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Or have a console in the troop bay.
Remove the hex pattern. The texture is too small and hex patterns are only ever seen up close. Instead, work on bigger texture details like surface dirt/wear.
The packing tools
I dont think so, but even if the helmet was in first person, there would be no gloss because it would be depolarized like an astronaut's helmet.
I have no idea at this time, however, I can say the classic version will be unsupported when I move to remaster. The point being, I'm not going to mod for an old game when a new game comes out.
Right now as it stands its for the tutorial mission. I want to make a prologue mission in the tutorial section (the only way to do a custom campaign btw), so maybe at that point I will actually have a map for it instead of the tutorial maps.
Its about 30 seconds I believe. You must understand this is both for balance and lore. SMACs had a generator directly below them on the surface of the planet to power them. Well this SMAC doesn't have that luxury and has a much smaller generator, thus for the same amount of power it has to recharge longer. Plus, if the SMAC could fire every 5 seconds, it would be way too powerful in-game. Nothing can touch it unless they move within range of their weapons and by that time some of their ships would have already been destroyed.
As in paper thin. It can easily be destroyed by a handful of bombers.
The SMAC is extremely weak and has a long reload time. It can easily be rushed by enemy forces and taken out if not properly guarded. You also have to be in enemy territory for it to target properly, otherwise it has to get within sight ranges to fire on enemies.
While I agree the picture above is not, the one I linked that you replied to is.
For those curious, here it is in Boot Camp:
I lost the original uncompressed file, that's whats wrong with it.
Who did that Halo ring? Its pretty boring.
Well are you a virgin that is older than 20? If so then you're well on your way.
It was delicious
I'm giving constructive feedback, you don't need to quote the description box I know how to read and am also a developer. Your fanboyist elitism serves no purpose here.
I think it would look better if it was updated to the current design memes. The model looks like the halo 2 model and that model wasn't very detailed because of the limitations at the time. I just feel the stalwart can be so much more if it looked more like the paris and Charon.
That bubble shield is canon. The CCS in the reach trailer has bubble shields.
The texture looks squished and stretched in some areas, mainly on the legs and where the UNSC logo is. Might want to check your UV map.
Our model was used as the main reference source. But the original source is from Halo Reach.
We're working on changing the lighting around a bit, but the one direction light source is still going to remain.
Ship textures don't look smooth? What do you mean?
Same problem with the windows as with the Cerberus one: you put the hull paneling over the window section.
They are to an extent, yes, but I mean actually broken up. Right now it's just a solid color behind hull lines and doesn't blend with the base hull pattern. If you take a look at this picture, where the hull lines intersect the colored areas, it's broken up in the sense that the paint has worn away from the edges of the plate lines: Fc02.deviantart.net
My only gripe is the yellow and black color areas, obviously the team colors or whatever. They're just one flat color and aren't broken up by say the hull plating lines. If you could make it so the plating lines cut through it at 1 pixel on each side or so, I think it would look great. Also, obviously the color patch should be moved to the layer below the ship's hull panelling layer.
The lines on the hull are too deep. You need to lower the bump on them so they more closely resemble the hull bump you have on there. Otherwise, it just looks sectioned off and detracts from the overall texture.
I take it you like it? :P
inb4 no its purple:
Dark blue with a crimson sheen.
The CCS was never purple. In Halo CE/2, it was grey/chrome metal. In Halo 3 it was a blue similar to seen here and in Reach it was also blue.
Looks good with the texture on it, but I think some of the bevels on the arm are just kinda weird looking in the normal map. Maybe too much strength? Not entirely sure. The areas around the round parts look alright, but it's just places like the edges of the arms where its flat and not round.
Well I can't choose what mirror ModDB uses.
If you're having problems, just try using a ModDB mirror.
Haha I get it! It's Corellia!
SoaSE doesn't have turrets that move anyways, to my knowledge, so it shouldn't be that big of a deal anyways.
There are some clipping errors on the parts you added.
They got a cease and desist order, so they had to make it unplayable.
That mod is long dead. Though doing a quick Google search might help.
The maps in the mod will be a little bit bigger than the stock HW2 maps. It shouldn't be too bad since the ships move faster than vanilla.
You could always look at it this way: The UNSC Hopeful (the hospital ship) was two Anchor 12 stations fused together. It's more of a modular station thing I would assume, for ease of building.
These ships are being constructed in orbit, so they will never ever see the atmosphere of a planet in the mod. But yeah I get what you're saying. Any tips on how to dirty up the wing area?
Yes exactly, fewer textures means faster game. If one texture is shared by all ships, it's not going to impact the game at all.
The Orthrus will have the same type of Archers, too.
