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Stargate Space Conflict is a total conversion for Homeworld 2 that aims to recreate the universe of the Stargate franchise. This version is no longer supported, please visit our new page on ModDB for Homeworld: Remastered: Moddb.com

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Hello folks! It's been a while without news from Phoenix Interactive on Moddb. First of all, you need to understand that some of us (including myself, Thibault Testart) have their finals this month...

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Hello folks! It's been a while without news from Phoenix Interactive on Moddb. First of all, you need to understand that some of us (including myself, Thibault Testart) have their finals this month. While we have our finals, we work however on our French website because we still need to finish it. Once the later will be finished (end of June), we will export the whole database into the English one.

Then, both news we will publish will be available immediately in French and in English. The most important language in our association is, by far, the English one. It's just that our HTML team is, except Thibault Testart, French. Therefore, we prefer to develop the French version first. Anyway, enough talk. All you need to know is that once our website and our publishing structure will be finished, you will be able to receive news almost each day!

Please, do not forget to follow us on Facebook where we publish news as well each day. You can as well follow us on twitter and on YouTube.
Facebook (click here) - Twitter (click here) - YouTube (click here)


About Stargate Space Conflict


We're still working on Stargate Space Conflict, of course. However, we can't publish a lot of development pictures because it seems logical that we won't show pictures of our scripts, isn't it ? You have to understand that the most important objective is to finish the whole Shield system. It requires weeks to finish it properly. When the system will be finished, we will be able to reunite the whole work we did and announce a release date. We think that we will be able to release the first release this summer. Isn't that good ?

1.0 Version is about a mix between Quality and Quantity
Yes, with the upcoming release, you will be able to play a brand new generation of Stargate Space Conflict. The upcoming release isn't just a big leap forward, it’s a huge change in direction. It takes the most advanced skills of our developers in our team today and puts them together like no previous release before it. We can’t wait to see what you’ll do with it.

Our Destiny model (high poly version, 3DS Max render)
Modeled/Textured by A. Alexsson (aka AlxFx) - Rendered by Diston



Click here for a full preview

How were you able to have this model ?
A. Alexsson is a 3D&2D professional artist. As a professional, he asked us to buy a certain license to use his stuff. This is what we did.

Are you crazy ? How can you add such a detailed model ?
Have you ever heard about "UV Mapping" ? For English people, in French it is: "Texturisation Photoréaliste Vertex 2D". The English equivalent word should be "Projection Mapping". It's a method used by AAA gaming studios. Sometimes, they design high poly models (1.000.000 for example) for characters. Then, once the high poly version is finished, they design a low poly version.

But, what's the point then ? Why they have to design an high poly version ?
Because the high poly version will be used for something in particular. They will render with modelling software (such as 3DS Max) each face. Once each face is rendered (front, behind, left, right and so on...) into a 2D texture, they work on an low poly version where they will apply the different faces. This process is named "Projection Mapping" like we said previously.

Therefore, with this model, we will work on a low poly version (10.000 polygons mostly) and we will apply the high poly 2D render on it. Then, in-game, you will have almost the same render. Isn't that impressive ? You could expect in-game shots at the end of June.


Stargate Space Conflict in-game menu
Designed and coded by Thibault Testart - Buttons design belongs to Scaleform GUI AC3 (Ubisoft)



Click here for a full preview

Why don't you work on a Stargate interface ?
Well, we do not think that Stargate has a great interface when it comes to games. Therefore, we had to work on a futuristic and innovative design. That's what we did for Stargate Space Conflict. A modern and interactive design. We hope you will enjoy that one.

But, you published pictures with a Stargate Universe interface, don't you ?
Yes but you have to understand that it was a conceptual work and that a such interface is not really great for Homeworld2. That would be an awesome interface for modern games where you can animate the whole User Interface (UI). However, Homeworld2 is limited. Even if there is a possibility to animate the menu, you can't do it properly or without FPS drops.

Thanks guys for your support and stay tuned !
Good luck if you have your finals soon.

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SinKing
SinKing - - 3,119 comments

Lol who wrote this article. The technical difference between baking a normal map and uv-mapping should be clear to the person who wrote this. The information here is simply wrong. And 1.000 000 Polygons isn't really much for a highpoly. Characters in games like InFamous are baked down from 80-100 Million Polygons.

