Homeworld : Blue Planet aims at transposing the Blue Planet fan-universe as depicted in the Age of Aquarius and War in Heaven mods for FreeSpace 2, into a Real Time Strategy setting, using the Homeworld 2 engine. This mod is a Total Conversion using assets made by the Freespace Upgrade Project, the Blue Planet Team and the HW@ Team, with the authorization and support of their respective authors.

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Hell_Diguner
Hell_Diguner - - 3,645 comments

Did you make that background with one of the background tools?

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MatthTheGeek Author
MatthTheGeek - - 49 comments

Nope. This is a skybox I converted from FSO. Basically 6 huge faces "ships" standing some 10k km from the center of the map.

Real HW2 backgrounds can't achieve this level of detail. You are looking at either 2048² or 4096² textures for each face here.

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Hell_Diguner
Hell_Diguner - - 3,645 comments

I suspected as much (giant in-game objects). Did you have problems with shadows and other lighting? Also, why not use one object (cube) with faces to the inside, and no collision mesh?

I ask because I'm interested in creating backgrounds myself, and I already know (and dislike) the limits of normal HW2 backgrounds.

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Pouk
Pouk - - 4,802 comments

I once wanted to make it from sphere segments, because if you'll use a detailed (Homeworld-like bright) texture on skybox, you'll see the cubic shape of the background.

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MatthTheGeek Author
MatthTheGeek - - 49 comments

I had to make several faces instead of a single cube object because I had issues with ships spawning outside of the cube instead of where I put them in the map file, despite having removed the CM. I could have tried to find a way to make one-object skyboxes working, but cutting it into 6 faces works just as fine.

As for the rest, I didn't have any issues with shadows (HW2 doesn't cast shadows from ship to ship, only shadows cast by a ship on itself), but I did have issues with lighting when using improved shaders. This was solved by making a new, simplified shader for those face "ships", a feat I thank pecenipicek for.

As Pouk said, usually if you make a skybox, you'll see the seams between the faces. However, my skybox uses a non-standard UV-mapping made using this technique Hard-light.net in order to obtain a seamless skybox. I can provide you with a HW2-compatible example if you wish.

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880Zero
880Zero - - 2,557 comments

Would love to know how you did it with the new shaders since every time I try to apply a cube map, the texture always comes out pixelated.

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Cepter1212
Cepter1212 - - 7 comments

If you can use objects as skyboxes does that mean in theory you could add in "Animated" nebula and other phenomena to the skybox as well? I saw something like that on the Star Wars: Warlords mod and the creator had the planet tattoine as a background object, looked kinda nice I've gotta say.

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Cepter1212
Cepter1212 - - 7 comments

Oh yeah and awesome work by the way :D!

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MatthTheGeek Author
MatthTheGeek - - 49 comments

Unfortunately, the technique I use ("ship" faces) don't enable for any kind of animation, since the HW2 .hod format doesn't support animated textures. I also do not plan to use modelled planets, as the skyboxes I convert from FSO already have planets as part of them.

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Description

Since I just got me a cool 1080p screen, here are a few HWBP wallpapers in full 1080p glory. To share.