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Ammon Ra
11th Nov 03, 2:48 PM
Since the first thread was getting too long, and wasn't replying, this thread will follow in its path...or something.


original thread is located
Here (http://forums.relicnews.com/showthread.php?s=&threadid=16495&pagenumber=1)

Please do NOt post on that thread even if you can. ;) it has served it's purpose.

and as for the contest, admiral, i'm up for the chalenge. the HW1 cruiser was 400 triangles. Also how heavy is yours as it seems to be quite heavy...

Behold, 7 new renders:
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/HeavyCruiser06.jpghttp://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/HeavyCruiser07.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/HeavyCruiser08.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/HeavyCruiser09.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/HeavyCruiser10.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/HeavyCruiser11.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/HeavyCruiser12.jpg

Admiral
11th Nov 03, 3:50 PM
well you tell me your number i'll tell you mine..

Hounestly i dont know, sence right now it's proboby a total of a few mor then it will be when it's finiched sence i have not optomised it or cleaned ot at all... should end up somwhere around 3000

Admiral
11th Nov 03, 7:03 PM
Still need to make alot more optomising on the model but so far it's arouns 1600P whit out the guns...

Not sure realy how big the poligon count are all over on the models but i would guess somehting like 3400-4000 P on the higaran battle cruiser so i think i'm on target so far :)


http://w1.429.telia.com/~u42904648/0617.jpg
http://w1.429.telia.com/~u42904648/0618.jpg

The5thElephant
11th Nov 03, 7:20 PM
Wow, both look damn good. Perhaps if you want to complicate things you could have both and have them be two different versions. But I can't really judge until Admiral's HC catches up to Ammon Ra's in terms of completedness.

Can I see wireframes for both? I want to see how you went about making them.

:elephant: :elephant: :elephant: :elephant: :elephant:

Magus
11th Nov 03, 7:38 PM
Excellent work, so far Ammon Ra's is better, but he's been working on it for much longer.
One question: Where is the bridge supposed to be on both your models? In the original it was either on the port frontal turret base, or in the structure that has been converted to a hangar.
Also, has anyone heard from ZuiljiN lately?

Bob McDob
11th Nov 03, 7:43 PM
Those are both very nice.

TyrealMathias
11th Nov 03, 8:10 PM
the bridge is on one of the turret platforms, from what i can tell..

and Z is alive and well...

ZuiljiN
11th Nov 03, 8:10 PM
Also, has anyone heard from ZuiljiN lately? Magus?
i didnt posted today but else im always there...anyway...still trying to get the models in the game...ill edit this post later with some update...a little busy for now
btw im the only one who cant log on msn tonight?

Avatar Terminus
11th Nov 03, 8:49 PM
At the very least, make the front turrets on the Qwaar-Jet look different from it's little piddly side guns.

And if we're sticking all the little bitty guns onto the P1 carrier from the concept art (Z was modelling this a while ago) you might consider some more "star destroyer" like little guns on the side...

ZuiljiN
12th Nov 03, 3:34 AM
k here the reason why i was busy recently...i finally got a model in hw2...some ppl already saw a chocolate version of this ships ;) but here its the textured one..i need to add goblins to the ships but the main ship is done so i began the mapping...i took the texture from hw1...its 256*256 like in hw2 for fighters...i made the mapping in like 5 mins so few thing to fix like the guns but its really late..around 5 am ;) so ill post it like that


http://pages.infinit.net/zuiljin/ss00068.jpg
http://pages.infinit.net/zuiljin/ss00070.jpg
http://pages.infinit.net/zuiljin/ss00072.jpg
http://pages.infinit.net/zuiljin/ss00075.jpg

so its time to sleep...the site will be online tomorrow..or later for you...in something like 10 hours :)
:gnight:

Deimos
12th Nov 03, 3:54 AM
Just GREAT! :banghead: And i was wondering why is the last thread so quiet lately

Anyway here are some renders of the frig. tried to post them yesterday in previous thread but i couldn't, so here they are now:
http://republika.pl/deimos/images/stdfrig3.jpg
http://republika.pl/deimos/images/stdfrig4.jpg

And here are some more:
1 (http://republika.pl/deimos/images/stdfrig5.jpg)
2 (http://republika.pl/deimos/images/stdfrig6.jpg)
3 (http://republika.pl/deimos/images/stdfrig7.jpg)

I hope you like'em. This time i kept polycount low. If i still have some room for them after adding goblin objects, i'll make some parts more rounded (like engines.)

I agree that altering ship sizes in this mod would be great idea. IMO strike craft are too big and super capships are too small. Soon i'll show you what i have in mind...

I also have a proposal: Ammon, why don't you change name of this thread to something more like Requiem war: homeworld1 covversion? Requiem war alone doesn't say anything to someone who doesn't know about this project.

Finally it starts to work! COOL! Congratulations, Z, it's good to see progress.

TyrealMathias
12th Nov 03, 6:07 AM
i like the chocolate versions of the inties better ;) j/k

good job on the frigate, too..

love em.. just want to eat em all up ;)

Ammon Ra
12th Nov 03, 10:27 AM
erm, well, mine is 2638 triangles and the turrets are place holders :) the base mesh is around 1000 triangles, so i can definitly add more detail to the ship. aslo the 6 turrests to gether are 544 triangles. and yes avatar, i' will diversify the turrets, but as i really suck doing them, i'm leaving them till last :p


@ deimos, yeah i wanted to but tyreal Et. Co wanted the title to be exactly "requiem war" :p but i'll make it more universaly understandable ;)

edit: ok name has been changes. also lovly frigate diemos.. :)

chocolate fighter??...Hrm...how about adding a large ati fighter mouth ship! :p jk

anyways, nice to see you got the ship ingame :) GJ z :thumb:

silver falcon
12th Nov 03, 1:29 PM
ammon ra goto the gallery and look!!!!!!

someone made a cruiser that OWNS YOURS!!!!!!!! (no offense, yours is good but this is fucking insane!!!!)

go check it out!!!

<>silver falcon

Fang
12th Nov 03, 2:08 PM
Silver Falcon that Heavy crusier does not own Ammons in the least. That heavy crusier is clearly not tiidani it has to much detail on the surface the heavy crusier should be mouch smoother like Ammons is to go with the other homeworld desgins. Im not saying its bad but it does not look homeworld ish it looks more like it would belong in freespace, freelancer or maybe start trek depending and is not at all like other homeworld designs.:|

The5thElephant
12th Nov 03, 2:15 PM
Also it is a very high poly one that wouldn't work in a game like HW2. It is nice yes, but not what is needed for Requiem War. Ammon's is still awesome.

:elephant: :elephant: :elephant: :elephant: :elephant:

TyrealMathias
12th Nov 03, 3:18 PM
indeeeeeed....

Qwaar-Jet
12th Nov 03, 5:10 PM
Next thing we'll be seeing is a Cata conversion.

Which, IMHO I would love.

Joreit Amirald
12th Nov 03, 7:47 PM
you guys rock !!!! ... thats all i want to say... tou kno wat in fact were are your Noble Prizes for the best port ever !!!

Deimos
13th Nov 03, 5:55 AM
Okay, when i was talking about ship sizes, i said i'll soon show you what i had in mind. and here it is:
All R1 craft (http://republika.pl/deimos/images/allships.jpg) and the same scene, this time focused on strike craft (http://republika.pl/deimos/images/allships_zoom.jpg)

On these renders fighters are blue, corvettes orange, frigs green, destroyers red, super capships dark blue and non-combat craft purple, and the yellow ones are resource ships (that wasn't too hard to guess, was it ? :p )

What i based this scalling on is a fighter. We can determine average human height by the size of the cockpit, so how can the frig's bridge be smaller than an interceptor (wich is made for only one pilot, sitting). Corvettes have to be bigger, because their crew consists of 3-4 people and they have heavier armour. I resized the frigate so its bridge is 3-4 times higher than a fighter, same thing with resuurce collector (it has a bridge simmiliar to frig). Resource controller has been scalled with the collector, so their aspect ratio is the same.
Then i resized carrier (and heavy cruiser along with it)so a frig can easily fit in its main hangar, and so it can theoretically house some strike craft (it should be bigger or strike craft should be smaller so it could house 20 crv's and 50 fighters, but hten strike craft would be just to hard to spot). I made destroyers bigger than frigs and smaller than cruiser, and finally i resized the MS, so a carrier can fit in its hangar. Maybe sensors array should be smaller, because it comes back to hangar for hyperspace jump... The cryo tray has been scalled so six of them could be (theoretically) put in MS. The fact that it houses 100,000 people, gives us another evidence that strike craft should be even smaller than i made them, but what fun wuuld if you couldn't see them.
If someone won't like the sizes, he will always be able to turn on geometry scalling. And if you Have trouble spotting your fighters, what do you have a tactical overlay for?

