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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
Did you add the appropriate extensions to the shortcut?
There's probably any issue with the Anchor station. Did you try repairing any other ships?
Do you have HW2 patched to 1.1?
What ship were you trying to repair?
No this mod takes place before the Fall of Reach
No theyre not released yet.
A high poly wheel? Is it supposed to be a Warthog wheel? Because it's pretty far off.
I doubt its a command and conquer revival. Last I checked, ea owned CNC.
I'm focused on the texture side of things, I haven't been really inspired to finish my current project. I start working on it, but then I just loose it. The carrier is nearly complete, I just need to fine tune the details, pretty it up with some grime overlays and bakes, paint the spec/gloss/glow/bump/normal maps and its good to go. After that, I have the redo of the station and a never before seen ship that we haven't teased about at all. Lets just say this one ship will add a new aspect of playstyle to HW2.
The no shader version uses less textures, so its a bit better, but not very noticeable.
Also I already have an arena test map. ;)
Some of the ships in the current release aren't optimized very well and take more data than they should. We've had a lag problem for some time and I can't really pinpoint the issue
I believe it has something to do with a particle limit because vanilla ships don't shoot as often, but its hard to say. Multiple ships on screen has never made any noticeable performance drops.
Anyways, I'm glad you're enjoying the mod. Light capital ships were designed to engage the enemy by circling based on the battle between the Savannah and ardent prayer so I'm glad you like the style. :) Most people assume because the MAC is the main gun they just point and shoot, but I find this to be really boring and a waste of what homeworld 2 is capable of
If you want a jump start on space assets, I can hook you up with placeholders.
At the very least I think you should make an access door. Maybe like the emergency bunker from Jurassic Park? Seems kind of silly the only way in is through the service elevator. Practical for the vehicles but impractical for personnel.
What is the building supposed to be? I thought it was going to be an ACT but it just looks like a green tower. Radar? Also I agree with Keksz, there should be more specular highlights, especially on the bare metal parts.
I doubt Longswords would be buildable since their size is closely relateable to a Boeing-747.
The mod is based off the human covenant war, its not rooted in timelines or restricted by story, its merely an RTS mod based off the human covenant war. That'd what he means when its not based on lore, its just not based on the story so he doesn't have to adhere to canon timelines etc. Basically make your own history.
Yeah I understand. Those concepts are pretty varied and can be used in modules so hopefully that'll help.
You should probably move the engine hardpoints back. They're in the edge of the mesh right now.
Well you could just do it like this:
I just feel the windows are just too big without any detail in comparison to other things on the map like say the buses.
I feel they should look embossed into the building. There also isn't a very good indication of scale on the windows. Perhaps adding faint lines to them like the city windows in New Mombassa?
Man those road lines are still really huge. It also looks like the windows are popping out of the building. Could do with an emissive map I think.
The leg joints don't really make much sense to me. Also the polarized cockpit glass could do with some gloss.
It wasn't indirect, he answered both questions.
The old longsword will be missed but I feel the new version will fit right in just fine. Plus the new 3/Reach design just makes more sense.
I thought their purpose was a living centrifuge?
How do they rings rotate? I mean I know there are no animations in Sins but the rings don't look like they would twist at all.
I'll have to go check again but I think it might be a sensor ping thing.
Thanks i redid all the icons
Yes he did. This is a different era for Homefront, however, and a lot of the stuff that was mandated back then is up for change again. If you recall, boarding wasn't supposed to be a feature as well yet here it is.
Well majority of the model poly count are goblins and then the base mesh has four LODs.
Think of it this way: the bare mesh itself is around 12K which id comparable to the Hiigaran mothership. All the antennas, girders, beams, and t tree rest of the extra detail mesh is there up close where it would be like five ships at once, but when zoomed out all that stuff fades away. You can only build one if these in all population settings except max, which is two. Performance so far has been normal so far.
That's so hot.
Classic Tower of Power on Ascension, Zombies on Foundation, Cat and Mouse on Coagulation... :')
That looks real good.
Those gun barrels are really skinny.
There were only three companies of Spartan IIIs and all of them got whiped out, even the exceptions like Noble Team. Putting them in this mod wouldn't make sense from both a lore and logic point as they were never deployed within UNSC space.
