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Now to get authorized... lol
I was researching how to model/texture the ejector port and came across a huge wall of dust covers that had quirky things written them and it inspired me. You can thank the boys in green for that one. ;)
I'm so excited you guys are still working on this.
Was hoping you'd see this and approve of the teeth. ;)
The Kindjal is pretty sweet, and a crucial part of the mod. Thanks for being there when we needed you Aliah. <3
Of course its in game, why would I post renders?
It is a possibility, yes.
*14 years old
What is blurry?
Where do you think needs improvement?
The Charon-class Marine Frigate is built specifically with boarding action in mind. While normal deployment demands fill the cargo bay with ground side vehicles and equipment, the Charon-class is filled exclusively with ODSTs and HEV drop pods that 'reload' for deployment.
Only capitals can be captured, and closing in on them is very risky. I'd recommend first disabling the bridge so their weapon systems are inoperable. The frigates aren't armored very well so you'll need to defend them. Capturing an enemy capital ship, however, can boost your fleet numbers above the fleet cap and turn the tide in battle.
It would be 10X better if it was the same scrubs 10 years later.
Yeah I think we haven't released in over 2 years and last year I wanted to do one but just couldn't put one together. In this release UNSC will be 90% done and I say 90% because I don't think I'll ever be satisfied. :P But one thing unique with this version will be the inclusion of the Covenant preview. They won't be finished but they will be playable.
Luckily I had more by just a slight margin.
Just FYI in this shot a Kindjal fired a nuclear torpedo. The Kindjal bomber doesn't start with nuclear torpedoes and has to be upgraded to use them. I was both surprised and happy it worked!
The coloring on this map has an ambient yellow light from the nebula.
Baseless? Lol compare the number of people playing Halo 4 1 year after launch and Halo Reach 4 years after launch. And even those number don't compare to the 500,000 continuous players that played Halo 3 until Halo Reach's launch.
Ratings mean nothing when the journalists are paid off. Also I'm the content provider and I provide content. You do nothing so your opinion will never hold water.
The texture looks amazing overall but it looks like there's some type of normal artifact on the thing that rotates at the back of the barrel. Overall looks pretty sexy.
Glad to see you guys are still working on STC, haven't heard from you in a while!
My advice is to start learning how to do it yourself. You have to start somewhere and you guys have nothing to show for progress, people aren't going to be interested our really think it's possible.
Biggest UNSC feel to them? Despite being made by 343 whom took it upon themselves to trash Bungie's pre established design and make their own, how could it bee the most UNSC looking weapons when they've only been in one terrible game?
I can tell you now that I'm not going to ever touch anything from Halo 4 and beyond.
the M6C looks similar but it is very different from the D and G series.
Unless its water and to a minor extent ice, the surface of the planet should not shine.
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.
Is it snow textured? Looks awfully white if not.
You should add reflectiveness to the window areas.
Shield effect only flickers when the ship is dead.
Not quite, just new lighting.
Is it going to have Juni's voice? If it doesn't, that would be a dis-service. :P
Why does the milky way look extremely close?
I know I was being a smart ***.
It was more or less a before and after I guess.
Yep you can dock frigates and Corvettes to the station.
Hey that's pretty sweet looking dude.
Was never a fan on Bretonia, it was never enough gold. :P
Halo sells Xbox. It will never be on PC, just deal with it.
Looks like a titan.
I would think the colonies would be effectually smaller on a more hazardous planet where you need special accommodations to live there
I feel like for a colony it just has too many city lights. I mean harvest was colonized early on and the whole planet wasn't colonized with giant settlements.
Its always great to see a HW2 great come back to the scene. :)
Good write-up, its been a while since I've played PTV.
Forge parts? What are you talking about?
The background was made with the same parameters as vanilla backgrounds. Runs fine on my machine. What backgrounds don't work for you or lag your game?
That's a pretty good idea. Could also increase repair rates too
Yeah 1500 meters oops lol
Vanilla races won't be included when the Covenant are released anyways.
Man I've been there (the getting bumped to the curve part), so I know how you feel. Glad you're up on your feet. I'll be expecting some happier news this summer.
I can help you out if you'd like. Just send me a model and a texture in its unformatted (PSD) file and I'll see what I can do.
Looking good! Dunno how CNC3 handles specularity, but it looks like your textures could use some.