ZuiljiN
13th Nov 03, 6:08 AM
Deimos about the ships size...when you disable NLIPS its doesnt already do that? i think its near what you want :)

k i fixed the mapping and added gobblins to the Raiders fighter
here some pics
ill make some modification to the texture but even now i think its looks good ;)
http://pages.infinit.net/zuiljin/ss00159.jpg
http://pages.infinit.net/zuiljin/ss00171.jpg
http://pages.infinit.net/zuiljin/ss00193.jpg

Paladin1
13th Nov 03, 6:38 AM
Those fighters look great Z, I can't wait to see what your textures on the other models will look like.

Keep up the good work. :up:

Deimos
13th Nov 03, 11:19 AM
Cool looking fighters, Z. I can't wait to see a kadeshi MS in game.

And for ship sizing, ithey are far from what i posted. For example, scout is as big as firg's bridge, and a frig fits very tightly in carrier's hangar, resourcer is half frig's size (and its bridge is maybe defender's size). Oh, and a crorvette wasn't much bigger than a fighter (with much larger mass, armor and crew. And all this wit disabled geometry scalling. Play HW1 and take a closer look at it. Doesn't it look strange when 25 crv's enter carrier hangar, where would they fit?
But it's a problem to be solved later, so let's concentrate on models and textures for now...

And i had an idea where a kadeshi HC might be used: we could divide the cathedral of Kadesh mission in two parts: mission one would be accomplished when two of three motherships are destroyed and the third is heavily damaged. It would then activate its hyperdrive, and all remaining units would escape along with it. Then you a player should be able to activate hyperdrive to follow the damaged hyperspace inhibitor - its destruction is the only way to leave the nebula. The Kadeshi would make their last stand at Khar-Toba wreckage, with a HC defending the crippled MS. The objective would be to destroy both MS and HC to avoid pursuit (since they're so fanatic, we can be sure they would do this. Of course the wreckage should be removed from the previous map.

TyrealMathias
13th Nov 03, 3:36 PM
Z, thats sheer beauty...

Avatar of Set
13th Nov 03, 3:48 PM
Hi everybody.

Yeah.. sorry about posting on the old thread, I didn't see the new one.

Now that were all "Buddy-Buddy" again, I was wondering if there wouldn't be some way to work my avatar (or a ship similar to it) into your mod?

thesamonthemoon
13th Nov 03, 4:37 PM
ZuiljuN - I got your PM. I am already working on a mod now (the Underwater Mod), so I wouldn't really have time to write many scripts for this mod. However, if you want me, I can write a few scripts for Requiem War, and do some specific research into weather it is possible to give ships certain abilities (you mentioned fuel in your PM).

The5thElephant
13th Nov 03, 5:46 PM
Woah I am so amazed at seeing HW fighters in HW2, it just brings tears to my eyes and a hunger for more in my brain.

:elephant: :elephant: :elephant: :elephant: :elephant:

Supernova
13th Nov 03, 6:44 PM
Hi all I'm your newest member :bigwave: (I guess lol)
Well I have a model for ya all Taiidan Standard Frigate

http://www.tgu.org.uk/users/farscape/hw2/r2_sfrig_final_1.jpg
http://www.tgu.org.uk/users/farscape/hw2/r2_sfrig_final_2.jpg
and one without goblins
http://www.tgu.org.uk/users/farscape/hw2/r2_sfrig_final_3ng.jpg

Polies:
Main Hull : 1116
Goblins : 2042
Total : 3158

The5thElephant
13th Nov 03, 7:05 PM
Nice but those turrets need to be redone.

:elephant: :elephant: :elephant: :elephant: :elephant:

Magus
13th Nov 03, 7:09 PM
Nice nova, but it seems like it should be longer, it looks too stubby.
Deimos, about the Kadesh cruiser, I actually put one in the cathedral in my mission proposal a while before ammon started, it helps defend the Prison ship, and has some drone guns to assist it. I was thinking it wouldnt have a hangar, and would have something like 5 Double Ion batteries :)
Another thought about the Kadeshi: If ships come in squads, wouldn't that make them gods?

JargonFilter
13th Nov 03, 7:36 PM
i've been meaning to learn max, maya, lightwave, softimage, but it appears i just don't have the time... lol.

damn i cant wait to play homeworld1 on homeworld2! these models (and textures for the turanic inty) are great!!

--pimpster

Ammon Ra
14th Nov 03, 6:37 AM
gr8 model super :) although i have to agree that the base model is to short. the same goes for your frigate deimos. otherwise its a great model :thumb:

Hrm...5 double ion cannons. now thekadeshi didn't have turrets , they just have fixed forward ion cannons, and lots of gimble weapons. so how would i hake the KHC? the images i posted on the other thread that was just a test design, highly based on the MBF. and using my early Taiidani cruiser model doesn't quite fit the kadeshi...i guess b/c of the engines it has and the thinness of it...

anything similar to the needle ship? or completly different? or a giant MBF...?

Swiftiee
14th Nov 03, 6:57 AM
Originally posted by Deimos
Okay, when i was talking about ship sizes, i said i'll soon show you what i had in mind. and here it is:
All R1 craft (http://republika.pl/deimos/images/allships.jpg) and the same scene, this time focused on strike craft (http://republika.pl/deimos/images/allships_zoom.jpg)

On these renders fighters are blue, corvettes orange, frigs green, destroyers red, super capships dark blue and non-combat craft purple, and the yellow ones are resource ships (that wasn't too hard to guess, was it ? :p )

What i based this scalling on is a fighter. We can determine average human height by the size of the cockpit, so how can the frig's bridge be smaller than an interceptor (wich is made for only one pilot, sitting). Corvettes have to be bigger, because their crew consists of 3-4 people and they have heavier armour. I resized the frigate so its bridge is 3-4 times higher than a fighter, same thing with resuurce collector (it has a bridge simmiliar to frig). Resource controller has been scalled with the collector, so their aspect ratio is the same.
Then i resized carrier (and heavy cruiser along with it)so a frig can easily fit in its main hangar, and so it can theoretically house some strike craft (it should be bigger or strike craft should be smaller so it could house 20 crv's and 50 fighters, but hten strike craft would be just to hard to spot). I made destroyers bigger than frigs and smaller than cruiser, and finally i resized the MS, so a carrier can fit in its hangar. Maybe sensors array should be smaller, because it comes back to hangar for hyperspace jump... The cryo tray has been scalled so six of them could be (theoretically) put in MS. The fact that it houses 100,000 people, gives us another evidence that strike craft should be even smaller than i made them, but what fun wuuld if you couldn't see them.
If someone won't like the sizes, he will always be able to turn on geometry scalling. And if you Have trouble spotting your fighters, what do you have a tactical overlay for? Please don't force people to not use NLIPs. I prefer it on mainly for ship identification and tactical awareness.

If people want tiny realistic fighter sizes, let them have them. If people want humongous fighters 1/10th the size of a heavy crusier, I say let them have it. The choice is theirs with the NLIPs option.

Magus
14th Nov 03, 7:47 AM
Ammon, maybe you could do something completely different, say they built it off a captured bulk frieghter, that would also explain why they only have one. And although the Kadeshi dont have turrets, these Ion batteries turn rates could be slower than their frigates, and about half as big.

Ammon Ra
14th Nov 03, 8:24 AM
Hrm, a modified freighter....yeah that could work...yeah i know about lack of turrets...so bassicly it should be a massivly overpowered Cruiser with big build capabilities....

*thinks*

Magus
14th Nov 03, 8:38 AM
no, I was saying that they basicaly bolted on halves of MBFs as turrets, even if they didnt develop turrets, they could do that, I think

FluxX
14th Nov 03, 8:45 AM
For scale check this image...

I think the scale is correct, as the fighers are bigger... but that doesnt mean the people are :P
The corvett on the Higaran side in HW2 is ok in scale, as it seems to only ave a large figher cocpit.

But the Yygra corvettes seem to be a little out of scale...

In HW1 the scale also seems ok...

I don't get your point... the fighters in HW2 are massive... I would expect them to be somewhere inbetween a real life figter and the NASA shuttle.

Ammon Ra
14th Nov 03, 9:13 AM
thereis no image :p

ZuiljiN
14th Nov 03, 12:51 PM
first thx for your comments guys :)
k the old thread has been archived so ppl will stop to reply on it...i also began the raiders missile corvette yesterday ill finish it today and begin the texture this weekend...about the site i got some shit at the hosting yesterdeay but they sent me an email this morning and its will be fixed today then the forums(temp adresse still working) and the site will be online ...

Magus like i said earlier we can choose the size of each squad...so we can make kadesh in "squad" of 1 else like you said they will be too powerfull...anyway im still not sure about

thesamonthemoon sure your help can be usefull even if your busy on the underwater mod..ill send you a pm later today :)

Avatar of Set i want a battle station too..but its really big ;) so we will see what can be done and where to place it

Swiftiee dont worry Deimos scaling will be only available if the NLIPS is off..else than that the scale size will be something like hw2

FluXX its will help if you put an image ;)

MissingSea
14th Nov 03, 1:01 PM
For the Kadeshi cruiser perhaps you could base it on some of the ships that you see in the cut scenes (the ones that get destroyed). Or if we are to assume that the ships in the Karos Graveyard are ancient Hiigaran, then perhaps you could base it off the Carrier or HC model that is there, but with a few minor adjustments. I know it's a fictional long shot, but it could show a greater connection between the Kushan and Kadesh. Sorry these may be random babblings, but maybe you could pick some sense out of them.