Yeah me too.
There's really no point going this high poly in Homeworld 2 unless you're going to bake normal maps.
This is actually the M6G lol but its cool.
my only gripe is the metal scratches on the visor lip. Don't think its metal there. :P
Nice Valhalla tower. :)
You're crazy man I would never put that in my mod.
You guys ate crazy why would I put the Charon in the mod?
That's how you know it's real, when it's unique and looks amazing.
What are you talking about the Charon won't be in the mod.
No they don;t
yes it has cruiser deck turrets and AA guns.
Looks like it has too much gloss.
Angle is redundant unless you accounted for the gravitational force from the gas giant. Its only the rotation that matters. :P
Yeah, that's why I redid them.
Again you're wrong. Bungie doesn't even work for Microsoft anymore.
Light Rifle is the cheapest gun in the game, it has the max DPS. Halo 4's playstyle ruined the franchise because the game was originally an arena shooter that made you fight for power weapons. That's why Halo's formula was so strategic and different. Now that you spawn with all the good map weapons, there's no reason to even grab a map based weapon unless you want to snipe. You don't have to find plasma grenades, and you spawn with a plasma pistol so you don't even need to get anti-vehicle weapons anymore. The game has lost its touch at its core.
I'm not even sure where these arguments stem from, though, as the content being shown has been in the lore since even before Halo Reach.
There are only like 3 people from Bungie working at 343, and Frankie is the only face member. Please get your facts straight. Especially when it comes to debating lore.
I don't think the addition of the thick UV lines helped the texture as much.
You can use engine glows to simulate the same effect.
They built so many god damn seraphs.
The engines don't look right. Is that the texture or the effect?
If that helps.
In that picture it has a shroud that goes around the ball area of the turret.
******* love Dunkey.
that skybox. <3
I don't, please. I'm White American. :P Unless you want me to speak like Buk Lau
I can voice act for Japanese, I have-a very very good engrish.
Thanks I bought it for Aliah.
Yeah she was ;)
Hey man you should really get HW2, then you can do more than just say nice things about screenshots. :P
Thanks for the kind words.
I wince every time I hear my voice. :P At least we don't have to worry about Chaffe's voice getting in the way of things.
Always wanted to watch it! Don't hurt me!
Ah okay. I'm not well versed with B5 stuff so excuse my ignorance. :P
Ah the perks of mirroring. :)
For those pipes near the top, I would suggest removing the plate patten and make them more like large pieces of pipe with varying sizes for each section of pipe. Also make them a more contrast color so they pop out more as far as details go.
Very popular tile texture, I've used it before. :P
I would suggest cutting the UV at the seam so it doesn't awkwardly wrap around the edge like that. That, or edge the texture manually with some type of other plating.
How can you be so daft? When you go to the sorority, be ready to plow the fields of unfinished dreams.
Well I'm sure you could use the effect for the physical wormhole itself then. :P
Nice! Is there any way to make it so jumping between systems uses the anomaly wormhole effect? Or is the effect for phase lanes restricted to one FX per race?
the CRS-class is 300m long and the RCS-class is 3000m long. The Infinity is ~5000m long.
Everything in Halo 4 is to scale according to 343i.
While I agree in most respects, my main gripe with 343i's take on the Halo universe is that they threw out the old design memes and just took elements from Crysis, MGS and made the UNSC look like the future Russian space agency. Granted, the people making the game primarily worked on Crysis and MGS, but I just don't like how the new ships, armor and vehicles look. I do like the weapons, however.
Also having three different types of CCS and calling them different names... that's what gets me the most. That and the Autumn-class Cruiser...
Don't get me wrong, though, I enjoyed the Forerunner trilogy and the Kilo 5 saga thus far.
I don't think its stupid, the game looks wonderful at its core. Its also not a traditional Homeworld game, nor was it intended to be one. Now that BBI has the rights again, they just set it in the Homeworld universe. I wouldn't be surprised if the desert planet was Kharak.
Probably about the same as the current Prowler. They can lay infinite mines since that value isn't changeable, but how many mines appear on screen will be the same so if you don't lay your mines properly, you'll just have them disappear.