Well Requiem supposedly didn't haven an external atmosphere and it was the only shield world in canon that has been shown to have an external shell over its surface.
Should non-terrestrial shield worlds have an atmosphere?
Skybox doesn't really make a difference because you can clearly see what has been fixed and what hasn't. Regardless of lighting conditions, light and shadows on the ship are drastically improved.
I would drop the UNSC logo. It clearly belongs to a police department, not the defense force. :P
inb4 useless angry posts about how "x doesn't work" when it was stated it doesn't work. :P
Oh okay, though personally I would have kept them the same color and just give them different war paint. For instance, I think the gunship needs shark teeth on the front. :P
Are the multiple shots to indicate the color changes between faction coloring?
Where do you get the texts for these? Wannabe James T Kirk? :P
Nice looking model and texture, the wheels on the tracks could probably use a bit more detail though.
Texture looks really good. Love the windows.
Well it would be D77-TCI since the H is what designates it Heavy or not (the inclusion of the missile pods) ;)
Wouldn't this be the D77H-TCI from Halo 3 since it has the integrated Anvil-II missile rack?
Yeah I really miss the plasma repeater.
The negative karma wow
Bravo chaffe. Forget the boss fight I'm replacing all the other tracks with this one.
Afraid not good sir
Its still a wip. I haven't had time to texture y but I just put it in game so we could get its functions down properly. It will have the longsword's color scheme in the final texture.
Yeah we found a bunch of errors.
Here's the original:
Oh that's weird the way Max does the export. I usually just use the viewport statistics.
660 triangles cannot be right. It is either equal to the amount of Polygons or more. Is it 6600 triangles?
God this makes me want to pick up Freelancer again, but I just don't have time. >:
This is an amazing background as well. How did you do it?
beautiful background. I don't care for the asteroids in it, though.
I told you to bust some synths a long time ago. Why did it take you two years??
Now you just need to change those buttons up and you'll have a pretty good menu setup.
"637 Polygons for the pyramid
1000 Polygons for the basis."
How is this possible? In the image above it says 7,459 polys.
Well Archers would rip Covenant ships to shreds if they were unshielded, they just had no effect on Covenant shields.
I would think the Thanatos would be the one made for survive-ability considering the Covenant threat. Both have two MACs, one can last longer and the small turrets don't do much to Covenant shields.
Gun is probably too detailed for an RTS game. Could use those extra polys to make the shroud for the turret.
Well in terms of their two roles, the Orthrus is used mainly for massive damage up front and dealing with harder targets while the Thanatos is more like the frigate in that its good at moving and taking out softer targets easier.
You're not a fan of Rocket Race? :P
There's unusual stretching on the tire textures, and I've noticed this on a lot of your other models. You could simply just repeat one section of the tire with the same texture to save UV space and improve visual quality.
But Rheinland's top officials are aliens, shouldn't that give them the technology advantage? :P
Yeah you have to convert it to sins format. I tried playing around with planets a while ago but it was a real hassle.
Is the map a cube map or sphere map? I'm assuming it's a sphere based texture given how the seams don't match up. Pretty sure Sins uses cube map projection.
Sanghelios map from HSI btw.
Small one looks like Audrey II.
Glad to see you guys are still alive and prettying up HW2. Is there by any chance you'll be making your bloom and AA additions available to the rest of the HW2 community? ;)
Well this station has the same building pieces as Anchor 12 did, its just instead of the construction bay hanging out on the side, its in the center.
Man those textures did not age well... :P
Dude your effects are amazing. You should write a tutorial on how to do tangent maps correctly since you're the only one who does them properly. :P
Looks to be coming along pretty nicely.
heh, that sounds like me and Homeworld 2. :P
You never learned how to mod the game you're currently modding? There's plenty of tuts online, especially the SoaSE wiki. Just need to look.
Looks much better now. Edges and seams are never fun.
That is a smoothing issue because it's interpreting all the hard edges as smooth edges and isn't casting light properly. When importing to Sins, you have to import the tangent calculation (smooth groups), which I think is the issue because SOTP has the same problem. The smoothing on your renders are fine, so I'm not saying you don't know how to do it - the import doesn't do it properly.
Don't listen, he's only saying that so you don't steal his undying love and devotion.
Whoah, you guys need to work on your smoothing groups.
