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.
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.
Beautiful.
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.
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.
I really want that UI now.
Damn near done... Sooooooo close just one more touch up
Just need to wait for a pic from zero he'll have it shortly
Did you not see the buttons? That's something you can expect to be done shortly...
What do you mean by different firing modes?
In the Battlestar Galactica mod you had to change the units stance to switch from suppression to anti-ship firing if I recall correctly.
Do you have a working copy of the BSG mod?
I do
Does it work right now?
And if it does, can you email me it?
Now all the icons are blueprint style?
Thinking too literal, though in the right area.
That does actually look pretty damn good.
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.
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.
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?
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.
I think he means specific texturing techniques
looks awesome man, can't wait to take it for a spin!
I didn't know Homeworld 2 supported ambient occlusion in any form.
It's just baked AO, so the AO information is generated in the 3d application and then baked into the diffuse texture.
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.
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.
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.
Is it really? That's... intriguing.