Our representation of Halo's iconic space combat in the Homeworld 2 engine, which puts the player in command of some of the most powerful weapons fielded by the UNSC and Covenant and to provide a balanced and competitive experience.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Longsword Re-texture.
view previous next
Post comment Comments
Hakazu Oct 7 2012, 5:23am says:

Looks really nice ^^

+1 vote     reply to comment
blonco Oct 7 2012, 9:40am says:

i think the tail looks way too thin IMO, it always seams when you see it crashed, flying, and @ the end of halo ce, it's always about as thick as your spartan is wide.

+3 votes     reply to comment
Runemaster117 Oct 7 2012, 12:07pm says:

Well I can see that you added the blue silhouette for the anchor and the longsword. don't know if thats the added tidbit you were talking about.

+1 vote     reply to comment
880Zero Oct 7 2012, 12:29pm replied: Online


+1 vote     reply to comment
Runemaster117 Oct 8 2012, 1:26pm replied:

Planet Reach?

+1 vote     reply to comment
880Zero Oct 8 2012, 6:06pm replied: Online

The buttons bottom left aren't stock.

+1 vote     reply to comment
TheDidact Oct 7 2012, 2:32pm says:

Smexy texture Zero, well done :D

+2 votes     reply to comment
880Zero Oct 7 2012, 6:04pm replied: Online

Can't wait to sex up your Covenant models.

+2 votes     reply to comment
Unikraken Oct 8 2012, 12:33am replied:

God you guys get a room. (And let me know the room number. Rawr.)

+2 votes     reply to comment
Vaktezraj Oct 24 2012, 8:23am says:

Fantastic work. Congratulations on a job wonderfully well done.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only


If there's one thing I've learned from doing ambient occlusion, is that you should never have a mesh on top of another mesh in the UV editor. Which is a pain in the ass because most of the ships for HHF are like that.

Complaining aside, this is really heart warming for me. For whoever has been here since I started, the Longsword was the first ship I ever textured. It can be found here:

Figuring out how to make ambient occlusion maps was the tip of the ice berg for me as it just adds a completely different level of detail to light and shadow with the ambient shadows. Thank goodness for Wings3D having an automatic AO calculator, I mean who needs a high poly mesh to bake on to a low poly mesh. Get with the program guys.

As far as I know, no other mod uses AO on their textures, so I feel pretty good about myself and just thought I'd share. For those of you who have good eye sight, there's something else in the images that's new, too.

And on to the news about release. I have been working weekends and going to school during the weekdays. However, all I have left to do is touch up the Frigate production scaffold and the Gantry and then I'll be packaging it for internal testing. Sad to say that only turrets and the Longsword will have AO for now as I can't be bothered to go back and redo everything again. I know you guys have been waiting for a while and I missed September, but I promise before the end of October, you have my word.

Image Details
Oct 7th, 2012
Embed (big)
Report Abuse
Report media
Add Media
Members only