Well, i study 3d modelling and animation at the university of Derby, have spent the past 4 years modding and the majority of my life playing games.
Oh wow, you're actually right. Shame that whoever modelled that decided to copy my original supercarrier's engine section.
It was really tough nailing the lighting in this.
And i'm still a shining golden god, so i command you all to vote.
It's nice to simply have someone with manners who likes to stop by with some nice words. It's very old school and i think we've always appreciated it.
YES YES YES
I've gotten paid, but not for modelling. Illustration and concept art is where it's at.
I wish i got paid.
Idk why Zero makes me look at these comments it makes me want to murder everyone and type without punctuation
Not that it does past the fact that they're both very tall ships of the same rough polygonal cross section but differing in nearly every other detail and being basically designed by the same guy for the same role for the same race for two very similar halo mods.
OH GOD I WONDER HOW THIS ENDED UP HAPPENING
I try to get out but i just get pulled back to do more concept art.
I notice it's always people in highschool with all the free time in the world who ask this stuff.
I'M HERE FOR YOU BRO <3
Because the other one looks like something out of Stargate. That said, B is ****. Ringleader's is still the best take on a gantry that i've seen.
Gearbox has a history of making ports/updates to games. They made the Halo PC port, which was a fantastic port. Updating homeworld (i've not heard they're making a HD remake, just rereleasing it on digital platforms) is great. If they are making a HD remake, that's even better - it solves loads of problems we had making HHF stand out graphically but we had our hands tied because of the old graphics engine.
Homeworld 3 by gearbox? Meh, i doubt they're gonna do it, if they are, they'll probably out-source it to another company.
I don't think me and Zero have ever really skyped or anything, would be pretty funny to live stream that.
Zero, just quit engineering and go into games.
Yeah, those walk ways you can see are all accessible and the second arena is higher than the first, accessible by the elevator you can see next to the logo and 185. There's also a sniper nest you can see which you access from the second arena that's the highest point in the map.
Unless space games really take off again it's too much of a niche for a developer to consider being able to make good spaceships as a valuable trait. And as Zero said, working from someone else's IP is very limiting.
The way we make spaceships for HHF also isn't very indicative of current gen work flow. Simply being able to model a good low poly mesh isn't enough if you want a job.
Not that i don't like HHF anymore, i still love it and wish i could keep modelling for it, but halo spaceships don't impress employers.
If i had a lot of time that i had nothing else to do or i was getting paid for doing it.
Give me a Kopis any day.
Looks sexy as hell
You'll find running any 3D game is a chore with those intel integrated video cards instead of proper ones. Might handle older stuff like vanilla HW2, but our ships are more in line with what modern graphics cards can handle.
Halo sound tracks are under a different licensing agreement. One of the games (unsure which right now, either 1 or 3) comes under the standard content usage agreement, none of the others do.
Yeah they're detached in the campaign but they seemed to come in pairs fairly often. We attached them together to help hide the pop in when the ship is finished.
Nope. Homeworld is still unsold as far as i know.
true, if i ever come back to it there's quite a few anatomical issues i'd like to resolve.
It might be, honestly i just googled for a blowback pistol to act as a guide to paint over and couldn't find what type of gun the original actually was. Normally with rifles i'll just sketch whatever and go with it but i always feel that pistols need to look more conventional and rooted in real world reference.
A few assets are from unreal 3, like the support beams and pipes, but the majority is my own.
It's UE3, and it's a level i'm building based on the roger young's dropship hangar in starship troopers. I'll post some more shots next week when it's finished.
Not seeing the similarity.
We don't want hero ships.
Also, we use an engine that's nearly a decade old, what makes sense about us using the ultra high poly model when SOTP can't?
Hot pizza, hot pizza.
*When i say polished i mean by my own messy standards.
Ringleader's style is very unique, almost alien, but the ammount of detail he crams into every shape just works. This is one of his more alien designs, and so i feel the simplified mesh and dark colour scheme don't really work, as zero said on the other picture, the detail is all crammed under the armour, and the dark colour scheme means that stuff is all just hidden away while the rest of the ship is very visually basic.
Is this an optimised version of his original mesh, or a remodel?
No, he's ex HHF. And actually, i think SOTP uses higher res textures than we do.
