This member has provided no bio about themself...
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
I can assure you that these things will be ironed out. This is our first actual beta release and in no way reflects the final output. Your input is greatly appreciated and will be something hopefully fixed by next release.
As for 10 Halcyons, well you're never supposed to have that many in a game anyways. Were you playing Firefight?
*continues to bitch
We're always looking for more hands. Just drop a PM by either Velo or me.
Yeah LOD draw distances are an issue right now as it's kind of hard to gauge them and all values are based on the default ships. We're working on them to make the game as visually appealing as possible.
Velo thinks everything should be named after Greek things for some reason.
For a rock, he flew pretty good!
That's a great idea! We'll get right on that!
I forgot to mention it's Day 1 DLC and you have to pay a sixth of the total amount of the retail game.
Heh, couldn't find a pic of the chief dual wielding plasma rifles.
I'm 12 and what is this?
It depends on how big the ship is really. Frigate and destroyer sized ships can have three at once I believe and cruisers up to six. Anything below a frigate has no repair points.
Yeah I was trying to see what I could do with the idea but it'll probably be scrapped.
Of course. :P
That's not true, there's going to be another larger carrier. I doubt it'll be supercarrier size, but we've planned on implementing a cruiser sized carrier.
When "repairing" a friendly vessel, the Gyges opens its arms and attack the hull like a squid.
We used it on the mining tug and the resource controller, too. :P Only makes sense.
Yeah just the Hermes for now.
There is no Covenant
Will have a screenshot of both the Gantry and Gyges in action coming up in the next day or so. Animating 9 arms can be quite tedious.
Was thinking of a singleplayer mission where you have to escort three colony ships and defend them from the Covenant.
Kind of like that single player mission where you link up with some freighters that have the crew for the Mothership.
Yeah that's definately a good idea. I don't follow the Mass Effect mod a lot, but I'm glad he's made his old models into Cerberus.
No, it doesn't matter really, but for the sake of being accurate I thought I would bring it up.
Also, please don't be a jerk.
He has six eyes in that image, too.
You have to realize that the Spirit of Fire was not fit for combat and was just refit to be a military super carrier for deploying ground forces. A direct conflict would leave it battered and bruised, much like the Spirit of Fire when it grazed the Covenant Destroyer. Its super structure is very flimsy.
Now if we had planet capturing or something, I could see using them, but we don't. Don't get me wrong, I love the Phoenix-class, but it doesn't really have a role.
Not very interesting, but there is some new stuff croppin up in my Maj.
Harbinger only has six eyes, not eight.
No problem, glad you like the new station. ;) There's more about it than what has previously been available with the old one...
Well Microsoft technically owns the idea through the EULA.
If you want a jump start on space assets, I can hook you up with placeholders.
Yeah I just had that issue but its fixed now.
Coming from someone who uploads two different versions of a mod, it's not a very easy task to upload two different files.
The point I was making is that they're expendable and can repair quickly, both in and out of combat. If the carrier berthed a corvette, then the corvette is useless and will probably be destroyed anyways, but at least with the Gyges it has a fighting chance.
Well docking in combat would leave all ships vulnerable to attack and even outside of combat, ships may not be able to repair fast enough. However, the carrier will be capable of building the Gyges repair drones much like the Hermes so servicing the fleet won't be as big a burden. Repair drones are honestly the one thing that keeps ships alive in and out of combat (redundant I know as servicing all the corvettes would be tedious, but theres no where to dock corvettes to on the carrier).
The M6S and M7S? Nooo, those weapons sucked.
I thought he valiant was a n upgraded Marathon and the Orion was a battleship?
Well it wouldn't be too hard since it's just an up-scaled Assault Carrier according to Bungie...
But no, it won't be in.
So are you talking about the Supercarrier? Because this is just the Assault Carrier, which is roughly 5km long.
Everything will be properly scaled. I'm not sure what you mean by counterparts, but I'm assuming UNSC? If so, this is the largest unit in the mod.
No that's unnecessary work.
Oh its an overlay? I guess I've been doing it wrong because in HW2, the alpha channel for team and stripe colors are applied over the diffuse texture with the colored area having to have the team color areas a gray of 127 in all fields. So any deviation to that gray makes the color lighter or darker. I had no idea ream color in Sins was based solely on the alpha channel, I'll have to go back and add scuff and pattern details to my alpha channels inmy textures.
Looks a lot better now. When I do team colors, though, the alpha channel is straight white/black and the details are in the diffuse map, which seems to also work to the same effect.
Screenshot in PM please?
Well you should know that what really matters is staying within a specific artistic style. Because now your new ship looks too alien and different, and as a result, with either not look good next to vanilla or vanilla will not look good next to it and overall hurts the main appearance of the mod.
Not sure what to tell you, this is hosted on ModDB.
It can't. AO is easy for space ships because it is calculated within itself instead of a scene, so no matter the lighting it will always look as if the shadows are simulated properly in the baked texture.
So what's happening to the Athens then?
Yeah I wouldn't want you to get sued or anything. That would suck.
If you put that image on your book, you can't sell it. It goes against the Microsoft Game Content Usage rules.
Because I need to make myself look prettier in comparison.
because I like her breasts.
It just looks bad and inconsistent within the overall design structure of the faction.
I'll ask again, why are you mixing Mass Effect 1 engine styles with Mass Effect 3 ones?
Curious, why do some ships have the ME1 engine nacelles and the others the ME2/3 engine nacelles?
I can't say I'm a fan of those engines. They just look small and out of place compared to the rest of the ship.
Why are the small engine nozels different from the Halcyon and Marathon?
I'll send the glowmaps, too. DDS format?
Going to have to send you guys the re-textured mesh next time I see you. This version sucks lol.
This is not our final product, so yes this is an open Beta that we will continue to update regularly. Right now we have filled all basic unit slots and more, and that's why we feel this is our 1.0 for the UNSC.
The angle makes the proportions look off. As for everything, it's not going to be an exact replica. :P But thanks for the feedback.
You fool, it's sharks in space.
Maybe something in the future, but that's very tedious work, especially for every ship.
Wouldn't make a difference, all badges use the badge shader, which is unsupported.
I really wanted to do some custom badges, but that would mean removing CnlPepper shaders because the badge shader is not supported.
The things on the side that stick out are nearly reminiscent of the Rhino. :P
Huh, just noticed the Talos looks like the Rhino freighter from Freelancer.
It will probably be worse on vanilla maps since second asteroid fields are farther away.
Well that's the point.
Yeah, so he can crash it into a giant wedding ring in space.
I use Vista x64. Just do a quick google search, it's what I did.
That, and all the placings of asteroids, megaliths, etc. are on a 3D grid, meaning x,y,z coordinates.
If I can learn how. Making maps is a complicated ordeal.
Well then I guess my next step is to add Halo Wars content to the mod. ;)
Velo has said he will not do any Halo Wars models. I don't have a problem texturing them, but I can't texture something that doesn't exist.
Matt is a part of Halo: Homefront. Unless you meant other mods besides HHF...
Sorry to bring this up again but I did some more research on the Marathon. It is labeled in the Halo Encyclopedia as being 1,190 meters long while having more tonnage than the Halcyon because of it's thick Titanium-A layer. The Marathon has way more armor plating than the Halcyon.