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Yep, a smooth transition between space and ground, though it does take a short while to fly down to the planet surface.
Nope, they use Lead in the future.
Smooth perhaps, but is it smooth enough?
It'll be balanced, trust me.
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.
Textured Prowler soon, and thanks!
Thanks, I had help from the Blue Planet mod. It took quite a long time of tweaking just to get the layers at the right opacity and height but I am quite pleased with the result.
Heh, Crysis 2 as a benchmark.
Hmm, I don't know about it.
Yeah, the lights and the materials applied to the mesh greatly increase the render time though, but I'm quite pleased with it.
As you've probably noticed, I didn't get the desired effect using diffuse mesh lighting on that particular material (2 side lights have strange area illumination)
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'm thinking about making the antenna more oblique and perhaps reducing it a little although I know that modern stealthed faces on aircraft can be smoother, it depends on the material. It will be mostly black and I can make it so you'll have to move the camera close to it in order to attack it.
As far as it being too wide, I'll admit that it does look better at some angles more then others, but I'm not sure which extant ship to compare it too, the one known oblique, angular faced ship being the Longsword is more horizontally oriented then vertically, also the F117 is also more horizontally shaped as most aircraft are now. The ship is actually really thin and sleek, from the front it would be like a knife or arrowhead. I wanted it to be a class all its own even when relying on known ship design elements. I wouldn't do justice to the Prowler design if I just combined a Longsword with a frigate.
Update out, Enjoy!
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.
That's the diagram I used to make the frigate.
Another update, I have all my data backed up, however now my other drives are on the fritz. I may have a material update soon however as my models are intact.
Zlinger, please read the image description.
NLIPS are helpful when it comes to viewing small ships next to large ones.
A Hiigaran interceptor is about 17m long in game, I don't know if the Halo 3 version of the longsword is as large as the original, but I know the original was over 60m in length.
Just a heads up, the hard disks were sent out today so, I should be getting them tomorrow, Thursday at the latest.
I have the flu, bad, so I may not jump back into my work schedule when I do eventually get my PC up and running.
No, this is custom city designed by me, and modeled by Liam Keating.
Some larger buildings such as the elevator hub, and the reactor complex may become physically damaged or inoperative under fire, however most of the skyscrapers are divided up into districts which themselves can only become damaged. Were leaning towards having every building in the district a static ship subsystem to the district ground (the ship), which would be an indestructible plot of land.
I haven't decided on whether or not we should have buildings destructible or not, we know from the vanilla HW2 that subsystems can become damaged, and also inoperative.
Yes, white nebula puffs will function as clouds within the planet's atmosphere, I hadn't tested this out before my hard drive failed, but I believe the effect will turn out nicely when I do get around to adding it in.
We don't want maps that are millions of KM in diameter because they would overwhelm the player, even a large planet in all that space could become lost, along with the entirety of your fleet. All this extra space would not be utilized in game either.
Making large maps is easy, making appropriately sized maps is a good deal more difficult.
Animations such as a moving elevator tram and monorail cars are certainly possible, however thousands of moving street cars would best be handled by an animated effect.
Lights, such as the ones on top of skyscrapers, are easy to add, and there will be streets and freeways and a few monorail lines going in and out of the city as well.
Even the smallest ship is still pretty huge compared to a car or street lamp, so having the city overly detailed may not turn out so well in game.
No, this is custom city designed by me, and modeled by Liam Keating.
We're saving the more canonical locales like New Alexandria and Elysium for when we have the process of making these terrestrial constructs down pat.
We may consider it, however we would only need a relatively small area of the planet with realistic terrain. If it's possible to adjust the resolution of the model, then it would definitely be a valuable tool for generating these terrain sections.
It doesn't need to be shown in super detail for it to look good in HW2.
88, keep in mind that this model is still very much a WIP, the modeler that made this city knows the design memes of the UNSC in great detail.
Yes, it's a very doable thing. Unlike the final mission of HW2, you will be able to physically fly down to the surface of the planet, over the city (or any other structure), and shoot plasma and energy projectors all over the place.
Of course, we encourage question asking. To answer your first question, yes, the city/orbital elevator will be part of a planet model with an atmosphere, the city itself will be situated on top of another, higher detail terrain model which in turn be situated atop the spherical planet surface. Planets as you have seen them in the image gallery are simply spherical objects with no variance in topography. Since even the largest of our maps will not be large enough to encircle an entire planet, this higher detail terrain model will only occupy a small area of the planet surface, despite the player being able to transition between the surface and thousands of km in altitude in game.
If this doesn't clarify your concerns completely, don't worry, we will provide screenshots and diagrams later that will hopefully do just that.
Unfortunately, we do not anticipate on adding scorpions or warthogs for engine limitations and the fact that they would be too small to see or effectively use in game, however we do plan on adding defensive ground structures such as plasma and missile batteries, shield generators and mission specific buildings as subsystems to the model seen above.
I drew the schematic and Liam made the model. He's been working on Halo models for quite some time now, so some of the objects, such as the elevator, are among his previous works.