Its a her
Nice texture. Your new style with the grain dirtying up reminds me a lot of Halo CE textures. Though I'm more partial to how Reach looked, this is some really nice stuff here.
So I am to assume developers of other Halo mods are not qualified? :P
I think media on ModDB is bugged right now for certain web browsers. I'm using Firefox right now but I'll try with Chrome and IE.
Looks like the Klendathu planet texture that has been out for a while. :P Looks great, though. I really love the more realistic backgrounds and such, I wish I could find a good balance between HW2 style backgrounds and realistic ones.
Well yeah, 343i would rather have the game's core military hundreds of magically appearing Spartan-IVs led by Mary Sue.
They could be higher poly, but when I used rounder thrusters it used to slow down the game so I opted for low-poly glow meshes...
looks like there's a lot of poly artifacts around the opening on the top. Any plans to reduce that or smooth it out to contour the shape of the station?
Yeah but when the Iroquois rammed the Covenant ship during the battle of Sigma Octanus IV, it took out several of the lower decks.
Yeah The Fall of Reach came out before Halo CE. The Flood was released shortly after and First Strike came out before Halo 2. There have been many other good books outside of the original trilogy (even though 343i and Microsoft have retconned a lot of information in the reprints), but Ghosts of Onyx was the best.
Well it's lore related in the fact that the Infinity is the largest ship made out of super metals because of forerunner secret technology. >:(
The Infinity makes no sense to me. Crash lands on a planet and then just gets back up without a scratch DESPITE FIGHTING THROUGH ITS WRECKAGE.
Yeah I agree on a lot of respects to be honest with you.
I know how you feel but all the new stuff in the Halo 4 visual guide was forcefully shoehorned into lore it's ridiculous. Halo Reach may have ruined the novel for me, but Bungie is still technically within the bounds of canon...
Ah I knew this, meant if you were throwing them into the random generator is all. Still, really unique idea. Never got the reason why Sins did it this way in the first place and I'm glad that this mod won't have some ridiculous supercarrier type stuff trying to fill a role that isn't needed.
Keep up the good work man, Freelancer is like one of my favorite universes.
This sounds like a really cool idea. Will Juni and King make an appearance this way? :P
yeah it's mostly where I got inspiration for the specular map.
Changed your name I see ;)
On a related note, this image is special. I added an extra light to the map scene that comes from the planet itself. It's a very faint blue haze that's a reflection off the planet's atmosphere, just as it would be in real life.
Still trying? :P
You guys can reduce a LOT of polies if you bake the grates into a normal map and then give the texture an alpha transparency and make the new mesh with the shader matteAlpha. You'll get the same bump and transparency, but with only like 3 or four faces instead of all that hot mess.
Also feels like the 70s in here... :P
Well it's not a super carrier, just a fleet support carrier.
No it doesn't.
"Models & Textures by BioWare"
Not the Dominion! :O
Very interesting scaffold type structure, looks like it could be pretty easy to manipulate and position since the two sides aren't connected.
You should probably reduce the texture resolution as large texture files are usually what causes lag. That, or have the LOD meshes use a lower resolution texture.
Nice, 1970 Dodge Charger. 1968 is my favorite year, though. D:
I'm ******* boss at UVW mapping. I hate it so much but when done right you can just go to town on some nice things. What sucks is that sometimes the surface area polygons get too close when doing normal maps. There's two places on the Assault Carrier normal I couldn't avoid, but its in an un-noticeable place so it's all good. :P
Yeah that's the CCS in the background. :)Showing a sense of scale.
Cas I mean, stupid auto correct.
Yeah she contributes from time to time. :)
Well there's Case and Aliah and Didact, who did the model so its not just me.
It was more or less figure of speech. I like the Reach version much more better than the silver one.
Looks like it's coming along nicely. Looks pretty high poly, though.
That was the 50s, sir.
You have too many polys on the wings and cockpit. for something that is going to look really small in the background. Also those canards would look better on the nose horizontal and not vertical.
Whoah yeah I see that now. Love that movie, cool design choice.
I didn't texture these though...
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.
They're Kerbals, native to the planet Kerbin (in background).
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.
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.
Likewise, I might try a more skin type shield that better matches the hull, let me know what you think!