The normal destroyer has 24 oversized, this has 30. Based on the new way of doing things, it's basically stream lining the whole modding process with basic background mesh and then more detailed overlay textures for size consistency much like in a real game. This includes Archer pods.
Besides, I always thought the idea of ships being laden to the brim with missiles was really stupid, especially since they were useless against the Covenant.
Textures are usually the biggest file in a video game. Right next to audio, anyways.
Yes, I have to. When I started, I wasn't very good and used multiple textures. Which might be okay if there was only one on screen like in a FPS, but this is an RTS and it really only needs one texture to save memory space.
No there is the blue base and then the light blue stripes. I think you're talking about the blue base that covers the majority of the hull. I'm talking about the lighter blue stripes.
The hull won't be colored, I just said that.
The light blue stripes. I'm not coloring the hull. Team colors will be the stripes while stripe colors will be the light blue areas on the hull, or possibly some other areas. We'll see.
Also the MACs aren't colored, those are the bezels around the MACs.
The plate moves up, not the bridge moving down.
Combining the two moons would probably break them apart, not to mention one's orbit is slowly decaying into Mars' atmosphere.
No, this is illegal. If you make models, textures, backgrounds, etc for an established universe, especially one owned by Sci-Fi, you don't own anything. They own everything you make if it has anything to do with Stargate. Take Battlestar Galactica for example, they shut down the HW2 BSG mod because Sci-Fi made a BSG game and they had every right because it was their copyright.
Yes I understand it's concept art, all I'm saying is that the texture work is just so different compared to what this mod has established for the style of the UNSC. To just randomly break style for one ship is kind of weird.
Idk guys, the departure from your already established UNSC style is just... so distant. It's just too alien for me given what you guys have already done.
I said toothed dolphin. All dolphins have teeth as far as I know. :P
Tursiops is actually the name of the most commonly known bottlenose dolphin.
Well I finally have to say it. You've added smoothing groups where they needed to be added. :P
Why you always make fun of me? :(
You might want to re-work your texture on the carrier since the scale of detail is really off (Archer pods, escape pods, etc.)
Huh, I knew Sins sucked.
Heh, couldn't find a pic of the chief dual wielding plasma rifles.
My only complaint now is that you didn't bevel those edges. Those edges look like they could cut someone. :P
The MAC is a large coil gun that makes up the super structure of most UNSC ships. So it really has no sound except for the muzzle break.
A no shader release was uploaded, but is pending approval.
Bear in mind, with the immense firepower, you will only ever get ONE of these. And you'll want to either disable enemy ships with a Prowler EMP or station it close enough to stations or immobile fleets because it will track slow, as you'd expect. Still, like Battle8111 said, it's a one-shot KO weapon.
It's in the description.
When the shields of a Covenant ship are down, it's like cutting a knife through butter.
You guys need to add smoothing groups.
Hey, you took my advice with basing it off of elegant sea creatures. :P
Destiny Ascension looks like a giant sunfish, and Asari have an aquatic aura to them. Why not base ships off of the more majestic sea creatures like the sunfish/Destiny Ascension?
Also, you might want to apply smoothing groups.
Hahaha, oh wow.
Yes that's it.
The new ship in there is UNSC.
No one's spotted the new ship yet?
The plan is that after the Marathon does it's frontal attack run, it will go broadside and strafe the enemy ship, blasting it with the triple barrel deck guns.
They are stronger than the average UNSC but they are equiped with the SMG? The Assault Rifle is better than the SMG.
The turret behind the bridge. It fires misisles that are between Archers and ASGM-10 anti-fighter missiles in regard to damage. I think.
Why is one Halo CE and the other is Halo 2?
Maybe if I get adventurous.
Operating your Shaw-Fujikawa slipspace drive consumes materials, you know.
Yes, how else does it mover star system to star system.
The station moves so slow, it will take years.
The molecules from the engine burn would dissipate into the vacuum.
For now, yes.
Displayed is a possibility with latch dock points as I've done with the Frigateyard.
By beefed up he means one Longsword is more powerful than 5 Hiigaran Interceptors.
You must be out of your mind. This one is the one that *works*.
Like Hell_Diguner was saying, however, is that Newton's laws of physics state every action has an equal and opposite reaction. The energy transferred from the coil gun firing the MAC may not necessarily result in any recoil whatsoever, but there is still an energy transfer. And the way coil guns work is that they have massive heatsinks to absorb the power of the coils or something like that.
In which way? Graphically, I'd say Starside Intercept is leagues above us. I'd think I'd have a better chance competing with his models if I could just do the damn normal maps right lol.
BTW, that's a stock map.
The kinetic force of the MAC round hitting the target would still push it backwards as it makes contact.
