since we're the content providers.
Is this a sphere map or cube map? If it is a cube map, how do you go about custom making them?
looking good guys
A lot of those details could have been baked to a normal map, saving far more polies.
The top definitely needs more detail as the rest of the ship is really detailed and the top is just too flat.
Think dimensions in regards to the Marathon, it's about the same I would think, perhaps longer but height wise the same.
Interesting design, looks good.
Could always use it as a jump gate to the heavens... :P
Were you guys going to add the Bajoran Wormhole at any point?
The boom stick will effectively dissable an assault carrier to most likely 1/4 hull remaining. To counter an SMAC would be to send wings of bombers and possibly corvettes to overwhelm it since it will be able to range half the map and can be especially powerful if you have a slip space inhibitor. When cortana lit up one of the assault carriers with Cairo station, it effectively destroyed it.
Do you have an erotic fantasy with SMACs?
Deep shade of purple??
That's definately blue.
looks nice :)
I've never touched the Killzone series so I'm not entirely sure what their design looks like other than the images here, but I've got to say this is way better good looking beginning mod stuff than what is usually on ModDB.
On the engine nacelles on the bottom picture at the rear, they are both light and dark metal colors.
Why is the hull broken up and discolored at the engine cluster?
Whoah BSG fans, man it's been forever since any of those have surfaced, like 2007-2010 was BSG prime.
Nice normals to give it that subtle texture.
Ah, that's not too bad, especially with LODs.
Looks like Ringleader's old concept.
The original model is an olive drab.
guy who uploaded the music lol
Because I have no experience painting.
It looks like you have a mesh error for the engines. They shouldn't be invisible on the inside.
A lot of that detail can be removed for goblins and baking into normal maps.
It's too bland, you need to add depth to the texture. Try rendering an ambient occlusion map to put on the texture.
The lander can only seats two people.
It's the same mesh file as the base ship, just up scaled to cover the hull. So it's essentially double the ship on screen at once.
It could be possible I think, but it already looks tapered.
Might I suggest making them bigger so they cover a lot more area? Right now they're densely compacted. You could make them bigger and more spread out to give it a bit more detail with the same poly limit.
What are the silos on top for?
Fragile? Of course it's fragile. It's a tiny probe used to spy on the other team.
Ah okay. I have DDO also but have never really used it.
Just curious, what do you guys use to model, render and texture with?
Under Harper, maybe.
Why would you ram another ship and risk killing an entire crew? Not to mention deliberately destroying a key role ship. I could understand throw away ships, but that's just stupid to sacrifice a carrier.
It's more like frontal armor for deflecting and dispersing plasma from long range for added survivability.
Because I don't know what he's seeing, but I know what I'm seeing.
#hashtags #UNSC is ugly #OMG Covenant are so sexy
I'm not female >:0
I'm going to assume you're not talking about the actually glowing part on the canon CCS.
I think it's a limitation of the Shader 2.0 support CnlPepper did where it takes specular information based on the surface orientation and the light source.
They're turrets and I think it's always been a problem where turrets cast shadows on the hull but the hull doesn't cast a shadow on the turret.
Not 100% implemented, but they are there. :)
The big difference is the bloom, which Homeworld 2 lacks.
The team color is just flat, there's no detail in it. You should have had it under your hull detail layer so it got some of that on there, or at least bump it.
Lol it's a Halo mod in disguise. It has Archer missile racks and the turrets from Reach on the hull. :P
The super carrier is already in game.
You can see on the top and bottom facing images that the turrets are burried in the hull.
Yeah that's pretty weird. They should either be out all the way or inside the hull. Having the turret halfway out with the doors closed doesn't make sense.
Yay, Pouk is back to work. :P
You just have to be patient and refresh the page. Sometimes the servers get overloaded.
The biggest ship in this game is less than 5k polys. I would say 10-15k polys is okay for a unit that won't be seen a lot. I'm not sure what role this is supposed to play, but I would definitely reduce it to around 10-15k polys at least in order to reduce lag. Either that, or work out a LOD type thing where it scales so it's low poly at a distance to compensate.
Looks a bit too high poly. Might want to knock off a few surfaces on the curves and remove those mesh details, or at least bake them in to a normal map.
Either way, interesting model. :)
Neener neener neener
Velo made the model actually
LODS are completely different, they reduce poly rendering but do not remove the image memory like DDS textures do.
We were talking about the overlay details in my mod, not the badges.
I know in some cases stuff doesn't render properly if max settings aren't turned on.
Badges don't use the matteAlpha shader, so it's completely different.