Destiny was a pretty strange ship. It looks better in your render than in the series ^^ How is it rendered? In 3Ds Max or in which program? I like the light.

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HarperZeroHour
HarperZeroHour - - 195 comments

For Homeworld2, it seems logical that it's not the same polygon limit... And how a render can look better than the series ? As far as I know, Thibault said that this model is about 2.000.000 polygons on their website. I doubt the original model from the show is about the same amount...

About the render itself, if you read properly the title, it is written (3DS Max render)...

Anyway, what the hell are you talking about ? UV Mapping and Normal map are two different elements and they didn't even talk about the normal map process. It's not even the same thing. Normal map textures are based of the UV Mapping texture, it should be clear and logical for you, if you know "how it works".

There's something certain, Homeworld2 won't accept the full model nor only few computers will support it,even with the subdivision HOD method. Don't tell us that you believe that in games such as Battlefield, the characters are about 1.000.000 polygons lol. That would be completely insane.

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Thib Author
Thib - - 1,691 comments

"Sinking" wrote: The technical difference between baking a normal map and uv-mapping should be clear to the person who wrote this. The information here is simply wrong.


What don't you understand ? Normal map or not we will need first to work on a UV Mapping process. We did it and we will still do it for both models and texture we create...
The normal map texture is not the first one. It's based on the diffuse texture which refers to the UV Mapping multiple-faces texture. It's that simple. The information is not wrong. We did it previously for our other models and it works well. We have talented developers in our association and as far as I know they know their job.
If you don't understand, you should directly contact our 3D&2D designers who will answer to your questions.

"Sinking" wrote: And 1.000 000 Polygons isn't really much for a highpoly. Characters in games like InFamous are baked down from 80-100 Million Polygons.


As a developer, I can tell you that for games 1 000 000 is considered to be representative of an High poly model. Our partners at Stargate Network on Unreal Engine 4 are limited to 300.000 polygons for each model. The only way for them to remove this limit is to work on a model division but it's not that good for the game itself and for the overall performance.

"Sinking" wrote: How is it rendered? In 3Ds Max or in which program? I like the light.


3DS Max, like we said previously. There are multiple lights in the scene and the whole render was made in High Definition (1080p). You should ask directly to Diston for any information.

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SinKing
SinKing - - 3,119 comments

There is no such thing as "UV Mapping Photo Realism". You just made that up.

Uv mapping is quite by definition making a 2D representation of a 3D model. It has nothing to do with rendering textures from different viewpoints. If anything what you describe comes close to a procedure called "Projection mapping".

However, what you describe in reality is simply baking a highpoly onto a lowpoly. At least that is what you should be describing The models I was talking about for InFamous for example are the HIGHPOLY models. These are NEVER used in games. It is always the lowpoly that is used, in combination with displacement or normal map textures.

The only reason why you could be baking Diffuse textures to your model would be if the engine doesn't support normal maps. But that is simply called "baking diffuse" not UV mapping photo realism...

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HarperZeroHour
HarperZeroHour - - 195 comments

It's called like that in French. It's just a translation. You don't use the same words everywhere... In French it is:

"Texturisation Photoréaliste 2D de Vertex" or "Rendu photoréaliste".

I'm tired of these people thinking the English language is somehow superior and that only English words are important...
It's called like that in French. Anyway, unless you send me the 80-100 million polygons model, I don't believe it.

Thibault Testart is not someone specialized in 3D so he don't know the english equivalent of it because the designer in charge of the model seems to be French. I guess he told to Thibault the different steps and then Thibault just translated it like it should (it's a good translation, but since Thibault is not someone specialized, he don't know the exact meaning of it, even if he's canadian).

Anyway even professionnal renders are not that high... And I can't imagine the time you need and the required specs of the software and the computer itself.

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Thib Author
Thib - - 1,691 comments

I confirm that we use in our domain the Photorealism term. But it seems to be an exclusive French qualification.
Julian Vinet is in charge of the "Projection Mapping" process and he has a professional license about 3D&2D Industrial and Gaming modelization. Why the French term is different ? I don't know.