I know what the canon prowler looks like, we don't have a model for it other than the one we have now, or someone to model it.
that's right, sucka
Oh yeah I never finished that! I gave it markers, but the engine pod is supposed to explode when it detaches and there's supposed to be mist or smoke from the ejection vents. Would like to touch up on that again eventually, thanks for reminding me. :)
This was only one battle group.
it's not that the animations are crappy, they just aren't supported.
If I did use this, it wouldn't be more powerful than a Marathon. This is a carrier, which means it maximizes internal storage at the expense of extra magazine pockets.
I must get my hands on this...
HW2 does not support build animations in the way you're thinking of. Through coding you can trigger an animation to play when something is being built, but that's only good for something like what the B5 mod did: have a ship appear from FTL next to the build capable ship.
The dark side of the frigate construction platform?
And yeah I would like to do the Hermes and Orthrus, but this was much faster. They're still on my to-do list.
The prowler has a really low detection signature that even in broad daylight, is hard to be picked up by frigates and the like. As you get closer, your uncloaked detection goes up. The Hermes and Kopis also can immediately detect Prowlers, cloaked or uncloaked, as they have advanced sensory hardware.
So while they may not notice you at first, be careful where you put your Prowler as someone is bound to notice and that won't be fun.
In case anyone was wondering what the spikey things are, those are pulse laser turrets akin to the Halo Legends episode The Package. They will be on Covenant ships much like turrets on their UNSC counterparts. Still not sure how many to give to frigates or where to apply yet.
You can always play at them and shoot at the ugly UNSC ships.
They weren't 1/10 the size, it was the aspect ratio. Obviously if you're standing on the surface of a ship and another one in the distance flies up, it's of course going to look farther away.
Though iirc, the ships with green glows in the campaign were a frigate in the same way the supercarrier in Reach was a assault carrier.
Its metaphorical; You're not going to throw your best ship to the wolves. The Valiant is leading he charge in the sense that its the UNSC flagship and is engaging the Covenant on all major fronts. It doesn't have to be in the very front of the fleet composition in order to be leading a charge. Even the UNSC Infinity was escorted and at the time of Halo 4, was the most advanced star ship in the known galaxy.
might be too close to the surface here
a paraboloid made out of pebbles? Insane.
ya'll jelly cuz i finished it
Wow this is an old build, haha. Good thing we got those new death scripts, though. Those old salvage wrecks were very lag inducing.
You mean 1:3?
Hey nice images!
Is this the same model as the other picture? Because disregard what I said about clipping, this looks good. Though I'm sure you could bake some of those extra parts into a normal map, so you don't need all those polys.
Great update, Chakotay! Just wondering why the Forerunner glyph is on the heavy frigate texture. :P
Sucks that you still have to do it like classic HW2 style and can't have transparent backgrounds, but progress nonetheless.
Oh my God you guys are crazy. I would LOVE to get my hands on that. Lol.
It's the same viper every mod has.
The small turret is a point defense CIWS that is used to shoot down missiles. The bigger AA gun is both anti-fighter and anti-missile. However, if there is a fighter around, the big one will always target fighters over missiles. Just a game limitation.
Sadly, weapons will always target ships over munitions first. However, the smaller turrets are strictly anti-missile.
They could possibly disrupt plasma torpedos and fuel rod shots :P
Do you have the original normal map? Or did you not make one?
Its okay, most people don't. :P
"I hope everyone has fun on Halloween!"
The canon design is from Reach, the image in his video is from my mod and I don't see any credit for it.
Not to be rude or anything, but seriously? Why are you using our models to reference yours when you can obviously get a better reference from Reach? I just don't understand it.
My favorite UNSC ship. :)
Had to change some things up since a lot of it is hard coded such as the buttons in the center there. So I made compromise.
I kinda disagree. You can tell the difference between your work and Zombie's, just because of the specific hull patterns he uses are different from yours. The other differences is that the logos don't match. I would suggest you guys swap hull plating textures and emblems to better blend them together. They are similar as is, but with the points outlined above, don't blend as well as they should.
Still don't like the windows. Before, they filled space. All you did was remove some, you didn't change how they were placed. You have them arranged randomly on the cruiser, why can't you do it on the dreadnaught?
The windows could be way better if they weren't arranged so evenly. If they blended more and were more random like the canon ships, it would look better.
Except in Mass Effect, windows are just kinetic barriers. Most ships also have blast shields, like the Normandy SR2.
I look forward to the 20th of December, 2012.