DDS is good because the texture scales down with mipmaps at different distances. If you do a .tga, it will look good all the time but even at far distances and will crash most computers, not just old ones.
nVidia GTX560 Ti.
Odd, though, the matteAlpha shader always gave transparency results even without shader 2.0, so I'm not sure why on some machines it renders and on some it doesn't.
This is a screenshot from someone else game, but is this the issue?
Right? It's the reflection of the light. The prowler is flatter than the others. :P
Weapons have been tuned down with upped damage to compensate. Also, with my new textures and optimization of the base mesh, the game already runs a lot smoother.
This is the new Prowler. It's replacing our currently ugly flying space brick.
Sorry for the old reply, but read the description. :P
The echo in the Piano would be from pounding on keys. I forget the musical term for playing loudly (haven't played the violin, or any instrument since 8th grade lol).
And then there's also this thing called respect, which I'm assuming you don't really have since you're willing to take without asking. We are all under the GCUR, but that doesn't make it right to just steal ideas.
Well the first part of my post was kind of like "Why didn't you ask us for permission first?"
Also, why didn't you do the refit platforms in orbit around Reach that were actually building frigates?
yeah its the Talos
Did you not see the buttons? That's something you can expect to be done shortly...
The planet could be better, it looks a bit cartoony compared to the rest.
Man, you changed your name. I was like "What? I'm friends with TheDidact already?"
Why the Halo 2 model?
Make sure to smooth those pipes!
Yeah the screenshot key is Scroll Lock. Screenshots will show up in Homeworld2/Bin/Screenshots.
Good luck then. Any work with transparency effects in most endeavors have turned out sour for all of the Tanis Shipyards community.
Too bad you can't have transparent windows in HW2.
After further investigation, it is attracting light properly. :) I know about the gaps also, though.
inb4 the rings around the moon have no glow, I am aware. :P
Stripes are based on this concept here:
If you want it to look original, just change the team color to white/gray and the stripe color to red/crimson.
Yeah I realized. It's not final. Like I said above, I was just doing the easiest way to see if it would work and it did.
It's not an animation issue, more of a model issue.
The initial idea was to originally have the whole bridge lower into the ship's body, but it was just too complicated to do so.
The only problem was that I had to resize from 1024x512 to 2048x1024 and it has a small bit of artifact problems. Is barely noticeable, though. :)
Nice! Have you guys updated your aviary as well?
Aliah has more pressing personal matters she needs to address, and those are more important than the mod. After all, modding is a hobby and real life is always first.
That looks like the Infinity, if anything.
What irks you?
Very good tutorial. However, what brushes do you normally use for dirt and scrapes if I may ask?
Well Harbinger can still be the leader. Yes a Reaper is made from the collective intelligence of a harvested race, but who's to say the interior larva of the titan is larger than Harbinger's larva? I would think that the sheer size of the titan is attributed with more armor and weaponry rather than the scale of its intelligence.
That's not true, the ship was being built before the end of the war as stuff was put into it during 2553, implying the ship was being built long before that.
Nah I don't leave ModDB up. I close all my windows when I leave the room. She usually gets on my Facebook though since I have all my passwords saved, and calls it "hacking".
I didn't say the texture was bad, I just said the hull is really flat and the texture isn't enough to actually bring it out.
She doesn't go on ModDB, she'll never know.
The ship is really flat and angular with no real features on the actual hull. All the interesting stuff is tucked underneath the armor. IMO I think the texture isn't really enough to bring the hull out.
This is just something I threw together last night because I was bored. Don't worry, it's not final and just a placeholder showing off. :P
I've got so much game, I'm swimming in bitches. ;)
Yeah I was trying to see what I could do with the idea but it'll probably be scrapped.
Yeah, cruisers are built under the top part, and the wall house a scaffold for frigate manufacturing as well as corvette and fighter production bays.
When I can figure out why my computer won't boot up Windows. I'm going to try a new hard drive and slave the old one and then just boot from the new in the BIOS.
Sorry it took so long to authorize guys. Have a blast!
Yes we know about this now. Thanks for pointing it out! We're working on a fix right now for it. Hehe, all these fixes...
Seeing as how Threshold is over 200,000km, and barely fits in the actualy game's parameters, I doubt we'll have an Ark map. :P
I could set-up two Halo maps, one that's in the center for just adversarial, and one the way it is now for Firefight. I'll toy around with it.
That's originally how the map was set up, was that it was in the middle of the ring or at least somewhat close to the ring. The only problem is that I textured the outside for a reason. And I just think seeing the full ring rather than just a small part just looks better from a battle's perspective.