I loved Ringleader's version of this, but i don't think this version is really working that well.
I thought quite a lot about the flood with this tbh, i think the bulbous shapes and the head being pushed out of place shows that. I wanted something more meaty and zombie-like though, rather than the flood's viral/fungusy feel.
We'll be altering the maps we have in terms of where resources are, but a couple of them show off the sort of distances we want you to travel, we'll just be reducing how many different resource points there are on the map down to say, 4 or 5 on a 1v1 map, and make sure that there's no way you could support a fleet off a single one.
As Zero said too, Anchor 12 is the only thing that accepts resources right now and it'll probably stay that way unless we feel that it doesn't work, so you can't just park a RU collection point next to your collectors, you're going to have some sort of lane of collectors going back and forth that you'll have to protect, rather than just having a few pockets of the map that you defend.
Didn't know that was possible. Not sure how useful it is for this, but that could be interesting for the visual upgrades we wanted to impliment.
Glad you're using this, but i think the back needs to be more angular like the front is, and just as wide imo
Imo the texture needs work, it's pretty ****.
Thanks, that's pretty much the role i was going for with it, loads of armour and frontal weaponry.
I semi see the resemblance, i think it's the "open" sides. Though on this they're devoid of armour because there's vent tunnels leading from the reactor down the sides of the ship allowing it a large ammount of dexterity. The little slats along the tunnels can also open to divert variable ammounts of thrust in other directions.
I refined the front anyway as i wan't all that happy with the lack of real definition there, it's a bit clearer that there's some sort of docking bay there now. Fc06.deviantart.net
Don't hold your breath.
A redesigned prowler in the backround and some Rapier drones in the fore-ground (And one doing some acrobatics in the back)
Yeah, normally i wouldn't post quite so many WIPs but it's taking much longer than normal to model cause i've got other stuff going on, and we haven't got any other new stuff to really show off.
I'm aware, but i'm not very comfortable with cutting into objects to add detail, i've just never really gotten the hang of it. I might try it again now that i have to use Maya more, which seems more suited to modelling that way, but right now this method is personally my favourite as it ends up influencing the design of the ships quite a lot in an (imo) positive way.
I'll try include a shot like that when i post another WIP. Not sure how much more of it'll get done in the next week, i really don't have the time to work on it, but just can't help my self getting distracted and coming back to it a bit cause i love the design.
Yeah, i was gonna go with the Imperials regardless really, as they've never really been "bad" guys; in Oblivion we loved them. Skyrim leaving the Empire only seems to make the situation worse in my head, as the Empire loses one of the few provinces still supporting it militarily, making it easier for the dominion to simply steam roll over everything and enforce the things such as the ban on Talos even more brutally. The Dark brotherhood quest line also makes supporting the Empire far more attractive.
And then as i played more into it i realised really that the Stormcloaks them selves had nothing really going for them, being xenophobic, mostly blood thirsty, etc.
Anyway, enough Skyrim discussion for one thread.
That looks pretty amazing.
I went with the Imperials in mine.
Oh god the skyrim jokes will never end.
I'm sorry you felt you had some sort of input into this, you evidently don't. It was a poor decision by me to put this as a comment rather than a PM, but it was a bit of a knee-jerk reaction after frustration built up over the course of this mod, so for that i apologise.
I blame the bad hand writing on my nature as an artist.
It's going from flattery to slightly unimaginative now. I'm glad HHF's style has influenced you, but it seems every time we make something it's a safe bet that we'll see the idea copied in this mod. That's perfectly fine with the canon stuff such as the Tigershark, and we can't actually tell you to stop, but i find it a bit rude and unimaginative to copy a lot of the design ideas we're using (In this case, the 3 furthest turrets), and on a personal level feel you're slightly ripping off my own efforts in designing ships and props for HHF.
While granted all the examples are based on realworld designs, it's clear from the mesh on the last one that my work was looked at and used as reference rather than a real world example.
Again, this is a personal complaint, not any sort of threat - I simply feel my own personal work is being unfairly ripped off.
It also means you guys will get some other cool stuff, like new custom skyboxes.