Avatar Terminus
14th Nov 03, 7:12 PM
You know what's funny?
About the whole kadeshi heavy cruiser... that brings back memories of the first time I played Homeworld. I was watching over someone else's shoulder, and to make a long story short, all I knew about a heavy cruiser was that it had 4 ion cannons. I also didn't realize about the fading. So, when I first saw the multibeam frigate amid the chaos, I thought it was really a heavy cruiser REALLY FAR away, firing over a huge range.

I think it would be interesting to see the Kadeshi HC as a long range strategic weapon, with huge super-beams. But then again, I'm a fan of huge super beams, huge ranges... One thing that was really cool was that right before HW2 was released, the DYRL folks made a mod for HW1's engine that allowed something like 3x zoomout, and incidentally about 3x max range for just about everything.

Lemme tell you. It was SO AWESOME to have enough zoomout ability to see your mothership be tiny-fied. Of course NLIPS had to be off or else it would look ludicrous, interceptor the size of a destroyer or larger.

If there ever is a Realism Mod for Homeworld, with or without unit redesigns, there should be an extending of the range and zoomouts to take advantage of the coolness of the system. I can imagine a kadeshi heavy cruiser blasting away... *stares off into space, drooling into keyboard*

$0.02, corvette concept art coming.

Deimos
15th Nov 03, 3:29 AM
Originally posted by Ammon Ra
gr8 model super :) although i have to agree that the base model is to short. the same goes for your frigate deimos. otherwise its a great model :thumb:

Hmmm. Make the firg longer, you say? Well, sure i can do this, it's a matter of few mouse clicks, but the question is: do you realy want me to do this? My model was based on the original mesh and has its dimensions, identical to those on concept sketch (Same thing with supernova's, i think - great model BTW.), so just tell me: shall i cange it or leave it just the way it is? I propose a vote. I say leave it, i liked these hw2 long, flat designs, but this is different, this is classic it's HW1 design...

Oh, and No1, if you are still working on Kushan vettes, what do you think about making the minelayer look like the one in Karos graveyard (there's a pic in hw shipyards, but at the angle it was taken at, it's worthless). If you don't know what i mean, try exctracting the minelayer from debirs directory in homeworld.big.

No1lives4ever
15th Nov 03, 8:30 AM
Hmm, diemos, i dunno about that corvette... it doesnt realy look like the other corvettes we have.... (maybe a corvette hull on its side)...

And since all the corvettes are based upon the Corvette chassis.. they should look the same for that part... Imo.

Ammon Ra
15th Nov 03, 8:48 AM
well deimos, you can make both, and place them side by side for comparison. after being exposed to hw2, hw1 frigates, even in realistic sizes, look way to small...but then again, the shorter the frigates, the higher their turning speed ;)

ZuiljiN
15th Nov 03, 8:19 PM
k a little update :)
i know its got few bug on texture...its just a test...goblins are even not added but ill post few pics ;)
http://pages.infinit.net/zuiljin/ss00241.jpg
http://pages.infinit.net/zuiljin/ss00243.jpg
http://pages.infinit.net/zuiljin/ss00244.jpg

k as you can see its the texture from hw1...some parts of the texture are really too small but else than that i think its just perfect :)

ill post new screens with missiles weap and goblins soon...later today or tomorrow :)

TheOrder
15th Nov 03, 8:25 PM
...bitchin'

btw, when are the forums on the Requiem War site gonna be up?

ZuiljiN
15th Nov 03, 8:30 PM
Tonight TheOrder..i need to fix few things and up the new site then its done :P

thesamonthemoon
15th Nov 03, 8:56 PM
thesamonthemoon sure your help can be usefull even if your busy on the underwater mod..ill send you a pm later today :)

No need to PM me, just post it and I'll get to it.


...when are the forums on the Requiem War site gonna be up?

There's a site?

ZuiljiN
16th Nov 03, 12:13 AM
yep we got a site...few sections will be uploaded tomorrow...my brother made it and im not sure if everything is ready so ill wait for him but the forums are up :)
and if you want to see few pics click on the randoms one at the top
Requiem War (http://www.requiemwar.com)

thesamonthemoonthe things i really need to figure out for now are the fuel...salvage corvettes(like hw1) and capturing over the buildlimit so if you got any idea its will be appreciated :)

thesamonthemoon
16th Nov 03, 1:47 AM
Those sound pretty tricky, but that's alright. I'll get to right on it.

Ammon Ra
16th Nov 03, 3:00 AM
Heheh..that's just wickid :thumb: gr8 job

Deimos
16th Nov 03, 3:22 AM
Wow, that looks awesome, Zuiljin. I wish i could simply get textures from hw1 for my frig...
And for the frigate length, i agree with Ammon, think i'll finish it this way, and then make it longer, we'll see wich one looks better.

Edit:
Another thought: Kushan use drone frigate, an offensive vessel. Defense field frigate is a Taiidan counterpart of it. We could make the tai vessel work more like the other: use drones, but equipped not with guns, but shield projectors, like sentinels in cataclysm...

And does anyone have ideas how a drone (in kushan drone frig) could look like?

Magus
16th Nov 03, 6:52 AM
Capturing above the limit should be easy: just set all Taiidan and Non-Playable races to their own build family, and give a cap of 300 or so for that family
Obviously, this would not work for multiplayer

Ammon Ra
16th Nov 03, 8:25 AM
doubt it. as captured ships are put into YOUR caps limit. but you can test your idea in the SP campeign.

Magus
16th Nov 03, 10:34 AM
No ammon, like this:
Your Unit caps:
80 fighters
50 Corvettes
18 Frigates
etc...
and
300 Captured Vessels
All enemy ships in single player would use this for their cap, obviously you couldn't build any ships that would use that for its cap. Is it still unclear?

thesamonthemoon
16th Nov 03, 12:46 PM
Not qute so easy in multiplayer though...

Ammon Ra
16th Nov 03, 12:56 PM
Yeah i guess, but still trying to capture an enemy SY doesn't lead to anything, :p or it was prolly pone of them noncapturable ship.
but yes, magus i do get it :p

silver falcon
16th Nov 03, 9:22 PM
i remeber i spent an entire saturday once capturing as many of the ion can frigs in hw sp on the mission with them gaurding the hyper inhib. i must have had 60 enemy ion cannons, made the final lvl easy as pancakes!

<>silver falcon

Ammon Ra
17th Nov 03, 5:51 AM
yes, but if the enemy, in SP has an unlimited cap limit, what's to stop them from filling that unit caps up?? not that the enemy is very sparing with overiding SP unit caps ;)
:hat:

Deimos
17th Nov 03, 9:39 AM
Originally posted by silver falcon
i remeber i spent an entire saturday once capturing as many of the ion can frigs in hw sp on the mission with them gaurding the hyper inhib. i must have had 60 enemy ion cannons, made the final lvl easy as pancakes!


HEHEHE, i retired all of my heavy vettes and built max number of salvage crv's instead... at the end of level i had over 120 ion frigs (in military parade they didn't fit in mission sphere :D. The last level was a slaughter. Attackers didn't even rech my MS by the time i destroyed the emperor...

Magus
17th Nov 03, 10:03 AM
Ammon: Scripting
It only builds/has what the script tells it to

The5thElephant
17th Nov 03, 2:54 PM
Any new ship models being worked on? I'm hungry for some eye candy. But take your time, this is going to be a damn sexy mod.

:elephant: :elephant: :elephant: :elephant: :elephant:

Avatar Terminus
17th Nov 03, 9:45 PM
I have seen some say the drone frigate is useless, I have seen others say the drone frigate is essential. I say put it to a vote.

Ammon Ra
18th Nov 03, 9:46 AM
magus: i know :P its called humor/sarchasm..meh, not that i have much ;)

and about the drone frig. if you can implement it properly so that its USEFULL then i say keep it in :) when you recieve/by the tech right before the kadeshi missions, it might be usefull as an anti fighter frigate....or something. :spin:

edit: okay i've added the frigate module, the fighter module, and te vette module to the Taiidani Mothership/Shipyard. Otherwise refered to the Emperor's ship ;)

screenies will follow shortly :)

yes i didn't forget that ship ppl :lurk:

thesamonthemoon
18th Nov 03, 7:34 PM
Scripting stuff:

I've done a bit of HW(1) playing and here is the list (hopfully a complete list) of stuff that might be difficult to scrpt (some of this was posted previously, by ZuiljiN) -
---------------------------------------
Ships:

reasearch ship

drone frigate

salvage corvette

Other Stuff:

fuel

capturing over the buildlimit

simultaneous build

simultanious research
---------------------------------------
note on the drone frigate: I think it would be possible to make the drones seperate ships (which the drone frigate carries when it is built). Of course, if they were made like this, you would have to "undock" the drones whenever you wanted them to attack.