As a Canadian I believe that I know how to translate something... However when it comes to special terms, used in a professional domain, it seems logical that I don't know it. I'm currently studying for an Economic License before getting a 2D and Communication license.
Anyway according to you the English equivalent is different so... I edited the description.
However you have to understand that being "aggressive" is not something really useful on a website such as Moddb... Instead of saying "You're wrong and so on.", you can say "This is not the term used to qualify this process".

You are on a website, powered by a great community. Remember that.

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SinKing
SinKing - - 3,119 comments

(buried)

Wow, you French need to learn English, if you are going to use the internet. You are talking about vertex baking! There is actually a word for it! And it's not the one you invented!

About characters:

Nathan Drake's Highpoly already had 37 000 Polygons, Infamous second son has 120k, Ryse 80K.

So it is possible for engines to display these amounts of polys in realtime, but the polycount is mostly due to tesselation. They are used in cutscenes. It's not necessary for the normal model to have that many polygons.

As for aggressive: I get aggressive when people write very importantly sounding stuff that is completely wrong.

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Thib Author
Thib - - 1,691 comments

That's funny... I love when people ignore completely what I just said... VERTEX IN FRENCH DOES NOT MEAN THE SAME THING IN ENGLISH. Can you understand it ? It's so funny to see people acting like "this term is universal".
If you have a problem with the French words used in the process, then, contact the closest French Academic near your country and tell them "I do not like the way you qualify certain 3D processes".

Goodbye sir and have a good day browsing Moddb services. You're on the verge of getting the community award.

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HarperZeroHour
HarperZeroHour - - 195 comments

"SinKing" wrote: Wow, you French need to learn English, if you are going to use the internet.


Aha. Coming from a German guy to an English native-speaking one who has English Communication diplomas... Seems legit... You are totally incredible. Don't waste your time Erayser... "il y'a d'autres chats à fouetter". I'm tired of seeing people acting like they were so omniscient that they can tell to a guy how to use its own language...

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TKAzA
TKAzA - - 3,154 comments

Be interesting to see that model ingame, Hope it looks as good as the render.

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Thib Author
Thib - - 1,691 comments

Same for me ;)
Our designer told me that it would requires some days to do it. However, he's able to work on the model each week only... So I think we should be ready for an ingame implementation at the end of the month.

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Corodius
Corodius - - 3 comments

As someone who has worked with the Homeworld 2 Engine for quite a number of years, I have a few questions/curiosities about this "Mod".

1. What sort of "Engine Modifications" are we talking about specifically? Are we talking about Shader Enhancements, or actual source code/engine modifications?

2a. "IF" we are talking about Shader Enhancements, how do you intend to get around the limitations for ships of this size/scale in the Homeworld 2 Engine?

2b. "IF" we are talking about source code/engine modifications, Where did you get this code and how do you intend to make this legal?

3. How do you intend to get around Engine Limitations in regards to Animations, Ship Sizes and Unit Abilities? I am pretty sure the Homeworld 2 Limitations on these will hamper some of/alot of what you propose to do.

Thank you for your time, and these answers/clarifications would be extremely useful.

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Thib Author
Thib - - 1,691 comments

Answered on Facebook (HW3 page):
Damien Clark, our OpenGL technology improvement was released the first time with the release of our other mod called Mass Effect Reborn. This technology works because this system uses the same coding system as the one used by the Homeworld2 engine. Yes, Homeworld2 engine is compatible with OpenGL.

1: We're talking about a technology which works just by adding different elements into the Release folder. These elements were made by our team, to improve the render including the whole performance. It includes "Bloom" and anti-aliasing.

2a/b: You understand that this is not an source code/engine modification neither a shader improvement. Just a technology compatible. It took months for us to develop that system. Homeworld2 is limited to a shader called "Shader 2.75". In that sense, we had to develop something compatible with the engine and OpenGL was the unique solution. It's an extern modification, like when you add an ENB modification for a game.
No files are replaced/changed/renamed.

3: Our technology improve the whole performance, as it removes elements that are not useful. However, you have to understand that this technology was designed for our mods. In such case, we rather designed our technology for our mods. In other words, it means that our content and our technology are "connected". If we remove, for example, all effects we made, the technology won't make a such render.

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