I must question where you get "nearly every other ship had buried bridges" from. Frigates have exposed ones in all 3 renditions, as does the Halcyon and Spirit of fire. No UNSC ships have been shown to have buried bridges other than prowlers that i know of, and even the comic appearances of those have exposed ones cause the comic artists are shockingly bad designers.
Destroyer goes om nom nom nom.
Not sure if the engines quite sit right with the rest of it, they seem less intergrated than the ones on the CCS and assault carrier which emerge from the rest of the ship fairly gracefully, the smoothing groups on the sides look like they're a bit messed up too.
Your neighbour is a 500 meter long block of titanium with thousands of men inside him?
No wonder he's angry.
We have a past of people stealing our work, i wouldn't rule out that people would steal our screenshots, too.
I'd honestly say work on models and textures more with the intent of porting to Nexus 2. If there was an announcement of a homeworld 3 in the foreseeable future and i was still in your position of mostly working solo and most of the work being done in transferable assets (models etc) then i'd just wait it out and spend the time working on those assets so you can dive into it and just focus on back-end stuff.
Especially as you out-source to the other Halo mods, i think that's probably the best idea. You'll still be doing what you enjoy now, with the freedom to impliment it in a vastly superior engine that'll probably have a larger community and more active modders due to new blood than TJI does.
The Agon frigate is still going by the 470 meter length which is about 1/3 of a cruiser's length. the Hermes and destroyers are much larger than the frigate however. Also this picture is very...odd and seems to display them much larger than they are - the next one in the gallery is more accurate.
Though in the spirit of patriotism let's go with that.
Wasn't meant to be, no.
They'll probably be replaced. They're not ours, we've just got permission to use them for a while until we can make our own.
You're not far off. The update might make some stuff clearer.
Well, you said it.
I believe "they" works in that scenario.
Yeah. Aliah has a passionate hatred for your retina.
Well, i never knew you could remove it, much less replace it. Soon as we've got a final version of our logo done i'll go about doing that.
Never heard of it but it just sounds like they've not loaded properly to me. Not sure how you'd fix it..
Keeping it for the update.
Your graphics card has to process the 3D graphics, while it does that, it can process them with AA and such it's self. I'm pretty sure any nvidia card can use the control panel.
It won't look as good as if the vanilla game had it's own AA, but it looks alot better than a completely AA-free game.
Well, that's why back end of the ship is so bulky.
Damn that lurking mouse icon, always watching.
Hmm. Silly Nylund and his slip ups.
Nope. It doesn't have pulse lasers in the books.
Keep in mind this thing is considerably smaller than the Frigate, so the resolution of the texture suffers a bit from that.
Meh, least it's not red and black.
You'll be able to mess around with the team colours just like normal homeworld 2 ships, i'm expecting to see lots of terribad black and red or purple and green combos when we impliment it.
Erm. I can't promise that as 1) there won't be ships you'll be "forced" to use, and 2) we're not artificially inflating canon ships just so you use them over none-canon ones.
Your fleet will have a mixed composition if you want to get anywhere, just like any good RTS.
"allowing it to put down heavy fire from a distance, but with low turn speed and movement speed."
Ignore the purple blotches. Was going to do some covenant concepts but couldn't get the same effect.
...Not nearly enough.
We're implimenting a system into the game where by you'll have to use RUs when moving ships to represent fuel costs, running a starship isn't cheap, so when you're not in combat you'll want to use cheaper tugs to move your ships around at a far slower rate.
The UNSC is hoping to install cheaper hybrid engines and solar wind farms within the next 20 years to tackle the problem.
This is why i hate Halowiki.
In addition to this, the halo encyclopedia doesn't mention them and halo wiki cites no source, i also recall a few years ago it said "5" not "2" like it does right now, so i think it's safe to say it's fan speculated that they have them.
Had someone read 186-189, the entire prowler section, and theres no mention of it having pulse lasers at all. What exactly does it say?
I apparently do not have GoO anymore. But no, they won't have pulse lasers.
I'm going to go check that my self.
No, no, no they're not. Even if this wasn't a fan fueled belief (If you can find some fanciful reference to it), it's an out-right **** up by what ever source stated it.
You're thinking of this as a combat ship still. This is far more like a blackbird than a nighthawk, it stays completely out of combat and observes.
Nope. It relies complete on stealth as defense. The only combat capability it has is indirect from gathering information and possibly mine laying.