I will probably bump the push down to 300-, just fyi. 500 I think is a tad much albeit funny watching Vaygr and Hiigaran ships struggle to keep up.
I don't think it's quite like that, more that the standard default Frigate is just up armored and streamlined for combat (hence Heavy Frigate), whereas the default Frigate is more or less a small transport ship with less firepower.
There's no real difference between the two other than lack of SOIEV pods, some PDCs, hangar size, and the added armor around the bridge and engine nacelles.
Don't forget the two Point Defense cannons on the backside of the Frigate.
Well I got the AA tower part, I didn't know if ground units would be implemented or not. Also, in Halo 3, Phantoms carried AA tower parts to the Ark. Are you going to have something similar to this or just use this large dropship idea?
I'm curious as to how this larger dropship would be used. You plan to make ground battles, so if/when you get around to it, are you going to use the Excavation Scarab (Halo 2) or the Assault Scarab (Halo 3, ODST, Reach)?
The reason I ask is because the Assault Scarab has booster jets in the undercarraige for landing as seen in Halo 3.
I think ViperVenom is talking about the Halcyon and the Marathon.
Basing Keyship measurements off of screenshots from Halo 3 is pointless because you don't know the depth perception of the CCS-class Battlecruisers in relationship to the Keyship.
But with no specific length to go with, it is hard to get a good measurement of the size of the ship.
So would that mean it would take 30 months to fully glass a planet as described in Halo Reach?
Are you going to making up your own ships or stay primarily focused on canon?
I was looking for Marathon references and found your old model all over the internet. HHF stuff is like the leading Halo fanon influence.
Probably because no super awesome ship updates, just ****** updates no one cares about. I mean really, who gives an *** about a resource collector and repair drone? >:O
Heh, that ONI guy.
"HEY NIKO, WANT TO GO SEE BIG, COLONISTS TEETEES???"
"NOT NOW ROMAN, I'M KILLING THE ******* COVENANT!!"
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.
See Uni, you're stealing HHF's fanbase!
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.
No, the whole point of the shaders is parallax mapping. That's all they do.
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.
No, as I said the capacitors generate the heat to charge the coil. Magnetism does not generate heat, which is all the coil does.
love that game
E3 demo was the **** yo
Hopefully the texturing for both ships will be in two weeks then weapon placements and field tests for probably a week before compiling and uploading.
Haha I was being snarky, no worries. We plan to implement several cruisers. In the next version, you'll see both the Talos and Marathon as well as everything else I've posted images of since last release.
The Talos will be the middle child between cruisers and destroyers, being cheaper than cruisers and filling a gap that doesn't make having all cruisers the end-game (even though they are handicapped by the Kindjal bomber).
The Marathon, however, will be the equivalent of an AC-130 in space. It will have armor similar to the Halcyon (Halcyon will probably have the highest armor rating among cruisers just because of its internal structure) but will be far more powerful with it's double MACs. So while the Halcyon is good for missile spam and a big bullet sponge, the Marathon will be the harder hitter with a bit weaker armor. Just to balance the two out and add diversity.
The shader version adds parallax bump and normal mapping to the ships. The non-shader version is just stock HW2 shaders. It's the only difference.
I too favor non-shader, just because I think the glow maps and shadows look far better and ships aren't as glossy (the glossiness in the shader version is as close as I can get to stock :I ).
Also in the future, as to not leave non-shader people out of the loop, ships will have a badge feature since this option is not supported in the shader version. Team colors is still a maybe at this point as they don't work with the shader version and it's really quite tedious to go back through all the textures and add simple alpha channels.
You can extract the .rar file with WinRar.
That's going in for the next release. What, you think I stopped texturing ships?
Going through the tuning setups, found collision damage off. So now when ships collide, expect them to scrape more than just paint. ;)
It just looks bad and inconsistent within the overall design structure of the faction.
You might want to touch up the mesh since there's a few trouble areas, namely around the added external details. :P
I'll ask again, why are you mixing Mass Effect 1 engine styles with Mass Effect 3 ones?
I liked it better when the disks were larger. Also I would do something else with the large blue areas. They're just kinda bland. Leave them as indents maybe and then add smaller lights/glow stuff there? Or let the disks cover up most of that area at least.
No but Dutch retired and Mickey defected to the URF. Idk where Dare is, doesn't say.
He was captured and executed by the local insurrectionist leader on Draco III after attempting to clear a room by himself.
Yes, the mod will no longer be developed for homeworld 2.
I can't edit but Didact did the model i just raised the poly count.
A Forerunner portal projector, similar to the Ark portal on Earth. The Forerunner built them to instantaneously transport themselves across the vastness of our galaxy.
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.
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