Oh I know how to animate the actual graphic since ours is animated as well, but I meant making the ship go into it. Is this like the STC mod script?
How did you guys make the Hyperspace animation?
How do you mean?
Ah well that's great to hear because I have tons of sphere maps from the Celestia Motherlode (great site btw for planet textures) and the sphere-cube converters barely ever work properly.
This one will always be updated first since we're the content providers.
Is this a sphere map or cube map? If it is a cube map, how do you go about custom making them?
looking good guys
A lot of those details could have been baked to a normal map, saving far more polies.
The top definitely needs more detail as the rest of the ship is really detailed and the top is just too flat.
Think dimensions in regards to the Marathon, it's about the same I would think, perhaps longer but height wise the same.
Interesting design, looks good.
Could always use it as a jump gate to the heavens... :P
Were you guys going to add the Bajoran Wormhole at any point?
The boom stick will effectively dissable an assault carrier to most likely 1/4 hull remaining. To counter an SMAC would be to send wings of bombers and possibly corvettes to overwhelm it since it will be able to range half the map and can be especially powerful if you have a slip space inhibitor. When cortana lit up one of the assault carriers with Cairo station, it effectively destroyed it.
Do you have an erotic fantasy with SMACs?
Deep shade of purple??
That's definately blue.
looks nice :)
I've never touched the Killzone series so I'm not entirely sure what their design looks like other than the images here, but I've got to say this is way better good looking beginning mod stuff than what is usually on ModDB.
On the engine nacelles on the bottom picture at the rear, they are both light and dark metal colors.
Why is the hull broken up and discolored at the engine cluster?
Whoah BSG fans, man it's been forever since any of those have surfaced, like 2007-2010 was BSG prime.
Nice normals to give it that subtle texture.
Ah, that's not too bad, especially with LODs.
Looks like Ringleader's old concept.
The original model is an olive drab.
guy who uploaded the music lol
Because I have no experience painting.
It looks like you have a mesh error for the engines. They shouldn't be invisible on the inside.
A lot of that detail can be removed for goblins and baking into normal maps.
It's too bland, you need to add depth to the texture. Try rendering an ambient occlusion map to put on the texture.
The lander can only seats two people.
It's the same mesh file as the base ship, just up scaled to cover the hull. So it's essentially double the ship on screen at once.
It could be possible I think, but it already looks tapered.
Might I suggest making them bigger so they cover a lot more area? Right now they're densely compacted. You could make them bigger and more spread out to give it a bit more detail with the same poly limit.
What are the silos on top for?
Fragile? Of course it's fragile. It's a tiny probe used to spy on the other team.
Ah okay. I have DDO also but have never really used it.
Just curious, what do you guys use to model, render and texture with?
Under Harper, maybe.
Why would you ram another ship and risk killing an entire crew? Not to mention deliberately destroying a key role ship. I could understand throw away ships, but that's just stupid to sacrifice a carrier.
It's more like frontal armor for deflecting and dispersing plasma from long range for added survivability.
Because I don't know what he's seeing, but I know what I'm seeing.
#hashtags #UNSC is ugly #OMG Covenant are so sexy
I'm not female >:0
I'm going to assume you're not talking about the actually glowing part on the canon CCS.
I think it's a limitation of the Shader 2.0 support CnlPepper did where it takes specular information based on the surface orientation and the light source.
They're turrets and I think it's always been a problem where turrets cast shadows on the hull but the hull doesn't cast a shadow on the turret.
Not 100% implemented, but they are there. :)
The big difference is the bloom, which Homeworld 2 lacks.
The team color is just flat, there's no detail in it. You should have had it under your hull detail layer so it got some of that on there, or at least bump it.
Lol it's a Halo mod in disguise. It has Archer missile racks and the turrets from Reach on the hull. :P
The super carrier is already in game.
You can see on the top and bottom facing images that the turrets are burried in the hull.
Yeah that's pretty weird. They should either be out all the way or inside the hull. Having the turret halfway out with the doors closed doesn't make sense.
Yay, Pouk is back to work. :P
You just have to be patient and refresh the page. Sometimes the servers get overloaded.
