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Finally! Just goes to show its not abandonware.
HW2 Blue Planet is the only mod that has done this to my knowledge, sadly the shaders for the skybox do not work in our mod.
No HW2 skyboxes are specially rendered based on color data from a .tga image file, hence vertex color rendering.
As you can see in his test video, the hyperspace effect is a framerate hog. Besides, our effect works just fine and doesn't need to be 3D.
yeah that's Matt's mod, Blue Planet. That effect is old.
Right now the texture is 50% black space 50% nebula. You realize that's half the map, right? :P
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.
The UNSC is lacking units because our modeller went on to bigger and better things.
You would need to post a HW2 log, preferably in a PM, so I can figure out what is causing the problem. I haven't heard anyone else complain about crashing so it might just be localized.
I have little modelling experience, I'm mostly a texturer.
Looks good, the hull lines don't look as out of place anymore. However, the black engine areas and the muzzle for the mass accelerator are pretty bland. I remember running into this issue when I first started texturing at HHF: how to add micro details to areas you think aren't detailed enough but you don't know how to add more. Basically what I did was I went to google and found a scratched metal 2048x2048 texture that I used to overlay over the ships main texture. It's not entirely hard to make your own as it was a photo from the side of an old metal plated silo I believe, but the opacity and overlay/screen/whatever settings added a lot of depth and wear to the texture that I didn't think was really possible. That's why if you've ever looked closely at any of my new textures, some areas are pretty close to the same color but not entirely. You don't have to add a bump to the texture as it's pretty weak surface wounds, but it just adds that depth of wear (dunno what you're doing for wear IE building ships new or old, just noticed some metal plating missing in your texture in certain areas).
Also I think I stated this before, but try giving the actual hull plating lines (black lines) maybe an opacity of 25% so it blends more with the hull than being straight black? Or, likewise, finding an off-black color to use. You never want to use black unless you're simulating holes or areas that aren't really supposed to be there (kind of the same thing with white, you never really want to use it ever on a diffuse map).
Still looking good, though. Definitely an improvement over the old one!
Change the resolution in the shortcut properties. This is the old version, though, so you shouldn't waste your time with it.
I didn't texture these though...
Shields still need to be worked on a lot, they don't drop atm unless the ship is dead.
Also the Marathon does have a HEV bay, but it's concealed like in ODST. It's the area on that arm assembly that looks like a set of doors.
I mostly use KW Rocketry, MechJeb and the stock parts expansion mods. I also have HOME but I haven't used it yet.
Also lots of patience.
It's too bland, you need to add depth to the texture. Try rendering an ambient occlusion map to put on the texture.
There doesn't seem to be any overlapping mesh type errors, so that's good. Detail looks good, but you could probably add some pseudo plating that hugs the hull a bit in order to back into the normal map (unless of course you plan on baking a bump).
This is not an option you can code
Looks awesome, love the concavity in the wings.
They're Kerbals, native to the planet Kerbin (in background).
The lander can only seats two people.
Animations in HW2 don't work like that so an effect like that would be impossible.
This is an old NASA concept with the cancelled Constellation (now Orion) command module on the front. If it were spearheaded by SpaceX, it would be much better design I think and would follow more along the lines of the Dragon command module.
Subsystems can't be animated, so the only way to make this work is to have a script that would automatically rebuild the subsystem after the ship regenerates such amount of health after it failed or something.
The shields are always on right now, the actual shield effect doesn't show up until after the ship is dead.
Right now the shield flicker only occures when the ship is about to die. We're still experimenting on how to do shields right now.
No it's from 2008 and way outdated.