Pretty much. The series came with faulty slip space drives that cause a few couplings in the fusion core to melt and explode.
What is it?
The images got messed up, but this is the one with the blast shield down.
I don't post those ones because those are test images.
Impossible, I just took this one about 20 mins ago.
It's not going to be like this in the end, but if it bothers you that much, you can pick a color in the color palette that matches the ship hull color.
I chose the colors to simulate which areas are colored. You can change the colors to whatever you feel like in the color palette.
I already don't like the full body color, it was just the easiest to do. And since the texture is so broken up as is, this project won't be an easy one. I was thinking of just having the forward bulkheads colored only (the collar that goes around and over the hulls on the Marathon and Halcyon for example) and see how that works out since I don't think coloring the UNSC logo would be any better.
Very interesting. For some reason, it really reminded me of Battlestar Galactica.
Nothing is final and at this point, this is very skeletal. Should wait for more meat on those bones before jumping to conclusions. :P
I don't think the statement was about accuracy but more about wanting more color than just black in the backgrounds ala Homeworld 2 style.
Haha I was thinking the exact same thing.
If you have ideas, I'm open to suggestions!
Yeah I have a few of those lying around and that was original how we were going to do mining and stuff. However, that idea never came to light and where we are at now, I can't think of a way to implement something like that.
Thanks! Though credit for the model goes to Relic. :P
I've noticed a lot of mods these days don't really pay attention to asteroids and I got quite bored looking at the stock ones. Plus, the bump makes them unique as it's quite easy to re-skin them but not to re-bump them.
You could make the Earth rotate as well. If you make it realistic, it would look like it's not really rotating but it's there for the realism factor.
I'm sorry, I was very vague. I meant in regards to the movie raptor. :P I had no idea you guys were going for the more scientific approach and were staying closer to the movies.
Did you make a script that makes the moon orbit the Earth? Because I think you can make simple animations in the HOD editor to have the planets just rotated. That's what I did with our planets, anyways.
Alternatively, instead of making a script that allows the Moon to orbit Earth, you can make a custom animation that offsets the moon from the center so it orbits an invisible center and then place them in the same spot.
I think the snout is a bit too long on this one...
Yeah they were posted a bit back.
10/10 would bang
Well gee, I hope you're still alive. :P
Gotta admit though, your work is what inspired me to mod HW2.
It's a shame the mod ended guys. I wish you all good luck on your future endeavors.
Looks good Pouk, glad to see you're still active.
Awesome stuff, Matt! Can't wait to try it!
Would love to know how you did it with the new shaders since every time I try to apply a cube map, the texture always comes out pixelated.
Yeah I was gonna say it would probably be a lot easier to texture as you go.
Look at my profile, and you'll see what it's from. ;)
People abuse the Karma system all the time, it's nothing to get worked up over when you voice a legitimate claim.
We use 1024x1024 textures on most ships and only use 2048x2048 for the bigger ships.
Haha it all makes sense now!
Cerberus is always cheating.
As if the Chief would know how to pilot a warship... he barely knows how to fly Pelicans.
Yes it is?
Off screen with getting ready to glass the colony obviously.
The problem remains, however, that the old ship is still present. Someone said it's possible by editing Deathmatch and putting in a line that checks research through sobgroups and then builds the subsystem. I'm not too big on coding sobgroups as I've tried before with little to no success (the old cargo crates idea was a flop lol).
Nothing is stopping you from doing this, it's just a buff. Though, Anchor 12 is the only station/construct that accepts resources right now, so if you can wait out the journey or spend the creds to hyperspace, your other resource operation (assuming you'll have two) will suffer.
The Narwhal will have pretty good sensors and probably a few small PD turrets to ward off missiles, but it's main component will probably be a AOE ability to boost harvest speed and the actual speed of the craft.
We're not sure really what we want to do with the Narwhal yet, but that's how we want it to turn out eventually.
As for more ships/constructs that accept resources, it's not likely to show up soon. We do plan on adding the fleet mobile command ship eventually, which will have dock points for harvesters.
The resource controller will have its "wings" and dock points removed and will serve as the foreman to resource operations. That is to say, it will increase overall resource collection through buffs and stuff. It will be more of a resource controller instead of a collector in the literal term.
It is also possible that since it will not be able to accept the miner's resource, it will be accompanied by researchable RU injection.