Well, yeah, and it's not a combat ship.
Yeah, we're not going to go quite that big, we just want it big enough that travel times, sensor ranges and enagement ranges feel right.
I think it's probably Sajuuk or the dreadnought, or the motherships. I'd put them at maby 1k-1.6k, while HHF ships range from 10-20k. Anchor 12 is the highest poly at 24k.
I don't think the actual engine influences the polycount from what i know, some engines will obviously be better than others due to different rendering methods, but so far HW2 doesn't have any problems. Texture resolution and stuff is a much bigger issue.
Yeah, it'll be animated. It lands on the asteroid and the shaft descends, then folds back when it's done and it lifts off.
Pretty much. We know you can make very large ones, but making the ships them selves smaller means we can make other values smaller.
Oh. No, things won't actually be as long as they should be in terms of in game measurements.
It's in the new bootcamp comics, so 343i.
Yeah. That too. But the artist who made it canon didn't realise there was a marathon stuck up it's ***.
For repair purposes. My original concept of the supercarrier was that aside from simply carrying strike craft, it'd be a traveling repair and refit ship able to accomodate anything up to cruisers.
I'm not so sure the supercarrier will make it in anymore. We'll see.
Everything is scaled properly, in the beta too. Longswords might be wrong, but past that i think everything is right in the beta.
I'm just worried the fire power might cause insane lag or crashes. Hopefully not, though.
A later release. Me and Zero want to stick to a plan with releases -
Basically, all lower tier UNSC ships (and vital ones) will be put in game first, such as destroyers, frigates, etc. Based on feed back and our own testing we'll tweak the values until we feel they're fairly balanced and feel right, then slowly add more ships ontop of this foundation.
Due to that, cruisers, particularly the higher tier ones like the marathon, will be much later on.
It's a cruiser, though i'd equate it more to a battleship in other universes.
Works fine so far.
The keen eye will also spot something else.
Suprise is just an excuse for idiocy.
Well, just like a marathon cruiser is a marathon class cruiser, the frigate is now an Agon class frigate, rather than just being "Frigate"
In other news:
Frigate class is now "Agon" - Greek for contest/struggle
Zero is texturing the Destroyer while he waits for anchor 9.
Perhaps. I have to finish anchor 12, Zero has to texture it, then we've gotta tweak all sorts of stuff. But after that, yeah there'll probably be a small release with the balanced frigate, longsword and stations.
I think fighters will be basically invisible given that ships can go up to 5km in length late game. We'll try make something to keep them visable in a usable sense, but probably not in an aesthetic sense.
Also should say, this is only one section of the station.
Seeing as Zero IS the guy you're referring to...
Turn your screen brightness up. It's fine on mine.
This one's meant to be dark though, it's showing off the metal graining pattern that only shows up whent he light hits it, so the light had to be pretty close to the ship.
We're using the improved shaders yeah.
They need a specular map or something so they reflect properly, instead of being flat black.. Once Zero figures that out it'll be fone.
Uber advanced top secret white bar is totally not a result of lazy cropping. Ignore everything you hear.
Halo wars destroyer isn't being included.
Yeah. They were modelled a while ago, i just never put them on the actual mesh cause they get put on later when they're put in game.
I think it should be in the next build, but with Matt's computer problems i haven't seen him on xfire to send him the finished model.
RIGHT TEXTURED NOT THAT'S?
There's no texture artist. Stop asking this.
Updates take a really long time to authorise now. Images and Videos don't require it though.
Something like that yeah.
The original plans were for it to be a playable beta with just the basic ships that we'd constantly work on balancing while we added new stuff, plans didn't go as they should have so the intended beta build never hit. Call this one an alpha if you want, but it doesn't really make a difference.
It's in beta. We're adding more and more.
I'm not really sure. I think if it doesn't have weapons right now then it probably wasn't hardpointed.
That was possibly the fastest first comment. Ever.
Yeah, basically improves the shading of HW2 so it looks more modern and enables things like normal mapping to be used effectively. Generally, it makes things look sexier.
Also to clear things up - the mod will come with cnlpapper's shaders, but as an optional thing. We understand not everyone can run them, including our coder who took the above shot.