The biggest ship in this game is less than 5k polys. I would say 10-15k polys is okay for a unit that won't be seen a lot. I'm not sure what role this is supposed to play, but I would definitely reduce it to around 10-15k polys at least in order to reduce lag. Either that, or work out a LOD type thing where it scales so it's low poly at a distance to compensate.
Looks a bit too high poly. Might want to knock off a few surfaces on the curves and remove those mesh details, or at least bake them in to a normal map.
Either way, interesting model. :)
Neener neener neener
Velo made the model actually
LODS are completely different, they reduce poly rendering but do not remove the image memory like DDS textures do.
We were talking about the overlay details in my mod, not the badges.
I know in some cases stuff doesn't render properly if max settings aren't turned on.
Badges don't use the matteAlpha shader, so it's completely different.
DDS is good because the texture scales down with mipmaps at different distances. If you do a .tga, it will look good all the time but even at far distances and will crash most computers, not just old ones.
nVidia GTX560 Ti.
Odd, though, the matteAlpha shader always gave transparency results even without shader 2.0, so I'm not sure why on some machines it renders and on some it doesn't.
This is a screenshot from someone else game, but is this the issue?
Right? It's the reflection of the light. The prowler is flatter than the others. :P
Weapons have been tuned down with upped damage to compensate. Also, with my new textures and optimization of the base mesh, the game already runs a lot smoother.
This is the new Prowler. It's replacing our currently ugly flying space brick.
Sorry for the old reply, but read the description. :P
The echo in the Piano would be from pounding on keys. I forget the musical term for playing loudly (haven't played the violin, or any instrument since 8th grade lol).
And then there's also this thing called respect, which I'm assuming you don't really have since you're willing to take without asking. We are all under the GCUR, but that doesn't make it right to just steal ideas.
Well the first part of my post was kind of like "Why didn't you ask us for permission first?"
Also, why didn't you do the refit platforms in orbit around Reach that were actually building frigates?
yeah its the Talos
Did you not see the buttons? That's something you can expect to be done shortly...
The planet could be better, it looks a bit cartoony compared to the rest.
Man, you changed your name. I was like "What? I'm friends with TheDidact already?"
Why the Halo 2 model?
Make sure to smooth those pipes!
Yeah the screenshot key is Scroll Lock. Screenshots will show up in Homeworld2/Bin/Screenshots.
Good luck then. Any work with transparency effects in most endeavors have turned out sour for all of the Tanis Shipyards community.
Too bad you can't have transparent windows in HW2.
After further investigation, it is attracting light properly. :) I know about the gaps also, though.
inb4 the rings around the moon have no glow, I am aware. :P
Stripes are based on this concept here:
If you want it to look original, just change the team color to white/gray and the stripe color to red/crimson.
Yeah I realized. It's not final. Like I said above, I was just doing the easiest way to see if it would work and it did.
It's not an animation issue, more of a model issue.
The initial idea was to originally have the whole bridge lower into the ship's body, but it was just too complicated to do so.
The only problem was that I had to resize from 1024x512 to 2048x1024 and it has a small bit of artifact problems. Is barely noticeable, though. :)
Nice! Have you guys updated your aviary as well?
Aliah has more pressing personal matters she needs to address, and those are more important than the mod. After all, modding is a hobby and real life is always first.
That looks like the Infinity, if anything.
What irks you?
Very good tutorial. However, what brushes do you normally use for dirt and scrapes if I may ask?
Well Harbinger can still be the leader. Yes a Reaper is made from the collective intelligence of a harvested race, but who's to say the interior larva of the titan is larger than Harbinger's larva? I would think that the sheer size of the titan is attributed with more armor and weaponry rather than the scale of its intelligence.
That's not true, the ship was being built before the end of the war as stuff was put into it during 2553, implying the ship was being built long before that.
Nah I don't leave ModDB up. I close all my windows when I leave the room. She usually gets on my Facebook though since I have all my passwords saved, and calls it "hacking".
I didn't say the texture was bad, I just said the hull is really flat and the texture isn't enough to actually bring it out.
She doesn't go on ModDB, she'll never know.