I think you're mixing up Halo Starside Intercept and Halo Homefront. We have no plans on making in-atmosphere battles.
It's outside the play boundries, just because when getting close to it ships don't react very well even though it has no collision map.
UNSC will definately be numbers when facing the Covenant. As for 3:1, that's a very vague generalization.
I remember the initial testings and when you got to wave 5, you were lucky to survive if you had everything anti-aircraft because it was just Longswords and Kindjals. Oh God.
I like to call this wave "JESUS CHRIST I'M COVERED IN BEES"
You're probably right, but both Halo 3 and Reach had tracers for the MAC, so for the sake of looking good, it has a tracer. The MAC is still a WIP though.
Hmm, maybe. I'm personally against engine trails and it doesn't look good in this universe. Maybe for Covenant, though.
Where did you get windows from tail-less fighters?
Notice what better?
And all the random gold mines of uranium and other natural resources to be found on uncharted worlds like in Mass Effect. :P
The description follows multiple images. It doesn't need to be updated.
Fusion rockets are not nueclear ordinance.
I don't think his first language is English, go easy on him.
600gb HD, represent.
What? I have a gaming rig, too. Just a gaming rig from 2007.
Please don't spam the comments.
This is really beautiful. You guys are coming along nicely. Do you guys use normal maps or is that the mesh that's popping out?
Surprisingly, there were no subsystems involved in this production.
I didn't steal all the credit. :(
As far as I know, you can't edit weapon files with a sub-system.
It's flying towards the cookie.
It said a few Archers could disable a UNSC ship, not just one. As for MACs being inaccurate, that's a bit silly since it's a projectile-based weapon with an onboard dumb AI providing a highly accurate firing solution.
Not sure what to say, the mesh is fine. I've checked it on multiple maps. It's just the shadows.
Again, all damage tables are being balanced. I can make them more canon when the Covenant start to make their appearance, but right now I think it would be silly to build several ships then have them get decimated by who fired first with one-hit KO MAC rounds. Games would become stalemates to see who could fire first.
If you steamroll the enemy, where's the fun in that?
That's just HW2's shadow system.
A Destroyer is nothing more than more armor and an extra MAC. It's about on par as two Frigates.
I might end up making the MACs do more damage in the end, though, since I don't want to overpower the Archers...
Yeah, and torp frigates do a number on Frigates, too.
The original races haven't changed, btw. Why would I touch them?
If Pouk doesn't want his stuff in your mod, you shouldn't release it until all of it is removed instead of going behind his back and hiding out on your website.
It's for packing up your fleet for summer vacation and moving to the beach resort.
Maybe make the side engines point downwards for landing? You already have engines in the back.
Velo had originally wanted trade lanes and the likes, so I found a solution to his problem. Make sure you protect them well, because asteroids won't be spawning next to your station on custom maps.
I hope those turrets on the back don't get taken out by the engines.
Yes, they have two MACs
mfw 1 mac and not 2
These gun batteries will probably do little to no damage against shielded Covenant warships. At least not until the shields pop.
What is this?
The Corvette was Ardent Prayer and the Supercarrier was Long Night of Solace, but I get what you mean. I can't compare to Bungie, anyways. :P
What does it having to be slip space capable have to do with the image? And yes, Longswords are slip space capable.
Oh I see what you mean. Longswords can only slip space in the wake of larger ships such as a Frigate. The feature will go away when cruisers are implemented to carry them. Or a carrier I guess.
No you are correct, it was in The Fall of Reach.
Who knows, it's not like the Navy uses coil guns or anything.
We are not a company and, at the moment, two guys as Matt is in the Marines. So I fill the gap of both texture artist and coder/scripter while Velo makes the models.
I don't bother Velo with time because his models are amazing so I patiently wait for him to finish them. And once the station is given to me, I can put it in game and release a beta before/after I texture it.
Yeah, that's fixed. Don't worry. :)
Yeah it's cool to watch, too! It looks weird when a ship that is just built pops out of it when another is docked with the shipyard, though.
Play with what?
Not 500km, that was a typo. It's supposed to be 500m, or .5km. Yeah, in space there is no such thing as weight. Size and mass, yes.
Newton's first law says everything stays in motion unless another outside force acts upon it. So the projectile will continue to fly until it hits a target. The force of the MAC hitting the other ship will stop the MAC and the ship absorbs the kinetic force of the MAC, causing it to be pushed. From a scientific viewpoint, anyways, I thought it was just a cool feature and kept it.
The effect is Matt's, much like the MAC. It just took me a while to figure out the scripts, which ended up with me deleting the Frigate's original script and re-writing it.