Ah, yeah i was thinking something along these lines, but the subsystem also poofs into existance, which still leaves us with a problem. It does however nicely tie in with the clustered shipyard idea - I guess we'll wait to see with how it turns out when you play around with it and show us to see which set up we prefer.
I'm unsure what you mean, we essentially just planned for them to act like probes do now - they're constructed, you tell them where to move, and upon reaching the destination they "deploy" - for this particular yard i imagined when constructed it would have the two surfaces flat against each other, but once deployed it would "fold out" to make the room inbetween for ship construction
The basic layout of the UNSC base will resemble Anchor 9 - An anchor 9-style station will be your "starting" station, able to construct fighters, durable and armed enough to hold it's own early on, and will be able to construct these yards, which will have a one-shot movement for you to position them as you please.
The new PoA will inspire the remodel for the old one, but it won't be a straight-out copy. The turret placements for example won't really work out all that practically in Homeworld.
Mjolnir shielding (and even bubble shielding) is understandable, the UNSC had a massive boost in shield and mini-battery/reactor tech when they reverse engineered Covenant infantry shielding, they've had far less success with capturing larger examples of such technology, a project to equip a space-fighter with the same sort of shielding as mjolnir would have cost about as much as the mjolnir project it's self cost, and it's becoming a bit ridiculous that the UNSC have gone from a few covert special projects in the early canon to a managerie of super-secret projects that apparently aren't so secret as soon as bungie decide to include them in a game, at which point no one bats an eye lid.
The point about things becoming frillier because of new technology is moot, it's not that it looks better or shinier, it's that it has a design with a large feature which seems to be there for the sake of being there, where as earlier designs held a very nice balance between typical alien vanity and sleekness with utility.
The story isn't what bothers us, even the new weapons don't really bother us, but what does bother us is the random inclusion of a space-jet fighter with shields and the random curved frill on the bottom of the Covenant ship which seems to be there for the sake of looking fancy.
We decided to treat Reach largely as we treat Halowars, far too much retcon and new none-sensical additions to be considered canon for the most part.
This comment has been posted in a private group.
Yeah, halo 3's is too...curved and flat.
There's an update that explains, just waiting authorisation.
Yeah, we know we're going to get a bit more than 30. But the point of the comic was to be over dramatic.
I love how most of the proper artwork we post gets like, no comments usually...
Everyone loves it so much they can't hit the post comment button.
Personally i can tell the difference quite well, they all have the same basic characteristics, but then each one is unique in alot of ways. For example the Hercule's has a "head" design unlike any of the other ships.
Wow you ninja'd first comment fast. XD
We apologise for the lateness of the update (In the UK atleast it's actually the 18th) but we had some problems.
It doesn't actually say that. I just checked.
Although keyes calls it "fast", he later says everyone thinks it's a slow and cumbersome ship, which would imply it's not as manueverable as a frigate. Possibly just as fast, but it probably has a slower acceleration and a much slower turn rate.
No, they aren't playable. The sarcasm was refering to the "brilliant" part, as we thought it was quite a lame joke and would be seen through quickly.
Of course, it wasn't.
I CAN TYPE IN CAPS TOO! Oh wait...i think i just felt some brain cells die. You must get that alot right?
These are perfectly scaled according to Loftus' scale chart, BTW.
The only reason the rear hangars are missing is cause at the time of the render there was a tiny bug with the model which prevented them, should be worked out soon though. ^^
The old tech tree was created by UNSC, who wasn't really a proper member of the team, all of the ships he put in were pretty speculated and unsupported. We never removed it because none of us got around to it..and people were actually downloading it, which gave us a kick.
We're also not using his version, as our Coder is making one as we go along.
This may not be the final, just a heads up.
The hole isn't actualy a hangar, it's a module slot, you -could- build a hangar on the slot, or you could place another turret in the space, or other modules..
Cradles would most likely be in orbit next to an orbital elevator in normal circumstances rather than having to store all the stuff onboard, in mobile circumstances it'd prolly have enough to refit a small battlegroup to a working/safe standard rather than fully functional if the ships weren't able to make it to a more capable station
"working" doesn't mean anywhere near fully though, as i'm probably going to exceede the char limit soon i would appreciate it if you moved to the forums where we can discuss this easier