Right now, I'm looking into the salvage corvette, but before I start doing any investigation into the other stuff, I want to know if it's all planned to be in this mod.

JargonFilter
18th Nov 03, 7:43 PM
how about adding the missing turanic level, umm the uh.... raider retreat level (i think that is what it was called).

--pimpster

Fang
18th Nov 03, 7:45 PM
For the research ship could you not simply make the ship then make multiple research modules for it that look like the ship and build off of certain parts and cost the same as the first part of the ship. This is just an idea, im not sure how you would implement hw1 style of research it seems more geared to specific research modules.

pipakin
18th Nov 03, 7:48 PM
Well, you could make the research ship come with a "built in" module that all researches depend on.

Thereby dissallowing research unless the player had a research ship.

ZuiljiN
18th Nov 03, 10:51 PM
The5thElephant you will see in-game screens later today or tomorrow depends where you live :)
just finished the mapping of a model for no1 and i almost finished mine for the missile covertte...need to work a little on the .ship

thesamonthemoon yep everthing on the list will be in the mod..now we need to figure how ;)
i didnt really got the time to work on it lately but ill see what i can do with research this week

Pimpster i didnt played the Raiders Retreat..this mission always crash on this computer...hum...hw1 always crash is more appropriate i think..but we will get more missions against raiders :)

thesamonthemoon
18th Nov 03, 11:14 PM
pipakin - Yea that's what I was thinking, but the real difficulty is getting the research ship to auto-dock with the other research ships after it is built.

Maybe like fang is sugesting, the research ships could all essentialy be moduals of the first research ship...

Research - If this is a bit incoherent, it's because I just got this idea.
Rather than make researches "researches" as such, we make them subsystems only "buildable" by research moduals. Thus, each research ship could simultaneously do it's own research.

Of course, this presents the oposite difficulty from the standard research aproach: Rather than being able to only do one research, regardless of the number of research ships you had, you would instead have to do one research for each one (they could not "coordinate on one research).

I dunno... I guess I'll keep thinking about it...

ZuiljiN
19th Nov 03, 11:34 AM
first about the reseach ships...cant be modular...else if you destroy the main ships youll loose all modules too...
so we need to find how to auto-dock once its built...ill try few things later today

k now few pics :)

No1 is too busy with his homework to post some so ill make it ;)
i still need to fix few things on the texture but nothing too important
ill post screens of the turanics corvette later today
http://pages.infinit.net/zuiljin/ss00335.jpg
http://pages.infinit.net/zuiljin/ss00364.jpg
http://pages.infinit.net/zuiljin/ss00328.jpg

littlegreencube
19th Nov 03, 11:59 AM
Lovely. :)

TyrealMathias
19th Nov 03, 12:23 PM
sexy....

No1lives4ever
19th Nov 03, 12:43 PM
Great :up: thx zuiljin!

PogoMonogo
19th Nov 03, 1:07 PM
:!: :talk: :!:

Magus
19th Nov 03, 2:06 PM
Pimpster: we are adding many new missions, like T-Mat ones. Don't worry, Raider's retreat will be in there

Fang
19th Nov 03, 3:13 PM
@ Zuiljin actully it would be fine using a module idea, in homeworld as the ships docked withe the research ship they became one ship. Thus in homeworld if the research ship was destroyed all of the research ships were lost. Using modules would simulate this exactly, you could also have the modules improve the armor to add the increased health from having the extra ships. Unless your planning to make it so this not the same having the primary research ship build the others as modules would simulate the exact same effect as the homeworld 1 research ships. But if way to dock them could be found id say go with that.

The5thElephant
19th Nov 03, 4:53 PM
Ohhhh purty!

Beautiful trails and model! This is gonna be so like HW but so much better!

:elephant: :elephant: :elephant: :elephant: :elephant:

SirRunOn
19th Nov 03, 5:25 PM
Woooooooaaahhhh... so cool.

Btw, PLEASE tell me the mothership is gonna have it's own darn name...

I can't wait to see the Qwaar-jet and avatar.

I did actually like drone frigates as a back up defensive unit. Their inability to carry their guns around while jumped made them a little tempermental. They'd actually be good if you could direct the drones, seeing as originally when the drones deployed they locked onto their own targets, even if that target was out of range while another one was blowing their kiester off.

Deimos
20th Nov 03, 2:37 AM
Yeah ,it would be cool if drone firg worked more like the hive frig from cataclysm: drones used not as stationary guns, but fighters with good price to firepower ratio. I think the drone frig should be able to rebuild destroyed drones, maybe not for free though.

Edit:
If we decide to put it in the game, the drone frid will be the next craft i make.

And one more idea: maybe it could work as a carrier with only one construction option - drones, but i don't know if it's possible to make the drones dock only at frig, not anywhere else.

Magus
20th Nov 03, 5:56 AM
Deimos: That shouldn't be too hard, the problem is the build and launch menus would get clogged up by all the drone frigates you have.
SirRunOn: In the HW manual, the mothership was it's name. Otherwise it would be really ****ing big colony ship
The multiple module research vessel should work fine. However, im not quite sure how much of a bonus each additional research mod gives, if any. If it doesn't give any, we may have to go the cataclysm route, and make each research module devoted to a type of research.

SirRunOn
20th Nov 03, 6:08 AM
Very possible there, so you're having trouble doing the duplicate research ship docking routine? That always did look like a tough bit of code to me, gotta check back into that.

If you look, hw2 had plans for 3 different drone frigates. I wouldn't mind the original frig, if you could target the drones seperately when need arose. That drone frig would be hell on strike craft.

No1lives4ever
20th Nov 03, 8:37 AM
I have heard say, that each research module gives a bonus.

F'Lar
20th Nov 03, 10:42 AM
so when will this be ready for download?

Ammon Ra
20th Nov 03, 11:08 AM
LOL, downloads...heheh how many modles are "DONE"? erm, 2 raider ships maybe??? :p

total models?? 12 aybe?? hehe, there wont be any sort of decent hw1 mod for a loooooooooooooooooooooooong time ;)

also for the tai ms, since it's a stationary ship, i was wondering about the point of engines...???

Also would it have a hyperspace core? hrm.....storywise i doubt it would have much of anything, but for MP/skirmish, it should have an engine, and a jump core.

since the kushans have the 2nd core, and long range jumps are only possible with slave cores if you have a lot of power generators, i created the idea for two possible engine modules:

engine module, that uses the power generators to create thrust, higher than the kushan MS in MP (??)
OR
a hyperspace module, the same size ofthe engine module, but allows hyperspace jumps.

obviously you can only have one or the other, thereby enhancing the stationary super shipyard idea. Alo for sizes, i wouldn't mind if the cap ships were a bit larger than they were in hw2. the scale was great, but still not large enough ;) (not talking about nlips)

anyways, about them renders....Hrm... i think i'll just let you wait a few more days :p

IWAssassin
20th Nov 03, 12:19 PM
Each research module does give a bonus as defined in \\Data\Scripts\tuning.lua

In HW2 it's NbrModules ^ 0.5

So 1 module will give you 100% 2 will give you 141% etc
If you change the 0.5 in tuning.lua to a 1.0 you'll get the same bonus as you did in HW1, however you can only research one thing at a time at speed 6, whereas in HW1 you could research 6 things at speed 1.

I dont know HOW you'd get that to work in HW2's engine.

Ammon Ra
21st Nov 03, 7:36 AM
well, i did some renders yesterday, but since relic was down for ages i wasn't able to post them :p There we go :)

http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/taii_mommie01.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/taii_mommie02.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/taii_mommie03.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/taii_mommie04.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/taii_mommie05.jpg

Ammon Ra
21st Nov 03, 7:38 AM
i assume the images are clear enough, but if you wish, i will explain them, and the modle, if you ask nicely :p

No1lives4ever
21st Nov 03, 10:25 AM
hmm, neat... whats the polycount for that thing?

Ammon Ra
21st Nov 03, 10:34 AM
3864 or something. so yes i can easily double the poly count ;)

just need to figure out WHERE to put all of that detail ;)
Well i'll explain the model anyways :p. the four prongs that point out to the side are the frigate facility and the capital facility. the larger prongs are the capital one, and the smaller two prongs are part o the frigate facility.

The two arms are the corvette facility and the fighter facility. i should smooth of the ends of the arms a bit, and add some detail maybe? or not?. i'll add something :p

also the engines is a destroyable subsystem, but it can take quite a lot of damage. i still need to make the hyperspace modeule, and i think i have an appropriate design. :)

also the two longer modules are most likly place holders for the module slots.

