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Yeah, sorry for the confusion, I was in fact responding to Zero's comment.
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.
Listen to the people in regards to what ship?
I'm afraid not, we here at HSI weren't too pleased with the alterations.
We have similar reasoning as to why we aren't using the Phoenix class as Halo: Homefront, along the lines of 'Halo Wars is bad'. We've done as much as we can do without physically including the Phoenix class itself, and you will simply not be happy unless things are exactly the way you want them.
Regardless, you're not convincing us here at Starside Intercept to use Halo Wars material, so please discontinue you're efforts.
Well, since the CCS cruisers are revolving around the Keyship, we figure averaging out the lengths of the two ships at the near and far sides would give us a rough approximation.
Here's another view:
Even if we can't get exact measurements, we can probably assume it's not 14km tall.
Fortunately we provided our explanation in the update, before you asked this question.
The Marathon model was used to show the Pillar of Autumn escaping a burning Reach in Halo 2, so as far as in game models go, we know that Bungie liked to use material interchangeably, so we aren't accepting that measurement. We chose to base our measurements off of The Fall of Reach novel by Eric Nylund, which offers the only size comparative between the Marathon and the Halcyon that we know of.
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.
Many mods use Halo Wars material, I think the majority of them do.
We apologize, however we do plan to implement colony ships and planetary assault ships, as well as ships that appear stylistically similar to the SoF.
These lines give definition to the ships, and bevels are costly, and generally do not show oblique angles very well.
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.
The covenant destroyer and Phoenix class featured in Halo Wars will not be included in this mod, however I am taking elements from the Spirit of Fire and incorporating them into other ships.
Yep, if there's time I plan on remodeling it, and hopefully by that time I'll have found a professional texture artist that can really flesh out the detail.
This has to be one of my favorite ship designs, but I don't think I'll be able to do her justice in the texture department.
Tell me about it dude, that alone will save me countless hours of tinkering.
ODST drop pods for crew transfer? Crew transfer is a completely different system from ship to ground/ship to ship capturing. We intend to use pelicans to bring crew to the ships from a crew station or Colony ship, while ODST pods would be used to capture terrain or ground based constructs.
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.
That's in game already.
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.
In the vanilla game, the ships were able to board each other via boarding pods or a gravity lift-like beam. I'll simply make the pods look like HEV's and the beam appear more like a gravity lift, and viola.
I'm not sure what you mean, clone.
We may consider working together in the future, but in the meantime, we implore you to think of HHF and HSI as two separate mods. Don't forget to tell people about us both!
That's in-game art.
It's a possibility we at Starside Intercept are considering. You know what they say, Bungieness is close to Godliness.