The mod takes place in the Halo universe, but not in any of the games, locations from the games may be used, and characters and units will also be used.... This is a skirmish and online based modification, no single player campaigns will be included

Zero Hour: HCW, uses assets from:

  • Vietnam Glory Obscured mod for ZH
  • Zero Hour Enhanced mod for ZH
  • Halo series

Halo series © Microsoft Corporation. Zero Hour: Human-Covenant War was created under Microsoft's "Game Content Usage Rules" using assets from Halo franchise. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing the Halo series. As such, it does not contribute to the official narrative of the fictional universe, if applicable. 

These assets are used under a non-exclusive license by Microsoft Corporation ©
Assets used under all applicable End User Agreements for non-commercial use.

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20 comments by mechgt5 on Apr 29th, 2013

Yep, you read right! I've gotten most of the programs I used back up and running. So work will resume IN MY FREE TIME on the mod.


Im in college now, so expect really slow progress...

Suggestions would be nice also...


AMD Phenom II x4 965 @4.0ghz

2x SLI Nvidia GTX Titan

8gb Mushkin Advanced DDR3 1666

(Thats the important stuffs anyway XD)

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HCW Teaser 1

HCW Teaser 1

Aug 30, 2012 Demo 6 comments

ITs only a small file, but it took forever to do, not finished quite yet, still have some left, install instructions are in the rar file

HCW Map Pack for The First Decade users

HCW Map Pack for The First Decade users

Jul 8, 2011 Patch 9 comments

This map pack contains all of the new maps in HCW, so that TFD users can... well, use them. Extract the maps to your respective Zero Hour maps folder

Zero Hour : Human-Covenant War Beta V 0.60

Zero Hour : Human-Covenant War Beta V 0.60

Jul 7, 2011 Demo 81 comments

This is the first beta for the ZH:HCW mod! Have fun, and report any life changing bugs, big or small, to us! So, you know, we can fix them :P

Post comment Comments  (190 - 200 of 225)
MrTaxikiller Jun 4 2011, 2:16pm says:

well good luck then with your 9k + polys mod

+1 vote     reply to comment
mechgt5 Jun 4 2011, 5:30pm replied:

thank you?

+1 vote     reply to comment
cronos35 Jun 5 2011, 2:47am replied:

and making 9k poly models for generals is a horrible idea. the highest amount of polies that won't make the game crash the moment that certain unit is used in the game is around 3000-5000 or lower.

+1 vote     reply to comment
mechgt5 Jun 5 2011, 8:10pm replied:

yes, i realize this now

+1 vote     reply to comment
mechgt5 Jun 1 2011, 10:45pm says:

the pelican is actually only 9072 polies..... do you know the single object polygon limit? or is there one.... b/c i didnt think about the poly limit when i made/gathered the models, i know the forerunner buildings work in game with alot of stuff going on, ive tested them, havent put the pelican in yet, i need it to be unwrapped and textured

+1 vote     reply to comment
OutcastOne Jun 2 2011, 9:40am replied:

They will work (pelican) i cant see why it would'nt.. it might get some shadow bugs ingame if you got alot of crossing vertexs (think thats the name of em').

Also normally a unit has about 900-1100 polies ingame. So 9000 is kinda alot. Should'nt be a problem for low ends machine if you could only have like 6-8 onscreen at the time. but thats just me and speculations.

+1 vote     reply to comment
MrTaxikiller Jun 2 2011, 11:46am replied:

min poly for zh is 250 to 1250, it is not about the details the model is going to have but the textures, so if you want to have some nice details on the models then make some nice details on the texture instead so the model looks more high poly then it originally is.

+1 vote     reply to comment
OutcastOne Jun 3 2011, 7:44am replied:

There are no mini polies in generals, you can have flying cubes and such. I just say that the pollies ingame in generals arent that high. mine are 900-1200. When i think of it, i think general models are even lower then that.

Also something i figured out is that i tend to use several smaller textures then one big, several 512x512 textures dosent tend to lag the game as much as one 1024x1024 texture..

Not that a 1024 texture tend to lag, the only lag you will suffer will be the first time you build the unit it might lag abit to load the textures.

+1 vote     reply to comment
mechgt5 Jun 2 2011, 8:50pm replied:

yea... most of my models are untextured.... i have nothing to do it with, which is why i need a modeler that can also animate and texture ;), and i put the pelican and hornet in-game, but when i tried to move them, the game crashed, saying (from crash log) "Reason Uncaught Exception in GameEngine::update" ... could this be from the poly count? or b/c the models had no bones? i know all of my INI files (locomotors,weapons,etc) were correct, b/c i had nothing in WB log about them.....but, i remember that they would each turn about 10 degrees then the game would crash... is it b/c they have no animation? if thats the case, why doesnt the stock ZH raptor or mig crash the game? can anyone help me on this point?

+1 vote     reply to comment
MrTaxikiller Jun 1 2011, 10:03pm says:

ok from the renders I see here already is that the mod is going to crash the game if you are going to use highpoly models like the pelican!

+1 vote     reply to comment
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Zero Hour : Human-Covenant War
Zero Hour : Human-Covenant War
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