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10,000km in diameter.
Well, it does have to look different somehow, the lower boom is basically just one big tower with a gun on it, this particular assault frigate doesn't have a lower cargo bay section. Ignore the bridge though, it's basically going to look just like the one on the other frigate (I just quickly sketched that area without much though because I already had it modeled and textured)
I did want it to look really similar to the frigate in some areas though, in fact the engines are identical to the classic frigates, as well as the bridge, two areas of the ship that I don't think would vary much among frigate classes.
Well, like I've stated before in the update, It's able to carry heavy defensive structures like shield towers or AA batteries groundside. That being said niether the excavation scarab or scarab tank will be featured in this mod. Our ground battles will not go beyond capturing stuctures/territories and building up defenses.
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.
Well, you look at the longsword fighter, and it doesn't look that blocky at all, this just has the horizontal hull and vertical tail reversed.
how would u set up the resaourcing for the keepers, would you have to change the hardpoints?
I'm pretty sure I never said mass = length. Tonnage refers to internal volume in cubic meters. Please, if you must respond to everything you don't like, at least take the liberty of actually reading the comments you respond to before responding to them. It will save me time not having to restate the same thing.
Also, we've already stated we wouldn't be using Halo Wars material, so please stop asking about it.
Ah, well, in the books, it mentions that the Marathon is triple the tonnage of the Halcyon, while the eye/ingame measurements and the corresponding Halo: Encyclopedia entry place them at nearly the same size, with the Marathon being slightly smaller in size then the Halcyon, so I suppose that makes sense. I was just confused when he said "listen to the people" because as far as I knew, I was the only one that thought the TFOR measurement was the only reasonable one.
Not to bash the writers of the Halo Encyclopedia, but I'm sure the thought process that went into that adding that particular measurement was: 'does it exist online within 5 seconds of now?', and not: 'does it already exist within our established canon?'.
Additionally, every mention of the Halcyon and Marathon cruiser makes the Marathon seem a lot larger even though it's only a few dozen meters longer. Firstly, a 1,190 meter Marathon is not larger then a 1,170 meter Halcyon because the Marathon is a skinnier, more open ship. Its like saying a 1.001km length of rope is larger then a 1km skyscraper, that's not really how things are measured in this universe or the Halo universe. You see, in both universes, ships are measured by tonnage, and tonnage doesn't refer to mass as it refers to internal volume in cubic meters, and the only mention of tonnage in Halo is in The Fall of Reach when it stated how the Halcyon was 1/3 the tonnage of the Marathon, which makes the Marathon appx. 1.7km, however because the Halcyon is a bulkier ship, the Marathon should really be larger, but for the aforementioned reasons we chose to scale the ship exactly as I have portrayed it above. I could really go on as to why we scaled these ships the way we did, but I think it's clear you will simply not be satisfied until things are exactly as you want them.
Which is unfortunate, we here at HSI are really trying to do our best to provide the best, which sometimes involves countermanding popular perception. Remember that Bungie itself was quick to override it's own established canon when they felt it would serve their next installments better.
Yes, this mod is currently being developed on a Windows 7 64b OS.
Well, we're going to try and get a beta out before New Years, however beyond that, we don't know.
We currently need a modeler and texture artist that can make Covenant ships from concept art, as soon as we get a hold of one, this mod will really be able to take off.
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.
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.
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.
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.
IT CAN BE DONE... Just look at my planetary atmospheres!
A window is basically just a tiny atmosphere, as Galileo put it.
Props for sticking with the original Halcyon design!
Wings 3D, rendered in Kerkythea.
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.
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.