For now this will be the only one, though we plan on having research increase its capacity. The idea of having more than one miner is trumped by the way Homeworld 2 works. More miners are not planned, but it's a possibility.
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.
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.
Because the new Alliance ship is supposed to be a Dreadnaught. Both models are actually in the game, the only real difference is that Cruisers have two engines and the Dreadnaughts have four.
A ship with smooth edges is drastically different from one without. In terms of shading, a smoother surface evenly spreads it across it all while hard surfaces have its own individual light relfection.
The center hull is smoothed, and looks great, but where it ties into the front is not, and looks jagged and doens't compliment the hull that you have established. The same with the rounded edges of the cargo pods. They're not really rounded at all and are jagged and don't really fit with the smoothed center.
Do you guys do smoothing groups before or after? Because all your pictures, only parts of the ship are smooth, and then the other parts where it looks like it should be round are rough and jagged.
I think the dark green just makes everything look better.
Thanks. Releasing a product that we feel is completed and not rushed is our priority. After all, we do not want to be bombarded with questions like "WHY DOES THIS NOT WORK!! >:o"
I love the Reach Seraph, Sooo beautiful.
The Liberator mode may or may not be in the Beta as I would rather have a fresh model instead of an upscaled Hermes. It's model will probably be replaced with the Cruiser Carrier, as the Liberator depicts.
A closed beta is just to iron out big bugs for an open beta. Don't worry, it's coming.
hot mid drift
The mode is called Firefight because it plays out like Firefight in ODST and Reach where you're up against unlimited enemies for several waves.
We're not idiots, we know how to take screenshots. Why would we remove the logo when we have our own watermark in game?
There's a button that toggles the UI, trying to remember what it was.
Next time use the screenshot key so we can show off our watermark and make sure no one steals our stuff. :P
Screw these guys.
No, no NLIPS.
The Paris-class Heavy Frigate is 535 meters long and a Halcyon is 1170 meters long. We were being a bit lenient and making the Frigate a bit smaller than it really is.
In the books, Keyes noted that the Archers were in rows. While this isn't exact canon, the Archers are arranged in two rows along the hull :P equalling 300 pods. The hangar is also located on the belly of the beast, but service hangars like on the Heavy Frigate, are located in the trench on the Halcyon.
I prefer If You Want Blood, but to each his own. :P
VTOL turbines aren't new either, as the Harrier uses them. I'm sure since there would be more of the vents on the underside that that's what keeps them up other than magic sci-fi.
The grates on the Frigate are maneuvering thrusters much like the RCS thrusters on the now decomissioned space shuttles
And none of them have souls.
They look pretty nice. I don't remember you adding the carrier, though. Or whatever the new ship is above.
Maybe adding lights would make them look better?
Not on UNSC ships, but they do have armor in places for reinforcement.
There won't be any food nipples left after the twin MAC salvo punches a hole through an unshielded CCS-class Battlecruiser.
Your link doesn't work, Farseer. Anyways, this is where I'm getting my argument from.
No doors on the side, just docks for the two side guns.
Doors open on both sides with a mounted turret placement, Phantom only has one gun instead of three.
Phantoms in Halo 2 had no side doors, and the Phantoms in Halo 3 added the side doors and removed the two guns on each side in favor of a mounted turret.
Halo 2 Phantoms?
Almost Halo CE box art/ :)
When Archer's fire, they vent the fumes.
Ships do vent atmosphere when damaged, though.
No he didn't.
Actually, page 50 of Ghosts of Onyx says the Prowler has pulse laser turrets.
The Tigershark has always had three engines. The Prowler has two banks of engines.
Unless you're talking about the thrusters on the bottom.
Not at the moment, though.
Purple and green is boss, get out of here bro. Just mad cuz I'm mad stylin on you with my pimp frigate.
Looks like a flying alternator. :P
What did the original look like?
Trying to find a balance. The Frigates have their Archer salvos set to the damage of a torp frigate, which I think is good. But I'm still tweaking and what not.
That Destroyer returning to Anchor 12 was the sole survivor of the fleet from the other picture. It was redlining and took out one of the Hiigaran Destroyers but I had to slipspace it out for repairs while I rebuilt my fleet.
I waited too long for the rush, Destroyers eat Frigates for breakfast.
I think you mean MJOLNIR Mark V, not IV. IV was just up-armored ODST ballistic combat gear.
