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It looks fine in game, I use high poly + normal mapping.
These high detail models are intended for the remakes if they're as mod-able as the originals. I sure hope they are, lol.
I've toyed around a lot with the render distances, and no matter what I still get this problem.
I haven't experienced near object clipping when I increased the render distance though. Scripting is not my bag.
Yeah, that's the plan. I'm cautiously hopeful of the remakes.
There were a number of undeveloped graphical features in game, like bloom, that I'm sure they will fully implement in the remakes. Shadowing is another big issue for me, like on the 'No Z-Clipping' pic, parts of the Halo that are shadowed by other parts are still lit up, just because the lighting angle.
That, or all Hell broke loose.
I've thought about doing that, I'm just worried that a distant section would look jarringly different than the nearby section. I made it in 16 sections because the HOD file is too big. Surprisingly it runs smoothly in game, minimal performance drop when the whole thing is in view.
I'm not sure about the camera distances, I've played around with them quite a bit to no avail. I know there are UI camera settings as well as ship specific camera settings in the .ship file.
It's very finicky, most of the time it does this, some times it has no problems. Sometimes the atmosphere doesn't show up, sometimes the whole thing doesn't show up at all, lol.
That ship looks pretty sweet btw, the engines are quite nice.
God... Yes, YES!!!
Congress passes bills way faster than we update.
Aw, awwww come on...
IT CAN BE DONE... Just look at my planetary atmospheres!
A window is basically just a tiny atmosphere, as Galileo put it.
True, I wanted this ship to break design norms with the stealth engine and body, but keep some of it more conventional, like the bridge and radar dish.
I also tried to make it look a little like the ONI logo itself.
Props for sticking with the original Halcyon design!
Well, dood, I need more help!
I'm here for you.
Oh my god, that's some top notch stuff.
Yes, we'll probably scale it up a little so it's not too small.
Wings 3D, rendered in Kerkythea.
Click 'view original' to see the full size image.
10,000km in diameter.
Update coming soon!
Nice background too ;)
Wave after wave of Cardassian, exploding.
Thanks, I'm getting close!
Nope, they use Lead in the future.
Nah, it's vertices, Ill smooth it down + Increase the texture resolution. I have a pretty good idea for making the atmosphere smoother in appearance too.
Right, high poly counts alone haven't been shown to drastically decease performance in the tests Matt and I ran, I know his ships are far more detailed then mine are and they run fine in game with modern-ish hardware.
I ain't even gonna lie, it's pretty darn high poly, but using a clever system of LODs, I think it can manage with minimal performance drop.
Canadaman, please find a way to turn down the ambient lighting, or at least find some newer shaders.
Right, the normal maps actually utilize these lines to give depth to the texture, giving the ship a more plated look.
Afraid not, we here at HSI weren't too pleased with the Reach redesign, besides, the refit and everything that occurred in TFOR has now been retconned, so...
We are planning on adding ship upgrades which will include engine, armor and weapons improvements.
I used the best elements of both, however it is more so the Halo 1 version then the Reach version.
I used the UV lines to give the normal mapping a plated look.
The keyship really isn't that big, on the Tsavo Highway level of Halo 3, you can see 2 CCS class battlecruisers excavating the portal generator, and it's only marginally larger then them:
Loftus based his measurements off of the in game models and how large they would be when compared to High Charity, but remember that Bungie often times used exaggeration of scale to accentuate game elements or because of engine constraints. We don't have to adhere to these constraints because the limitations of Homeworld 2 are far less pronounced.
Homeworld 2 engine, and thanks!
The mod your thinking of is Halo: Homefront, and they recently released a beta about a week ago, so I don't think they'd be locked for inactivity. I originally created this ship, (concept, model and texture), while I was working for HHF, however when I decided to leave HHF, I brought the ship with me, among other materials.
I like it, it's a really well made ship, but it seems like you guys already established what the Tobari ships look like, and this one doesn't seem to follow that precedent.
Longswords are a little too big to fit inside these hanger bays, however We've been tinkering with the idea of having crew/officer exchange via pelicans similar to what the Complex boys are doing with crew pods.
None of us at the moment are savvy enough with animations to do something that complex, but we really intend to flesh out the gameplay with details such as the one you mentioned.
It does look a heck a' a lot better, especially the tiles on the far right corner of the building.
The brick wall does look a little repetitive though. Also, the street looks questionably modern, and there ain't no leaves under the tree!
Looks more like a jumbo jet.
I don't know about the pagoda roofing. I think if you just made it look completely utilitarian, with minimal detail, and put some traditional scrawls on the side, it would convey the Chinese look better then traditional Chinese architecture of the 1200s awkwardly added to a modern structure.
It looks good though.
An amazing work in an amazing program, keep up the amazing work!
I'm going to have to agree with dusty on this.
This must be one of the stingray shaped vessels mentioned in the novels. Nice work guys!
50m? where'd yah get that from?
It's closer to 150m, maybe even 175 depending on how it appears in game.
Oh God, Starship Troopers 3...
yeah, about the texturing, did you just paste an original HW2 texture without properly aligning the UV map with the HW2 texture's sections?
I see that some of it is, and other parts not so much, I think that if you really just, pushed the texturing a little bit farther, the ship would look absolutely pristine.
It looks good now though, don't get me wrong, I just think texturing is really really important.
The dishes and sensors look kind of awkward, but it still looks pretty good.
He's jiggling his fingers in the sand.
Yeah, lookin good
still, integrate the custom fuel trail mod.
he he, amphibious landing
I would guess jump jets
yeah, I was just thinking that, I think it needs to be a lot brighter, and a lot more yellow.
Looks like a crylophosaurus, an amazing one at that.
You should implement the paint job in the concept.
Well, I'm not sure if you can play HW2 online against people form different countries.
Cool mod, but you should use better sky boxes, IE blank stary ones, that wont detract from the scale of the superstition.
check out the signature and date, this is a concept from the original game
This mod looks about the best in terms of ships.
Beast House Party
it looks like something off of that tv show numbers
I have been looking forward to for the moment when cat-men can walk the streets
like a Turanic acolyte, superb modeling and texturing jobs!!!
keep up the good work.
impressive, very top notch material, keep up the good work
looks like a rabbit, with shorter ears.