I also agree that the bottom of the ship has been almost conmpletly ignored when it comes to detail. that will change quite quickly :).

not too quickly though.

any more information will be given with pleasure. :)

ZuiljiN
21st Nov 03, 1:02 PM
Really nice Ammon :)

thesamonthemoon i was stuck on research today so i tried few thing for the salvaging and i got it :)
still few thing to fix...for now collectors take the vaygr carrier get it back to the ms...but the carrier stuck on the hangar bay and never go inside the ms...after that i tried to dock it in the frigs berth just to see whats happen...and its worked...with a big graphics bug but its worked ;)
but the carrier never go out again...ill fix it later today ..i also need to fix the speed when they move the carrier or any salvaged ships but i need to sleep a little before...so... :gnight:

SeventhSun
21st Nov 03, 1:06 PM
Would we be able to have a top-down comparison between the old and the new? Itd be nice to see :)

Mod Man
21st Nov 03, 1:28 PM
put the drone fiig in in Homeworld i made the drones shoot ions instead of gunns that was cool something i want to do it homeworld 2 cause of the new ion effects

Ammon Ra
21st Nov 03, 1:34 PM
the three "drone" frigates are identical to the 3 normal frigates, xcept they have a different HP level.a top down comparison? meh, sure ;)

Ammon Ra
21st Nov 03, 2:38 PM
okay, top renders of old and new are here. hosting, as usual, thanks to tyreal :).

http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/top_new.jpeg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/top_old.jpeg

Have fun comparing them ;)

Deimos
21st Nov 03, 3:33 PM
Cool MS, Ammon. Good work.

Guys could you put all your renders (or the best ones) of remodelled ships at requiemwar foum, they'll be much easier to find there.

Ammon Ra
21st Nov 03, 3:45 PM
erm, what? we have a forum? oh yeah THAT one :D sure.

thesamonthemoon
21st Nov 03, 6:12 PM
i tried few thing for the salvaging and i got it :)

How did you do it?

This is kind of odd... As soon as I offer to help with your scripting problems, you figgure them all out yourselves!

Speaking of which, I assume you've all seen the "Fuel Burn Script (http://forums.relicnews.com/showthread.php?s=&threadid=21139)" thread?

IWAssassin
21st Nov 03, 6:45 PM
It still has a few bugs, and of course, I wrote it specifically for this mod (:

TheOrder
22nd Nov 03, 2:19 PM
EL BUMPO :bump:

The5thElephant
23rd Nov 03, 2:07 AM
Woah....woah....woah......something went bump in the night.

:elephant: :elephant: :elephant: :elephant: :elephant:

Frem
23rd Nov 03, 4:12 AM
it looks kinda small...

Ammon Ra
23rd Nov 03, 5:31 AM
what looks small?

Frem
23rd Nov 03, 6:00 AM
tha taiidan mothership

Ammon Ra
23rd Nov 03, 6:09 AM
Yes, well all models look small when they're not directly compared to any toher ships :p

well for a relative size omparison, the top, larger, capship module, the carrier is about 1/2 the size of that :p and the figher is 1/100 the size of the carrier. more/less.

so the fighter is around 1/1000 the size of the MS. if time permits me i'll do a relative scale render to show you what the size of theMS could be ;)

TyrealMathias
23rd Nov 03, 2:56 PM
*shrug* i think it looks sexy.... :)

silver falcon
24th Nov 03, 5:19 AM
i really dont like the idea of changing the designs of ships when your bringing the game that started it all to a new polish shine. but other then that i say it looks good.

<>silver falcon

No1lives4ever
24th Nov 03, 5:24 AM
Dont like that idea either :p.... but well, we will see what will come out of it... Nothing posted here is guaranteed to be in the final version ofcourse.

No1lives4ever
24th Nov 03, 7:29 AM
Well, allthough i cant get this vette in game properly ... YET..
I still wanted to create the golins to show some progress :S

http://no1hg.50free.net/HW/LightcorvetteGoblinTex.JPG

Polycount is 328 for the main mesh. and 400 for the goblins.
The completed vette WITH turret will be around 800 polygons including the Goblins

The5thElephant
24th Nov 03, 9:56 AM
Are these all textures converted straight from HW? Will you guys eventually make new textures?

:elephant: :elephant: :elephant: :elephant: :elephant:

No1lives4ever
24th Nov 03, 10:42 AM
Well, to make the ship style look as much as possible as the Homeworld ship style, we will use the original textures to create our own. Ill post a comparison between the original and the new one if you like.

The5thElephant
24th Nov 03, 12:12 PM
Yes please do that. But the textures on that light corvette look rather blurry in some places.

Also can you guys implement better base/stripe color patterns on Hiigaran ships because in HW you could barely see the stripes on most ships.

:elephant: :elephant: :elephant: :elephant: :elephant:

No1lives4ever
24th Nov 03, 1:27 PM
http://no1hg.50free.net/HW/LightVetteOr.JPG

http://no1hg.50free.net/HW/LightcorvetteGoblinTex.JPG

Well, i must agree... my own vette is a bit to fat :(

(and i used 3d explorer raytrace render for the original vette... instead of the Max render i used for my own.)

and some other shots...

http://no1hg.50free.net/HW/LightcorvetteGoblinTexFront.JPG

(these look blurry imo as well :p but we wont get that close to corvettes anyway.. .
If you look close on the HW2 corvettes they are blurry at some parts as well. but agreed i could have used texture space a bit better :p)

MeepZero
24th Nov 03, 2:29 PM
cant wait to see this in action, along with those fighter trails. anyone know if we can do that little thing with the individual voices for the individual ship classes yet? Cant wait to get started on it, got some friends who wouldnt mind being the voices too. Only problem with making the voices is giving them that radio kinda sound. Ill come up with something later.

Avatar Terminus
24th Nov 03, 2:45 PM
I kinda like the light corvette being fatter. Somehow it makes it seem less dagger like and more like a big, nasty combat vehicle.

I still think it should have more guns...

SirRunOn
24th Nov 03, 2:53 PM
It's a light vette for cryin out loud. If you read the fluff text on the taiidani light vette they're supposed to be more survivable scout and distraction craft.

It's a bumblebee carying a ball peen hammer. *bap bap*

Avatar Terminus
24th Nov 03, 3:07 PM
okay. why then is its ball peen hammer about as big as those of the inty and the scout, and is not comparable? why doesn't it have a frickin' plasma bomb launcher or three (i mean, it doesn't even need fuel to drive, therefore its reactors are better, therefore it would be a better platform for plasma bomb launchers then the fighter assault bomber would)?

No internal missiles, no better countermeasures? The other classes can do everything better than it!

No1lives4ever
24th Nov 03, 3:18 PM
it does need fuel :p

SirRunOn
24th Nov 03, 8:35 PM
It originally needed fuel.

You could go for larger squadron sizes.

Simply put, it's cheap. You can build a lot of them, and not have to worry about running out of ru's. Strike, run, pull off sc escorts. They were still quite good at killing fighters. With their accuracy and good fire arc they could mess up those even lighter armored vessels.

Though noteably I used them... err... well when I was given them at the start... and that's about it. Multiguns were more my thing. Take fighters, make go splat.

Maybe the vaygr need those...

The5thElephant
24th Nov 03, 8:39 PM
Perhaps you could also make the textures less beige? The gray ones from HW while not as good in quality have a nicer look to them in over all color. But this probably won't be a problem with actual fleet colors on them.

:elephant: :elephant: :elephant: :elephant: :elephant:

No1lives4ever
25th Nov 03, 2:07 AM
It only differs in collor because of different render programs, Ill try to render my own vette in 3d Explorer later.

And, i used the Light vette a lot in Multiplayer.. Always. Even if you go for the Multigun corvette or/and Heavy corvettes it was always better to build light vettes from start as well. This way you could come up with a bigger army fast!

(you could always retire your light vettes if the hell DIDNt break loose before you reached your build limit)

Deimos
25th Nov 03, 11:09 AM
Okay, i finally made some progress. Look and feel free to make any suggestions:
http://republika.pl/deimos/images/stdfrig8.jpg
Also look at this (http://republika.pl/deimos/images/stdfrig9.jpg) and this (http://republika.pl/deimos/images/stdfrig10.jpg)
As you can see i added a lot of goblins, and, reworked the engine ection to make it rounder (wich is not as visible :p ).
The current polycount is:
main hull - 738; turrets (all four) - 504; goblin objects - 779 polys.
I still intend to make some improvements, goblins in most cases, but i'm close to the end now. The next craft will be ion frig or drone firg (the latter probably).
Also keep in mind that no smoothing has been aplied, since as No1 says ordinary smoothing groups are useless in HW2. But i'll put a render with smoothing applied later anyway :D )

Cs_Saj
25th Nov 03, 12:18 PM
cooooool

ToxicFrog
25th Nov 03, 12:43 PM
*eyepop*
Are you planning to port the original HW1 campaign as well, or only the ships?