I'm not a big fan of fannon ships, either, but they're going to be in game. You don't have to build them if you want the AUTHENTIC HALO EXPERIENCE.
Plus it's Corvette sized, so smaller than a Frigate. It's just for scouting and laying traps.
I'd say the highest poly ship in HW2 stock would have to be the Vaygr Mothership, but I am not too sure.
Nope, that's Ringleader's stuff.
He also drew the old destroyers on it as hardpoints.
Not in the next release. This will take me a year to HOD all the turrets.
And it was made canon. XD
All the guns are from a previous picture. The two large ones are basically ship-ship barrage turrets while the small ones are basically anti-fighter gatling turrets kind of like the ones from Reach.
dat radar tower
I am not doubting myself. It looks great in 3DS Max, I just can't get it to work in Homeworld 2.
You may think it looks good, but it really doesn't, trust me.
lol it's not good work, just look at all the shiny parts. I can't find a way to lose it.
Not really, it sucks.
They are just the basic HW2 effects. The only reason it looks bad is because the Orthrus was in motion, going in to dock with the Frigateyard to repair.
Aww the Destroyer was supposed to be a surprise. :(
That was fast lol
Unless you miss HW2 in general, I don't see how this could be nostalgic...
Those are Archers hammering the bow of the Vaygr Carrier btw.
I'm not sure I quite follow and would love to talk this over via PM when you get the time.
Right now the Longsword's fuselage are about the same size as a Hiigaran interceptor, so it's a bit bigger than the stock ships if that gives you a sense of scale.
Also, you have to build each Longsword individually. Of course, each Longsword has the damage capabilities and armor of 5 Hiigaran interceptors combined with added speed to outrun them, as well as faster firing times. The Longsword is great at 1v5, but it can't take much punishment from more than two enemy squadrons. I did the individuality because it seemed more practical for the Halo universe given the circumstances of how big it is/mobility and transport.
Done and done, doesn't work for me it seems. Thanks for the advice, but I've tried everything thus far.
And thanks, but that's Matt's handywork from the original build.
I've since removed engine trails from the Longswords. The engine burn just looks better.
Thanks! I was really trying to emphasize detail in this shot, too. The normal maps could be better but I like how it turned out.
It might have to go, though, it's a waste of resolution if you can't see the details in game.
The only thing I would change is where the UNSC badge goes on the tail and maybe the windows.
Yeah, you can see when the light fades out and the gloss dissappears, the grain dissappears.
Those deck guns. :D I was hoping they would make an appearance.
OOO, February 2011 is in 20 minutes.
More wait, yay.
The wingspan of the (Halo CE) longsword is 75m and the width of a Frigate is 151.9m, which is just barely two time the size.
I am inclined to agree. :P
The one that was between Savannah and Ardent Prayer.
The smaller guns are a lot more effective than you may think. The mod is designed to be played like this, its based off the Halo Reach battle. Though engagement ranges have been increased.
There are already custom jump effects in place.
It is pretty close to the hull, the big spots are just where the ship has an obvious hole like at the back where it prongs.
Yeah though I don't think any official screenshots have shown what it looks like in game yet. It was supposed to be a surprise back when I wanted to release late December but that didn't happen unfortunately.
Also what you're asking is not possible as ships will always get within range of their smallest weapon. Frigates are designed to knife fight while cruisers slug it out.
Would be cool if the purple parts had the skin texture for the specular map. Does CNC3 support gloss? I can't remember.
its a shade B)
Don't judge :P
Did you use the German No-CD crack?
Are those star destroyers?
I see the Arbiter's helmet.
Just this version will be fine.
I have finals next week and then free all summer.
I check to see if anyone makes an update that isn't me.
Looks like a pulsar.
While I agree the picture above is not, the one I linked that you replied to is.
No there's a lot more than that. Idk where you got two I count at least 6 major settlements a great distance apart.
Again I feel like there are too many city lights. For these to be hard to develop border worlds that have tiny militia fleets, they shouldn't be very well off or developed.
Aren't a lot of ships? UNSC is almost completed save 3 ships and the Atlas was one of them, the other two aren't even needed.
Well Microsoft technically owns the idea through the EULA.
We're close to finishing the next build!
The infinity? No it won't be a playable ship.
For those curious, here it is in Boot Camp:
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.
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?