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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.
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.
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.
The Nabooffel Tower.
Are those new trees?
Yeah, it's me!
What is the texture limit size in HW2? I heard CFHOD has limitations with anything bigger then 2048x2048.
Use a generic Borg texture, so it looks like there are windows and metallic plating. Bump mapping with new textures? If you just make a basic texture with light and dark areas/lines, it does give a layered effect with the new shaders. Having a section by section texture is kind of impractical for a model like this.
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 was referring to Whisper's models, he made several Somtaww ships that hold up to closer scrutiny then the original Cataclysm models.
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.
Yes, in fact I was looking into this individual several weeks ago. I know he works off of concept work provided to him, which is definitely a golden opportunity for us.
Hey everyone, MOTY is coming up...
and we want YOU... to vote for us please :D
and remember, every vote counts! so get voting today.
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.
That's in-game art.
Not soon enough my friend, not soon enough.
That's a really nice screenshot.
Ha ha, ye olde madcat.
I remember scripting this in game, but I think the issue was that you couldn't get out?
That map looks like it will be fun to play on.
That looks amazing!
Can you crash them into the walls?
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.