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.

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Longsword Re-texture.
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Hakazu Oct 7 2012 says:

Looks really nice ^^

+1 vote     reply to comment
blonco Oct 7 2012 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 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 Author
880Zero Oct 7 2012 replied:


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

Planet Reach?

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880Zero Author
880Zero Oct 8 2012 replied:

The buttons bottom left aren't stock.

+1 vote   reply to comment
TheDidact Creator
TheDidact Oct 7 2012 says:

Smexy texture Zero, well done :D

+2 votes   reply to comment
880Zero Author
880Zero Oct 7 2012 replied:

Can't wait to sex up your Covenant models.

+2 votes   reply to comment
Unikraken Online
Unikraken Oct 8 2012 replied:

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

+2 votes     reply to comment
Vaktezraj Oct 24 2012 says:

Fantastic work. Congratulations on a job wonderfully well done.

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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.

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Oct 7th, 2012
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