No1lives4ever
25th Nov 03, 1:11 PM
Yes, we do the original story as well. (with some missions added)

Correct me if im wrong commander :P

Magus
25th Nov 03, 1:18 PM
Yes, we do plan on doing the campaign, fixing up some missions, adding more, possibly deleting or seriously changing (though none of that is planned)
Check the Requiem War forums, there is quite a bit more there
www.requiemwar.com
(Note: At time of writing the site seems to be down. Could be just me)

And that is a damned nice frigate Deimos. Unless I'm mistaken, Zuiljin said to have the Corvs have about 800 polys, so you have more room to work in if you wish

Edit: This thread should be moved to the "Mods in Progress" forum

ZuiljiN
25th Nov 03, 1:45 PM
Hey guys

sorry if i didnt not gave news lately...i took a little break ;)
im almost done with the mapping of the adv swarmer and the turanics missile corvette..ill post screens soon :)
next ship will be the khar-selim

Deimos can you send me the model?i want to see few things by myself...pics arent always the best thing to see if the model is good or not and i also want to see how its look in the game even if its not done or textured

k now the squadrons..we must take the decision now...from what i can see if we use squads we must forget fuel and formations ala hw1...squads are cool but if we need to remove alots of hw1 features i think we should remove them...so i want your opinion on that but for me its hw1 all the way :)

Magus the site is fine...maybe they just made maintenance on the hosting...

ToxicFrog
25th Nov 03, 2:45 PM
Originally posted by No1lives4ever
Yes, we do the original story as well. (with some missions added)Eeeexcellent.
This news has just made my day. I've been quite disappointed with the HW2 campaign. If you can also implement the ability to choose your race, this would kick even more.
I'll wander over to the RW fora, see if there's anything I might be able to do - I have no knowledge of modeling, but I might be able to help with texturing or coding.

No1lives4ever
25th Nov 03, 2:49 PM
HW1 style as much as possible. so yes, get rid of the squads :p

Magus
25th Nov 03, 4:47 PM
couple things:
First, are we sure we can have formations in any case?
Next, why can't we have fuel with Squads?
Also, is it possible to have repair without replacement with squads?
If the answer to question 3 is yes, im for squads. otherwise, individuals.
With the Khar-Selim, could you make an intact version as well as a derelict? I've been thinking of using it in a NIS.
Toxic, we might force it to be a Kushan only campaign, so we can have differences between Kushan and Taiidan.
And yes, the site is up, was just me.

UNSF
25th Nov 03, 5:32 PM
OK... I know that it might not be a good time to ask this question since it will probably turn out to be rather negative.... approximately what percentage of this mod is already done up until this point? Is it possible to see it in action by December 2004?

motiv-8
25th Nov 03, 5:45 PM
Sorry to contibute nothing, but as an aside: Why hasn't this thread been stickied yet?

Avatar Terminus
25th Nov 03, 8:07 PM
I always wanted the Khar Selim to have been a ship class, and that your campaign started a little earlier, with a carrier, myself.

But still, it's all cool stuff.

IWAssassin
25th Nov 03, 8:39 PM
You can use formations just as you use strike groups, the definitions are there. Just change how the 3 strike groups work to the 3 most popular formations in HW1. There may be ways to do more formations but Im not certain.

Fuelburn with squads, the only way thus found thus far is with Subsystems. The functions to modify subsystems only affect the FIRST ship in a squadron, so if you have a squadron of 5 Kushan Interceptors, only the first will burn fuel, the rest will remain fully fueled. It still WORKS the same, but it LOOKS bad.

As for repairing without replacing, honestly I dont know the answer there but I highly doubt it.

PogoMonogo
25th Nov 03, 9:15 PM
hey guys, you know when you go to relicnews.com? Whats that ship in the upper-left corner of the home page? Looks pretty sweet, and I haven't seen any concepts for it i think. Any clues?

thegoatman
25th Nov 03, 9:41 PM
http://www.well-of-souls.com/homeworld/hws/hw2/images/display.htm?hw2_0403-a.jpg

PogoMonogo
25th Nov 03, 10:28 PM
any idea what it is?

IWAssassin
25th Nov 03, 10:49 PM
They've stated about 50 times its an upside down Hiigaran Destroyer.

JargonFilter
25th Nov 03, 10:52 PM
looks so much better upsidedown

Bob McDob
25th Nov 03, 11:08 PM
That's no Hiigaran destroyer :(

EDIT: Oh wait, it's missing the ventral turret. Ah.

No1lives4ever
27th Nov 03, 2:09 AM
Hmm, deimos. Why do you put so much detail in the turrets? there realy is no need for us to look INTO the barrels :p
All of that can be nicely done with textures.

Other then that it looks okey from what i can see. :up:

Deimos
27th Nov 03, 3:27 AM
Here are the latest renders
http://republika.pl/deimos/images/stdfrig11.jpg http://republika.pl/deimos/images/stdfrig12.jpg

And yes, no1, i will change it, i noticed it erlier, but always forgot to do something with it. (Well, maybe bomb launchers could stay this way in LOD0 model, because they'are of much bigger caliber.)

Also i don't thing it needs many mure goblins - it will have textures at all. Maybe i'll just make the front section (anthena and stuff) more detailed... After that, i think that will be all.

No1lives4ever
27th Nov 03, 3:52 AM
Looks good, especially with that background :D
Whats the polycount for both the main mesh and the goblins?
Whats the polycount for each turret inc. barrels?

Deimos
27th Nov 03, 4:31 AM
Hull - 738 polygons
Goblin objects - 963
Turrets (all four) - 184
Barrels (all four) - 320 !? wow, that's in fact too much!
----------------------------------------------
Overall - 2205

But it still has less polys than a hiigaran assault frigate.

And it was suposed to look cool, it was rendered for 15 minutes :D

No1lives4ever
27th Nov 03, 5:34 AM
Ok, good overall polygon count. but the barrels have indeed to high polycount :D, you can use that budget for better things :p

well, i have a question for our mod team... since i dont believe much of us actually check our own forum each day :p.
Is it okey if i make the remaining fighters? (defender, Heavy-interceptor.) and The remaining corvettes? (Repair corvette, salvage corvette.)

Deimos
27th Nov 03, 6:29 AM
I don't know how about you, but i check RW forum regularly. And if you guys don't, please do it.

No1, i think tht's okay, AFAIK no one started any of them.

Also i want to ask you guys not to start any Kushan frig. I have ideas for them all. I think all ships of the same class should be made by one person, or at least use the same parts (eg. rear part in frigs, or engines in corvette.)

And one more thing, no1, did you do anything with heavy corvette's big guns?

No1lives4ever
27th Nov 03, 7:08 AM
Nothing with those big guns yet.. but ill create 2 versions. one with and one without big guns... Both textured.

Oh, and about those frigates, i alrdy started with the Kushan Support frigate. (since it had lots to do with the fighters and corvettes)
But i can always add your bridge and engines instead of mine. :confused:

Deimos
27th Nov 03, 7:40 AM
that would be nice. They'd look similarly. Give me your e-mail, so i'll send you my model

Magus
27th Nov 03, 7:44 AM
One note to every modeller here: if you have some miscellaneous models lying about that don't seem to belong to any other Sci-fi Universe, we could use them for Galactic Council Ships.

No1lives4ever
27th Nov 03, 7:52 AM
Oh, and btw. I learned from Zuiljin that its probable better to leave the goblins for AFTER the texturing. That way you can get the Goblins nicely alligned to the textures.

(It saves a lot of trouble to do it that way)

Sjuuk-Khar
27th Nov 03, 9:35 AM
i have or at least i think so

Ammon Ra
27th Nov 03, 10:22 AM
Hehehe, seems like i missed quite a lot of interesting stuff ;).
not trying to be picky or anything, but the kushan frigates just look to stubby, short. Meh, its me dont worry. :p

*ahem*
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/scale_test01.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/scale_test02.jpg
http://www.starfleetplatoon.com/~tyreal/Merp/AmmonRa/scale_test03.jpg

thats' more or less what i'd think the sizes of the mas, carrier, and the heavy vette could be. :p
So now dont say "it looks small" :p its Huge, compared to the HW2 ms/carrier sizes ;). and NO that is not the final scale.

motiv-8
27th Nov 03, 4:40 PM
Meh...

The Momship is too big. :/

thegoatman
27th Nov 03, 9:57 PM
This reminds me of people who were telling me that the Foundryship was the wrong size.

These HW ships are build to scale to one-another, same as the foundry was build to scale against it's debris. IMO, it looks perfectly accurate.

The5thElephant
28th Nov 03, 12:27 AM
It's damn sexy and a perfect size.

Hmmmm, that sentence is louded with innuendo.

:elephant: :elephant: :elephant: :elephant: :elephant:

No1lives4ever
28th Nov 03, 1:54 AM
jup, the scale is :up:

Kinjiss
28th Nov 03, 2:03 AM
ARE you calling his mom FAT!!?!?! o.O!!?!?! Dont take that from him. j/k

Deimos
28th Nov 03, 2:14 AM
Hmm. MS/carrier scale is perfect, but how about making these vettes smaller?

Greggy
28th Nov 03, 5:19 AM
I've got something here:
Raiders missile corvette (http://hw2.bravehost.com/mc/mc.htm)

FluxX
28th Nov 03, 9:44 AM
Just looks like the MS has its docking prongs too long... (makes it look cartoony...)