The ship is really flat and angular with no real features on the actual hull. All the interesting stuff is tucked underneath the armor. IMO I think the texture isn't really enough to bring the hull out.
This is just something I threw together last night because I was bored. Don't worry, it's not final and just a placeholder showing off. :P
I've got so much game, I'm swimming in bitches. ;)
Yeah I was trying to see what I could do with the idea but it'll probably be scrapped.
Yeah, cruisers are built under the top part, and the wall house a scaffold for frigate manufacturing as well as corvette and fighter production bays.
When I can figure out why my computer won't boot up Windows. I'm going to try a new hard drive and slave the old one and then just boot from the new in the BIOS.
Sorry it took so long to authorize guys. Have a blast!
Yes we know about this now. Thanks for pointing it out! We're working on a fix right now for it. Hehe, all these fixes...
Seeing as how Threshold is over 200,000km, and barely fits in the actualy game's parameters, I doubt we'll have an Ark map. :P
I could set-up two Halo maps, one that's in the center for just adversarial, and one the way it is now for Firefight. I'll toy around with it.
That's originally how the map was set up, was that it was in the middle of the ring or at least somewhat close to the ring. The only problem is that I textured the outside for a reason. And I just think seeing the full ring rather than just a small part just looks better from a battle's perspective.
I think you're mixing up Halo Starside Intercept and Halo Homefront. We have no plans on making in-atmosphere battles.
It's outside the play boundries, just because when getting close to it ships don't react very well even though it has no collision map.
UNSC will definately be numbers when facing the Covenant. As for 3:1, that's a very vague generalization.
I remember the initial testings and when you got to wave 5, you were lucky to survive if you had everything anti-aircraft because it was just Longswords and Kindjals. Oh God.
I like to call this wave "JESUS CHRIST I'M COVERED IN BEES"
You're probably right, but both Halo 3 and Reach had tracers for the MAC, so for the sake of looking good, it has a tracer. The MAC is still a WIP though.
Hmm, maybe. I'm personally against engine trails and it doesn't look good in this universe. Maybe for Covenant, though.
Where did you get windows from tail-less fighters?
Notice what better?
And all the random gold mines of uranium and other natural resources to be found on uncharted worlds like in Mass Effect. :P
The description follows multiple images. It doesn't need to be updated.
Fusion rockets are not nueclear ordinance.
I don't think his first language is English, go easy on him.
600gb HD, represent.
What? I have a gaming rig, too. Just a gaming rig from 2007.
Please don't spam the comments.
This is really beautiful. You guys are coming along nicely. Do you guys use normal maps or is that the mesh that's popping out?
Surprisingly, there were no subsystems involved in this production.
I didn't steal all the credit. :(
As far as I know, you can't edit weapon files with a sub-system.
It's flying towards the cookie.
It said a few Archers could disable a UNSC ship, not just one. As for MACs being inaccurate, that's a bit silly since it's a projectile-based weapon with an onboard dumb AI providing a highly accurate firing solution.
Not sure what to say, the mesh is fine. I've checked it on multiple maps. It's just the shadows.
Again, all damage tables are being balanced. I can make them more canon when the Covenant start to make their appearance, but right now I think it would be silly to build several ships then have them get decimated by who fired first with one-hit KO MAC rounds. Games would become stalemates to see who could fire first.
If you steamroll the enemy, where's the fun in that?
That's just HW2's shadow system.
A Destroyer is nothing more than more armor and an extra MAC. It's about on par as two Frigates.
I might end up making the MACs do more damage in the end, though, since I don't want to overpower the Archers...
Yeah, and torp frigates do a number on Frigates, too.
The original races haven't changed, btw. Why would I touch them?
If Pouk doesn't want his stuff in your mod, you shouldn't release it until all of it is removed instead of going behind his back and hiding out on your website.
It's for packing up your fleet for summer vacation and moving to the beach resort.
Maybe make the side engines point downwards for landing? You already have engines in the back.
Velo had originally wanted trade lanes and the likes, so I found a solution to his problem. Make sure you protect them well, because asteroids won't be spawning next to your station on custom maps.
I hope those turrets on the back don't get taken out by the engines.
Yes, they have two MACs
mfw 1 mac and not 2
These gun batteries will probably do little to no damage against shielded Covenant warships. At least not until the shields pop.
