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:

  • halomaps.org
  • 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 ©

Xbox.com
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.

SOOOOOOOOOOOOO I NEED HELP!!!!!!!!!!

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

Suggestions would be nice also...

MY NEW SYSTEM SPECS!

AMD Phenom II x4 965 @4.0ghz

2x SLI Nvidia GTX Titan

8gb Mushkin Advanced DDR3 1666

(Thats the important stuffs anyway XD)

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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 10 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 229)
cronos35
cronos35 Jun 5 2011, 2:34am says:

one question: has this mod been approved? i see your objective is to cover the hole Halogen left behind but... you do know what happened to halogen right?

+2 votes     reply to comment
mechgt5 Creator
mechgt5 Jun 6 2011, 2:28am replied:

yes, i know very well what happened.... but my plan is to use the orginal Halogen and build onto it, eventually replacing some, if not most of the original Halogen units... and the original Halogen team got cut down b/c they were infringing on Microsoft's IP, and some of the units were a little too similar (some had the same names,function, and looks) and this was before Halo Wars was even announced, my point is.... if they want me or the other teams to stop, then we all will, not just one of us... Microsoft doesnt do legal stuff halfway.

+2 votes   reply to comment
MrTaxikiller
MrTaxikiller Jun 4 2011, 2:16pm says:

well good luck then with your 9k + polys mod

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

thank you?

+1 vote   reply to comment
OutcastOne
OutcastOne Jun 5 2011, 5:06am replied:

You're bound to fail if you go with 9k models. Instead of ripping / using other peoples stuff, why not make your own stuff. That way you got full control, and if you cannot make your own stuff, then modding is not your cup of tea. Everybody that tries to mod general can code, but not everybody can make models.

Diffrence between making your own and ripping them from other games. i.ex. If you rip it from Halo 2. Then the risk of Bungie/Microsoft forcing you to shut down the mod is hell alot higher. Models from Halo 2 are often more detailed then needed, Halo is a FPS, Generals RTS, in Halo a wheel from a warthog can be above 200+ vertex. In a RTS game its enough with 18-40 vertex. Making four wheels take as much as one wheel do in a RTS game.

In Halo the vehicles are also alot better done, because you get to be closer to the vehicles then in an rts game.

I swear that i could do a pelican gunship @ about 1k polies, with working mesh based interior. Making your monster 9k ripped model look like a joke compared to the 1k polied one.

In this case, less is more. And well, firstly i tought you knew abit more then all the rest, you had a plan e.tc. But now i see, i can only assume you know little to none about modding, you know how to code, other then that you just rip your units from here and there, i bet you haven't even given credit where due (no, a link to the site is not enough, contacting the arthor of the the model is however).

What will you do when models of units cant be found on other sites, where you can rip them from? Or howabout buildings? you do not have the knowledge of setting up a tank, let alone setting up a building to work properly ingame.

I wish you good luck, but as for now, my hopes for this mod is none, and i see minimal chance of success.

+1 vote     reply to comment
ʇɐuʞɐʇǝp
ʇɐuʞɐʇǝp Jun 12 2011, 6:17pm replied:

@OutCastOne
God, do you understand the concept of what he's trying to do? Not rip models, and even if a couple were, they'll be replaced. He already said the workable limit for models is 3800 Polis. ;(

+1 vote     reply to comment
mechgt5 Creator
mechgt5 Jun 5 2011, 8:08pm replied:

actually. i know how to do ALL of it, i just dont have the time...annnd i know about the game engine problem, it only supports models of up to 5k polies or so, how the hell that spaceship worked is beyond me.... it worked in WB, but now when i try to set a unit (ripped) in WB, it gives me the vertex buffer slot is not big enough... (too many damn polies!!) lol but oh and btw, all of the models I had to use, were public(and i checked the release forms the authors gave with them) So dont accuse me of knowing nothing about modding, when i realize i dont know as much as many people here, but i am learning, which is what this project is about... having a good time, trying new things with generals.... and LEARNING..... im not saying this mod is going to be the best, or the worst... im finished ranting.....now i can get to the good part... we have a modeler now! he is currently working on a..... im not telling....

Also, i have created a 1.2k poly(dont judge me, ive learned) UNSC aircraft. And it looks good, im going to upload render images when im finished with it

ALSO, i know how to texture, but i dont have photoshop, and im not buying it, so there.... The main reason i need help, is because I dont have that much time to work on this, its not b/c i dont know how to do it..

And on the building point, i have already modeled and textured (using flat color, public, or ripped textures from authorized sources) buildings and they are in-game, i could post screenies of everything i have mentioned in this comment, if you want me to, just ask what you want, and ill do it

+2 votes   reply to comment
cronos35
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 Creator
mechgt5 Jun 5 2011, 8:10pm replied:

yes, i realize this now

+1 vote   reply to comment
mechgt5 Creator
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
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
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
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 Creator
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
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