But AMAZING stuff guys... keep up the good work!

motiv-8
28th Nov 03, 10:00 AM
Originally posted by thegoatman
This reminds me of people who were telling me that the Foundryship was the wrong size.

These HW ships are build to scale to one-another, same as the foundry was build to scale against it's debris. IMO, it looks perfectly accurate.

Don't you think that if the Taiidani Mothership really was that big, it could build something larger than a Heavy Cruiser? At one time?

Logical thinking, people.

Magus
28th Nov 03, 10:18 AM
Like the emperors flagship maybe...

TyrealMathias
28th Nov 03, 10:24 AM
i think its sexy.... :)

IWAssassin
28th Nov 03, 11:53 AM
To me that seems a bit... large.

Now granted its now comething that COULD build a heavy cruiser, carrier, 2 destroyers, 7 frigates, and 20 strike craft all in parallel, but beyond that (:

ZuiljiN
28th Nov 03, 4:29 PM
really nice ammon and its not too big :)

Deimos vettes smaller?? if we reduce them fighters will looks like dots ;) as i said default scale size will be like hw1...and something more reallist with nlips...i hate having to looks every dots on the screen when its time to fight :)

Greggy its the hw1 model? why textures looks weird like that?on mine its looks good and its textures from hw1 too...
ill post pics of it later today...and maybe the swarmer too...didnt really got the time for that lately but they are almost done...even if i said that at the begining of the week ;)

Deimos
28th Nov 03, 5:02 PM
well, there's some truth in ths, i must admit... Let it be. But how do you fit 25 of those vettes into carrier? :D

IWAssassin
28th Nov 03, 5:50 PM
Visually it CAN be done, its just thats absolutely positively the upper limit on how many you can fit in there (:

Zang
28th Nov 03, 7:46 PM
Originally posted by TyrealMathias
i think its sexy.... :)

I think it's DEAD sexy.

JargonFilter
28th Nov 03, 10:42 PM
i would rather the taiidan ms look more like this concept: http://www.well-of-souls.com/homeworld/hws/concept/images/display.htm?special_tnx_design.jpg. well i think it looks cool.


the one you are basing off of i think looks fairly fugly (the one that made it to the game)
http://www.well-of-souls.com/homeworld/hws/concept/images/display.htm?moship.jpg

[edit] i do like the side docking thing.

Cs_Saj
29th Nov 03, 12:15 AM
He has right the mothership you corently have don´t look all to Tiidan

SandPiper
29th Nov 03, 12:21 AM
I think it looks great.

Cs_Saj
29th Nov 03, 12:59 AM
but don´t it dont fit the tiidan

Fallen_angel
29th Nov 03, 3:51 AM
but I like it anyways. I don't think it looks to cartoonisch or sth like this.....
Nice designe

SirRunOn
29th Nov 03, 7:15 AM
That's not the point, it's still not taiidani.

Where do we go for unmodified, simply upgraded taii/kush ships?

Cs_Saj
29th Nov 03, 7:58 AM
Fallen_angel why dont you replace the tiidan heavy cruser which a ship thats look like a egg

Avatar of Set
29th Nov 03, 2:22 PM
Not to rush you guys, but do you have a finished version of the Kadeshi Needleship?

All colored in with goblins and such.

And if so, can I see it?

SandPiper
29th Nov 03, 2:23 PM
Fallen_angel why dont you replace the tiidan heavy cruser which a ship thats look like a egg


Wow, I can see you are just bursting at the seams with praise and enthusiasm! If you dont like his Mothership, make your own and post it; just stop complaining.

IMO, Ammon's Tai Flagship is in keeping with the established Taiidani look.

Edit: Avatar, I think there is one somewhere in the original thread (http://forums.relicnews.com/showthread.php?s=&threadid=16495&pagenumber=1) , no textures though.

Avatar of Set
29th Nov 03, 3:10 PM
Right...

Thank you Sand, but I was asking if someone had a copy of that with textures.

JargonFilter
29th Nov 03, 7:05 PM
hey Cs_Saj, learn to use proper grammer. i can't understand waht you are saying. :/

SandPiper
29th Nov 03, 9:32 PM
Sorry, I misunderstood you Avatar.

Avatar of Set
29th Nov 03, 9:34 PM
Hey, Its cool

Deimos
30th Nov 03, 1:09 PM
Originally posted by Pimpster
hey Cs_Saj, learn to use proper grammer. i can't understand waht you are saying. :/

And who's talking about proper grammar? :)

Btw, No1, you've got 1 new private message (at least :p )

Cs_Saj
30th Nov 03, 1:26 PM
i can proper grammmmmmmer but not the english ones

IWAssassin
30th Nov 03, 5:24 PM
Pimp's Grammar is fine, its his spelling thats awful. Well unless you count the fact that "I" should not only ALWAYS be capitalized but also because its the first word in the sentence (:

JargonFilter
30th Nov 03, 5:33 PM
lol, fine you want better spelling?

"Hey Cs_Saj, learn to use proper grammar, I can't understand what you are saying. :/"

yeah, k w/e.

ps "i can proper grammmmmmmer but not the english ones," LOL.

ZuiljiN
30th Nov 03, 11:12 PM
k enough post about grammar :)

Avatar no didnt worked on it lately need to remake the fuelpod berth and few other things and make the texture

Turanics missile vette is done you can d/l it in our private section...and here some pics for ppl who cant ;)
sorry if i didnt posted it before...didnt got the time before living for the weekend :)
http://pages.infinit.net/zuiljin/ss00460.jpg
http://pages.infinit.net/zuiljin/ss00458.jpg
http://pages.infinit.net/zuiljin/ss00451.jpg

Greggy
1st Dec 03, 1:40 AM
guys, what about team colours?

Ammon Ra
1st Dec 03, 1:50 AM
Originally posted by Ammon Ra
thats' more or less what i'd think the sizes of the mas, carrier, and the heavy vette could be. :p
So now dont say "it looks small" :p its Huge, compared to the HW2 ms/carrier sizes ;). and NO that is not the final scale.

And no that is not the final scale.

that is how i'd imagine the MS/Carrier scale to be. also about ppl complaining that the ms/sy is too large now, well consider this: if you were a paranoid greedy emperor, with the largest fleet at your disposal, would you rather have a smal mothership the size of a lowly cruiser or a ship up to 5 times the size of a cruiser with enough space to build large defences on ect.????

look at what the imperial roman emperors made for themselves. i.e. nero, he built a illa in the center of rome b/c he could. same applies with the ms, its large b/c the emperor is paranoid and CAN build ships that big.

Aslo for the ppl that dont think it looks taidani, well the model IS based on the concept art that everyone loves so much.
This mothership concept (http://www.well-of-souls.com/homeworld/hws/concept/images/display.htm?special_tnx_design.jpg)

ALL i kept from the hw1 ms are the arms, (they aren't visible on the concept MS) and moved them around a bit, so that they fit in better with the size of the rest of the ship. i kept them b/c then ppl would say, "it doesnt look taidan" with the arms, and the rest would say "it doesn't look taidan" when i'd removed them.
i kept them so that People will immediatly recognize the ship as the Taiidani Mothership. But hey, if you insist i'll just remove them and add something esle, something completly abstract that will definitly NOT look taidani. i cant satisfy all of you, buti can try to satisy the majority. and atm i'm not going do and radical changes to the ship besides the antena maybe. and i changed the orientation of the capital ship bay, so that it looks better. those prongs are part of the subsystems.

And another note, for you people that dont like it, or dont think its "taiidani enough", whatever that means, you can always atempt to create your own mothership.

last note: the "Mothership", b/c its the empreor's (forgot name can't be bothered to look it up) flagship, doesn't just sit there doing nothing, its not a sitting duck. Its more like a giant shipyard, but heavily protected, with and without "escort".

and WTF is this talk about cartoons??? the prongs too long? should i say it? Yes i will. if you dont like the darn ship make your own...

but then again, the person who duelled me to the Tai HC contest sort of disapeared, and i have more important stuff to do that argue with whining children... :rant:

*sigh*

Cookie goes to sandpiper for agreeing that if you dont like it, make your own ms.

*sigh*

Did i mention that if you dont like the scale, the ms or any other parts or pieces you can try to model it yourself????

okay, now i feel better, much better. if you have any specific requests of a certain part of the ship that you would like to have chaged for comparison then please, do, in a decent manner.

thank you and good day. :sci:

JargonFilter
1st Dec 03, 3:27 AM
god almighty, those turanic corvettes are the pwnage!

and after looking at your tai ms about 20 times, i have to say i actually like it now. of course i think it still needs goblins.

[edit] just one thing about your tai ms, you know the 2 curved prong parts that are in the ms in that made it 2 homeworld1, the 2 (or was it 3 in the game) curved prongs seem to be rather pointless. in your model if you must keep them, it would be nice to see them have a purpose, or to pretend to have a purpose ;)

i'm wondering if i made any sense...