What is this?
The Corvette was Ardent Prayer and the Supercarrier was Long Night of Solace, but I get what you mean. I can't compare to Bungie, anyways. :P
What does it having to be slip space capable have to do with the image? And yes, Longswords are slip space capable.
Oh I see what you mean. Longswords can only slip space in the wake of larger ships such as a Frigate. The feature will go away when cruisers are implemented to carry them. Or a carrier I guess.
No you are correct, it was in The Fall of Reach.
Who knows, it's not like the Navy uses coil guns or anything.
We are not a company and, at the moment, two guys as Matt is in the Marines. So I fill the gap of both texture artist and coder/scripter while Velo makes the models.
I don't bother Velo with time because his models are amazing so I patiently wait for him to finish them. And once the station is given to me, I can put it in game and release a beta before/after I texture it.
Yeah, that's fixed. Don't worry. :)
Yeah it's cool to watch, too! It looks weird when a ship that is just built pops out of it when another is docked with the shipyard, though.
Play with what?
Not 500km, that was a typo. It's supposed to be 500m, or .5km. Yeah, in space there is no such thing as weight. Size and mass, yes.
Newton's first law says everything stays in motion unless another outside force acts upon it. So the projectile will continue to fly until it hits a target. The force of the MAC hitting the other ship will stop the MAC and the ship absorbs the kinetic force of the MAC, causing it to be pushed. From a scientific viewpoint, anyways, I thought it was just a cool feature and kept it.
The effect is Matt's, much like the MAC. It just took me a while to figure out the scripts, which ended up with me deleting the Frigate's original script and re-writing it.
Dumbed down versions like the ones in New Mombassa, yeah. But they aren't a freighter.
Pelicans don't have mining equipment on them. I think we might use Pelicans as capture ships, though.
As for Pods, they were used for making sarter colony buildings and in the case of the SOF, UNSC Firebases for quick setup of ground ops.
Phoenix Class Colony Ships are of civilian design. The SOF was refit, yes, but far from being a military ship.
it is more powerful than five, but five make up one squadron and two squadrons can overwhelm one Longsword.
It has anti-fighter missiles, too, by the way.
Oh I didn't see your comment, but it was 0 and has since been changed and works like a charm. Thank you. :)
I'm lazy. Plus, looking over screenshots I've taken gives me a step back to analyze the visuals and fix what I think looks bad in Halo universe. :)
Oh it docks just fine, just doesn't repair the damaged goods.
Glad you guys like it! I'm trying to work in a latch dock animation so the small shipyard can repair frigates.
Yes, of course! Long Night of Solace is my favorite campaign mission because you can fly around everything.
You know you like this one more. ;)
Thanks! I want to explore every possibility with the Longsword first, before moving on. I've got down normal mapping and specular mapping, which isn't pictured above, but I'm having a hard time trying to come up with glass effects. :(
Still a lot to improve on, though. It is only my first texture.
Ringleader was with Halo Homefront for a while.
Damn, January came first this year.
The "Thanatos" has only appeared in the animate comic "Midnight in the Heart of Midlothian."
I fail to see how Halo Wars could influence ship designs regardless. Previous descriptions of destroyers are so bland in the books anyways. And remember, Nylund described the Pillar of Autumn as having a command chair, when it clearly did not.
BTW the Gorgon-class Destroyer only has one MAC cannon.
I like the design, too, but it doesn't fit UNSC design memes. It's a giant triangle instead of the giant floating boxes in space. Regardless, I like your Gorgon and I await your re-build of the Thanatos.
The same could be said for your "Thanatos" destroyer. The logic is flawed.
If anyone were to pay close attention to what Halo Legends was, you would know that specific episode is a mock spoof. All other episodes, while open to the artists to create whatever they feel conveys their story best, the content inside is considered in some areas to be non-canon while the stories themselves are canon. This is because no artist is the same.
If it has the Halo logo on it, it's canon.
That would just give you more creative freedom. Wouldn't it be better if you had established canon ships over your user created ones?
What about the Heracles?
Oh man those sexy needle canons.
So the new frigate will end up in the V2 Beta build?