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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argenis2
argenis2 Oct 7 2012, 5:10am says:

Beautiful.

+1 vote     reply to comment
noodlezombie
noodlezombie Oct 7 2012, 7:04am says:

This seems as good a place as any to ask. I've noticed with virtually every HW2 mod the UI is never changed. Why is that? Is it hard-coded or something? The Complex mod is the only one I know of that changes it. Not only does the stock UI clash with the theme of various mods but the lack of new or changed buttons means that you get weird things like every ship having the mine-laying ability or having to change unit tactics to get different firing modes and so on.

+2 votes     reply to comment
V3LO
V3LO Oct 7 2012, 8:40am replied:

We've looked into it (and have some mock ups of UI) but previously thought it was too difficult to do. Zero talked to me about it a few weeks ago though and he thinks he knows how to change it to be more minimal and more holographic.

I87.photobucket.com

Obviously though it's on a back burner, as i expect it is with most mods, as the actual in-game content takes priority.

+2 votes     reply to comment
TheBleachDoctor
TheBleachDoctor Oct 7 2012, 3:09pm replied:

I really want that UI now.

+1 vote     reply to comment
spartan-G257
spartan-G257 Oct 8 2012, 9:06am replied:

Damn near done... Sooooooo close just one more touch up
Just need to wait for a pic from zero he'll have it shortly

0 votes     reply to comment
880Zero
880Zero Oct 7 2012, 12:31pm replied:

Did you not see the buttons? That's something you can expect to be done shortly...

+1 vote     reply to comment
TheBleachDoctor
TheBleachDoctor Oct 7 2012, 3:12pm replied:

What do you mean by different firing modes?

+1 vote     reply to comment
noodlezombie
noodlezombie Oct 7 2012, 7:17pm replied:

In the Battlestar Galactica mod you had to change the units stance to switch from suppression to anti-ship firing if I recall correctly.

+1 vote     reply to comment
TheBleachDoctor
TheBleachDoctor Oct 8 2012, 7:34pm replied:

Do you have a working copy of the BSG mod?

+1 vote     reply to comment
spartan-G257
spartan-G257 Oct 9 2012, 3:15pm replied:

I do

0 votes     reply to comment
TheBleachDoctor
TheBleachDoctor Oct 9 2012, 8:16pm replied:

Does it work right now?
And if it does, can you email me it?

+1 vote     reply to comment
VWV
VWV Oct 7 2012, 7:55am says:

Now all the icons are blueprint style?

+1 vote     reply to comment
880Zero
880Zero Oct 7 2012, 12:45pm replied:

Thinking too literal, though in the right area.

+1 vote     reply to comment
V3LO
V3LO Oct 7 2012, 8:37am says:

That does actually look pretty damn good.

+2 votes     reply to comment
Yayap4
Yayap4 Oct 7 2012, 1:03pm says:

Think I'm missing something obvious... Did the anchor 12 used to have anything to put in the sensor slots? Don't remember there being any.

+1 vote     reply to comment
Keksz
Keksz Oct 7 2012, 3:05pm says:

It could use some more wear and tear like heat exposure on the wings since it can also go into the atmosphere so it shouldnt be that clean.
Otherwise it looks pretty cool.

+1 vote     reply to comment
880Zero
880Zero Oct 7 2012, 6:09pm replied:

These ships are being constructed in orbit, so they will never ever see the atmosphere of a planet in the mod. But yeah I get what you're saying. Any tips on how to dirty up the wing area?

+1 vote     reply to comment
VWV
VWV Oct 8 2012, 7:45am replied:

If you want to see dirty and lived vehicles, just google ww2 tanks...
You'll see how a war vehicle become after the factory.
Or you can see some photo of the AH-1W one of the dirtiest chopper i have seen, marines paint it in light gray but after some flight it becomes black near the exaust.

+1 vote     reply to comment
V3LO
V3LO Oct 8 2012, 8:43am replied:

I think he means specific texturing techniques

+1 vote     reply to comment
james340
james340 Oct 7 2012, 6:20pm says:

looks awesome man, can't wait to take it for a spin!

+1 vote     reply to comment
Hell_Diguner
Hell_Diguner Oct 9 2012, 12:24am says:

I didn't know Homeworld 2 supported ambient occlusion in any form.

+1 vote     reply to comment
V3LO
V3LO Oct 9 2012, 2:39am replied:

It's just baked AO, so the AO information is generated in the 3d application and then baked into the diffuse texture.

+1 vote     reply to comment
880Zero
880Zero Oct 9 2012, 6:15am replied:

It can't. AO is easy for space ships because it is calculated within itself instead of a scene, so no matter the lighting it will always look as if the shadows are simulated properly in the baked texture.

+1 vote     reply to comment
scufmark
scufmark Oct 21 2012, 10:55pm says:

I'm hoping the scale of these as well as the others was audited. I found it rather... annoying, how large the Longswords are in comparison to the Halcyon Cruiser.

+1 vote     reply to comment
880Zero
880Zero Oct 24 2012, 11:46pm replied:

A frigate is about half the length of a Halcyon, and the Longswords are half the width of a frigate. Everything is to scale according to cannon.

+1 vote     reply to comment
scufmark
scufmark Oct 25 2012, 9:44am replied:

Is it really? That's... intriguing.

+1 vote     reply to comment
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Description

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:
Moddb.com

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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Demonstration
Date
Oct 7th, 2012
By
880Zero
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1920×1080
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