Dumbed down versions like the ones in New Mombassa, yeah. But they aren't a freighter.
Pelicans don't have mining equipment on them. I think we might use Pelicans as capture ships, though.
As for Pods, they were used for making sarter colony buildings and in the case of the SOF, UNSC Firebases for quick setup of ground ops.
Phoenix Class Colony Ships are of civilian design. The SOF was refit, yes, but far from being a military ship.
it is more powerful than five, but five make up one squadron and two squadrons can overwhelm one Longsword.
It has anti-fighter missiles, too, by the way.
Oh I didn't see your comment, but it was 0 and has since been changed and works like a charm. Thank you. :)
I'm lazy. Plus, looking over screenshots I've taken gives me a step back to analyze the visuals and fix what I think looks bad in Halo universe. :)
Oh it docks just fine, just doesn't repair the damaged goods.
Glad you guys like it! I'm trying to work in a latch dock animation so the small shipyard can repair frigates.
Yes, of course! Long Night of Solace is my favorite campaign mission because you can fly around everything.
You know you like this one more. ;)
Thanks! I want to explore every possibility with the Longsword first, before moving on. I've got down normal mapping and specular mapping, which isn't pictured above, but I'm having a hard time trying to come up with glass effects. :(
Still a lot to improve on, though. It is only my first texture.
Ringleader was with Halo Homefront for a while.
Damn, January came first this year.
The "Thanatos" has only appeared in the animate comic "Midnight in the Heart of Midlothian."
I fail to see how Halo Wars could influence ship designs regardless. Previous descriptions of destroyers are so bland in the books anyways. And remember, Nylund described the Pillar of Autumn as having a command chair, when it clearly did not.
BTW the Gorgon-class Destroyer only has one MAC cannon.
I like the design, too, but it doesn't fit UNSC design memes. It's a giant triangle instead of the giant floating boxes in space. Regardless, I like your Gorgon and I await your re-build of the Thanatos.
The same could be said for your "Thanatos" destroyer. The logic is flawed.
If anyone were to pay close attention to what Halo Legends was, you would know that specific episode is a mock spoof. All other episodes, while open to the artists to create whatever they feel conveys their story best, the content inside is considered in some areas to be non-canon while the stories themselves are canon. This is because no artist is the same.
If it has the Halo logo on it, it's canon.
That would just give you more creative freedom. Wouldn't it be better if you had established canon ships over your user created ones?
What about the Heracles?
Oh man those sexy needle canons.
So the new frigate will end up in the V2 Beta build?
I can tell you now that I'm not going to ever touch anything from Halo 4 and beyond.
Maybe try taking the SOTP logo and desaturating it so it's white like the font and then give it a holographic feel as well?
the M6C looks similar but it is very different from the D and G series.
The only thing I'm picky about is what has already been said - the title just looks tacked on there with no thought going in to how to have it match the style. Perhaps coloring it white and giving it a faint glow? Also the pictures in the cards do look poorly cropped and slapped in there.I would find another way to implement the images where they don't look so low-res and compressed.
I would lose the Halo font personally and rather go for a font similar to the menu fonts in Halo 4.
Why put iron sights if there isn't a front sight?
Unless its water and to a minor extent ice, the surface of the planet should not shine.
Capitals will be blue and light capitals (Corvettes, Frigates) will be purple, just like in Halo Reach.
What background is this? Custom made?
Maybe make the structure closer to the control room from Halo 3? It looks more like a Japanese pagoda at the moment for me.
Do this, that would be so cool.
While I thank you for serving your country, I can't guarantee a release date.
Because ripped content is against the game content usage rules and you guys clearly have the talent to make something better than using ripped content.
That is a sexy assault rifle, did you texture it?
The amount of effort and detail going into this mod is awesome. My only advice is loose the Halo 3 weapons. :P
It's the same size as the Assault Carrier in the mod for gameplay reasons.
Is it snow textured? Looks awfully white if not.
All the ships in the mod currently won't ever change. It's done. I just have to texture replacement models.
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
Modding according to Gearbox devs will be essentially the same as it has been before. The only thing changing is the tools. They did away with HODs and have been secretive with how the models are rigged. All I know so far is that .obj models are supported and the texture format is now uncompressed .tga textures.
This is what we know so far.
That's why I love you my dear. <3
Aliah wait, we aren't done with it yet!
That tutorial is really dated, you're not supposed to use shadow and emboss filters anymore, that's what normal maps are for and if you mess up the shadows then the normal map doesn't look right.
Youtube, google, etc. Thats how I learned.
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.
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