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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.
Thanks! Might tweak around the inner 'maw' section a bit.
It's from Gears of War 2.
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.
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.
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.
Thank you for not making this like Halo Wars.
Is what legal?
Yeah, it's more of a support ship, the weapons are largely antifighter.
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.
That's in game already.
It's a possibility we at Starside Intercept are considering. You know what they say, Bungieness is close to Godliness.
Don't forget the TNG and TOS era ships!
I was referring to Whisper's models, he made several Somtaww ships that hold up to closer scrutiny then the original Cataclysm models.
Thanks Talros, and sorry about the Catarl
That's just too real. This is taking Crysis to the next level.
aw man, I cant even begin to imagine how cool this mod will be when released.
looks like a mosasaur, really superb work guys, I though you were on vacation there for a second.
This looks like one of Norsehounds designs, make sure to give credit where credit is due, if this is in fact his.
sort of looks like the tau radiation gun usually found on a jeep, but was in Half Life1
Yeah, I was thinking that the shipyard would be at least double that size, the Astreaus wouldn't fit inside of that Shipyard. and since the Marathon is triple the tonnage (weight) of the Halcyon, than it should at least be double the Halcyons length.
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.
Not soon enough my friend, not soon enough.
Really small planet.
That's a really nice screenshot.
Yeah, I understand this mod is supposed to make this game look like a Hollywood production, but even they film on site. The asphalt does not complete the picture here.
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!
Ha ha, ye olde madcat.
I remember scripting this in game, but I think the issue was that you couldn't get out?
ALPHA ALPHA BETA PHI!!!!!!
...I dropped out of college...
Looks more like a jumbo jet.
Maybe the missile racks could be integrated onto the front? I think they look kind of awkward sticking out out the sides like that.
That's a pretty beast idea if you can get it to work.
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.
That map looks like it will be fun to play on.
That looks amazing!
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!!!
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.
Yes, we'll probably scale it up a little so it's not too small.
Click 'view original' to see the full size image.
Heh, pretty sure that's not how you handle a plasma sword.
and I've seen many swords in my time.
Perfect 1:1 scale, I have an older version earlier in the images section, less detailed but also scaled correctly.
Thrusters, yeah. They do look like something that would be used in atmosphere with the large grating/vent appearance.
How do you get sh ships to fly around like this?
Ayeeee, so does this incorporate many of the same chops that were in the 2011 mod before it was DEACTIVATED?
I would surely hope so...
Quite a lot, I'm on the 250th+ save of the model.
She's still got a few surprises left in her.
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.
But, the 60 round clip was the one thing they should NOT have changed.
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.
Can you crash them into the walls?
The Nabooffel Tower.
Are those new trees?
That's what I like to see!
Does it have a code clearance?
That armors too thick for blasters!
Aim for the balls!
Could use some more work.
I implore you to use the upgraded and updated models for these ships.
There is a new Somtaw mining vessel that is more appropriate for HW2, you should consider negotiating with the modeler to use their assets.
I implore you not to use any Halo Wars content/material to base your mod on.
hmm, maybe a bit over the top.
How is it enhanced? it's missing its heat gauge.
Significantly cooler then the movie version.
Reminds me of tomb raider, in some distant manner.
Reminds me of firefight.
are you planning on a Tiidan race?
almost like the old Kushan destroyer with weapon hanging under the wing like that.
kind of too many guns.
hmm, that effect doesn't seem very... realistic? no light and debris. It looks like a plasma sea urchin
I wish I could make things that look that good.
The guns are facing outward.
If that's the mega station off to the side, that the 15th HQ is colossal!
It's great whisper, but I'm dubious of the stripe pattern size and the stripes on the main turret.
Hey, new pyramid textures!
Sand looks good, shadows look good, everything looks good.
Keep up the superb work guys!
Looks like Gastonia from Primal Prey.
Nice work guys, amazing quality.
nice, looks like the armageddon, verticle and trimmer.
I like the design consistancy
what modeling program did you use for this?
wait, is Talros doing concepts for this mod? or for SOT or both?
you have two of those giant ships, I would get rid of the outer one, in both cases
how do you map like this? I need to learn how for a mod I plan on making.
any more ships then the harbor ship?
he he he, you should make a script that makes the combine chase after the flares.
looks well made
nice, looks like something that aperture would make.
What is that? the Eye of Arran?
This is my favorite ship.
Sounds pretty nice
SHIVA- nuclear missile,
if you have your HW2 Big. already extracted you would put the extracted folders from either the ZIP or the RAR and put the missile, the weapon and the scripts folder into your (G:\Program Files\Sierra\Homeworld2\Data) directory and if you wish to use the nuke, then you would open a ship file, and then add the hgn_nuke as one of the weapons.