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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Report RSS Longsword Re-texture. (view original)
Longsword Re-texture.
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argenis2
argenis2 - - 245 comments

Beautiful.

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Soredemos
Soredemos - - 131 comments

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.

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V3LO
V3LO - - 1,887 comments

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.

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TheBleachDoctor
TheBleachDoctor - - 938 comments

I really want that UI now.

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spartan-G257
spartan-G257 - - 1,336 comments

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

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880Zero Author
880Zero - - 2,557 comments

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

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TheBleachDoctor
TheBleachDoctor - - 938 comments

What do you mean by different firing modes?

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Soredemos
Soredemos - - 131 comments

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

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TheBleachDoctor
TheBleachDoctor - - 938 comments

Do you have a working copy of the BSG mod?

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spartan-G257
spartan-G257 - - 1,336 comments

I do

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TheBleachDoctor
TheBleachDoctor - - 938 comments

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

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VWV
VWV - - 960 comments

Now all the icons are blueprint style?

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880Zero Author
880Zero - - 2,557 comments

Thinking too literal, though in the right area.

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V3LO
V3LO - - 1,887 comments

That does actually look pretty damn good.

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Yayap4
Yayap4 - - 118 comments

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.

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Keksz
Keksz - - 1,799 comments

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.

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880Zero Author
880Zero - - 2,557 comments

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?

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VWV
VWV - - 960 comments

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.

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V3LO
V3LO - - 1,887 comments

I think he means specific texturing techniques

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james340
james340 - - 224 comments

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

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Hell_Diguner
Hell_Diguner - - 3,645 comments

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

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V3LO
V3LO - - 1,887 comments

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

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880Zero Author
880Zero - - 2,557 comments

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.

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scufmark
scufmark - - 152 comments

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.

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880Zero Author
880Zero - - 2,557 comments

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.

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scufmark
scufmark - - 152 comments

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

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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.