No1lives4ever
1st Dec 03, 3:41 AM
DOH! :D

Well, i dont even dare to complain after that post :p
Ehm a question then: are you about to change those "things" at the right part of the mothership? Since they seem rather LONG compared to the overall mothership.
And second, whats the purpose of that part. is that the hangar bay? Capital ships now spawn at the side of the mothership?

(notice that these are only questions exept for the LONG comment :p)

Oh, and deimos, i will post some screens from the Support frigate when i get behind my own PC.

Cs_Saj
1st Dec 03, 3:59 AM
nice worked your doing

FluxX
1st Dec 03, 4:28 AM
I apologise for saying it looked bubbely....

I recon its becasue of the poly smoothing in the 3D software proggy.

In HW2 there is no smoothing, so it will probably look less blobby :P

It looks good. And it will be ammazing to fight over that :) .

I am going towards carriers a command ships only for my desighs (so no MS ;) )

Ammon Ra
1st Dec 03, 5:36 AM
Originally posted by Pimpster
...blablalba...
...and after looking at your tai ms about 20 times, i have to say i actually like it now. of course i think it still needs goblins.

[edit] just one thing about your tai ms, you know the 2 curved prong parts that are in the ms in that made it 2 homeworld1, the 2 (or was it 3 in the game) curved prongs seem to be rather pointless. in your model if you must keep them, it would be nice to see them have a purpose, or to pretend to have a purpose ;)

i'm wondering if i made any sense...

edit: did i ever say it was the finished model?? :frog: it doesn't have any [reasonably good] goblins, and i will redo most of the already present ones.

Actually yes those two arms do have a purpose. i think i explained a few page back what they were, but since i'm feeling kind (:p) i'll explain it yet again.

those two arms are the modules that are built to enable fighter, and corvette production. they could aslo house the research options for the fighters as they are very large indeed. but need to decide on that.

re:no1lives4ever: "right things"??? you mean the four prongs that are the command stations for the capital facility module and the frigate module? i just added them as a sense of superstructure. not sure on how to explain how the cap ships will exit the bay, but i'll try. capital ships are built and then fly out of the capital bay horizontally. I was going to do some renders but i thought that they would be clumsy. i'll do them anyways. therefore the HC will be built lying on its side and then when its clear of the superstructure, it will start to move in its predetermind upright manner...ect.

Bubbly??? :wtf2: :dolt: ??? there isn't any smoothing...or only one (1) polygon smoothing group, and afaik there is smoothing in hw2, just 3dsmax/gmax isn't capable of creating vertex smoothing ect, or whatever its called.

Meh, anyways complain as much as you want, i'm just not going to listen :p

uggg if time permits ill do a short animation of how ships dock.
note: this will be a rough animation, i'm no expert. :p and dont xcpet it any time soon, and there might be some compatibility probs, as i use a relativly old program to animate and render the models....;)

No1lives4ever
1st Dec 03, 5:51 AM
I think its good when people complain... ofcourse they will have to EXPLAIN what exactly is wrong. and what can be changed to make it better.

SirRunOn
1st Dec 03, 6:10 AM
What about we peoples who aren't modders, don't have huge graphic suites or room for all the info on our hard drives nor time to throw into putting together a beautiful ubership?

Can we get a say or are we going to be shouted down?

Dude, your stuff looks great. The turanic corvs just rock. ^_^ let them do a missile spray will ya? something like a slow charge to build up all missiles then a bigarse burst. That glitch burst ability was so cool in hw1.

However is it really right to make a "total conversion" from hw1 to hw2 in which you alter ships massively to your own tastes?

In addendum to this, anyone who's made the original hw ms's could I get them off of you? I think I'll be needing them.

Oh, and please please please, would someone take just a bit of time to throw in some of the bigger generic derlicts, shrunk down to hw2 size? All the mission specific derlicts don't leave mapmakers like I a lot to work with.

No1lives4ever
1st Dec 03, 7:34 AM
No, i hope we (the majority of the team) dont want to alter the ships massively to our own taste... at least i absolutely DONT want it.
But hey, Amons mothership still doesnt look COMPLETELY different from the original....

Let time decide. Maybe some1 will come up with a AWESOME mothership that looks much more like HW1.

And yes that corvette realy DOES look awesome and completely Homeworld :)

JAL-18
1st Dec 03, 2:43 PM
I honestly have to say that, while the Taiidan MS does look good, the entire point of the mod is to bring HW ships into HW2. Giving a ship a higher level of detail does not entail adding massive prongs sticking out of the side.

It's good, but not HW1. Maybe a HW1 alternative universe mod could use it...

RaidCarrierMan
1st Dec 03, 7:33 PM
These models look terrific, especially in-game. I am especially fond of the Turanic Carrier model found in your other thread-I really can't wait to see that one in game.

I have a few questions though. Are the original Vaygr and Hiigaran races going to be replaced, or are all of the new ships you plan to add going to be put into new races (which would make it so that-judging by the race diversity in your screenshots-you would have to balance out 6 races)?

And, for the Kadesh, is it possible to make the Multibeam Frigate spin when it fires like in Homeworld? None of the few Kadeshi mods for Homeworld ever got the MBF to spin, but with Homeworld 2 being so much more moddable, it seems like it could be done.

Anyway, I look foreward to seeing more updates on your website and forums and hopefully more screenies of the new models in-game :) .

No1lives4ever
2nd Dec 03, 2:33 AM
I think we will try to create a multiplayer experience like in HW1, so the playable races in multiplay will be the taiidan and the kushan.

Though we are thinking about it to create a multiplay mode where you can choose the Raiders and the Kadeshi as well. but i dont think we will mix in the HW2 units. (would not be HW1 :D)

And yes, from what ive seen in the Lua files and all of that, it will be possible to create a attack run with spin.

Ammon Ra
2nd Dec 03, 3:16 AM
re: attack spin look at the movers. :p

i do have the original hw1 ms and improved on it, but no1(not no1lives for ever, no one, no body) liked that, so i decided to build another ms based of the concept art. the concept art is cool, but the taiidani's ms concept art isn't that good imo.

and 2nd this isn't a direct port to hw2. if you want that you can do that right now. there's a reason why it's called requiem war. its how hw1 should have been. and if i'm not mistaken those are the words of Z.

but then again, i'll post what i have of the hw1 ms.

Big prongs? if they bother you so much, i'll remove them and the capital and frigate prodiction facilities will be boring 'boxes'. but hey, you wanted them so suite yourself. :frog:

No1lives4ever
2nd Dec 03, 3:33 AM
But should have been means:
The way Relic would have made it if they had the polygon and texture budged we have right now.

I think people complaining about certain ships we create DO have a point. I joined this mod team because it was recreating HW1 with better graphics. (and sound if possible :)) but hey, its difficult, i have to agree. People think different about HOW HW1 should have been....

Either way... IMO HW1 stands High above HW:C and HW2...
(so people will have a hard time to make me love their new ships :))
I realy think Zuiljin is doing a neat job with his raider and kadeshi ships, it definately looks HW1. (i know its because of the textures, so maybe ill like the new ships as well when they have the right textures on it who knows.. :) either way, Go on with moddeling the way you like, we will pick the ships that fit the mod best i guess :S)

Deimos
2nd Dec 03, 11:12 AM
The newest pics of my frigate are availible here (http://www.imayacreation.com/forum/viewtopic.php?t=15), at requiem war forum. While you're there, look around the showroom thread some more.

RaidCarrierMan
2nd Dec 03, 3:07 PM
Very nice. I like your idea of adding a multiplayer mode where the choosable races are the Turanic Raiders and the Kadesh-it should make balancing your mod easier.

I do hope that you guys include the Turanic Raider and Kadesh races in some way or another though, because the models of those ships that are done (and some of them in-game) look great :up: .

ZuiljiN
2nd Dec 03, 5:27 PM
Turanics and kadesh in mp?? humm..in early games its fine but once hiig and taiidan will be abble to build Destoryer or HC they will not have a chance...we will see it later once we will know how many ships will be added on each side
Deimos i received your model ill pm you later today about few things i want to be changed ;)
i began the turanics ion frig yesterday...front part is done with goblins...ill post pics today in our wip section and maybe here too but its in early stage for now ;)

RaidCarrierMan
2nd Dec 03, 6:39 PM
I thought the idea was that with the switched multiplayer mode the ONLY choosable races would be the Turanic Raiders and Kadesh, so that the Taiidan and the Kushan wouldn't be present in those multiplayer games. Anyway, I like to see that you guys are moving along modeling more Turanic Raider ships.

ZuiljiN
3rd Dec 03, 1:06 AM
a little preview of the turanic ion firgate ;)
the main mesh is almost the same than one in hw1...wanna keep poly for the moving panels...current polycount is at 1390
http://pages.infinit.net/zuiljin/Untitled-1.jpg

JargonFilter
3rd Dec 03, 1:46 AM
ammon: well, now that they have a purpose, i like them :D

ZuiljiN: damnit! wow. just wow, that is what the turanic ion frig really should have looked like. at least so far.

--pimpster

ZuiljiN
3rd Dec 03, 1:52 AM
thx Pimpster :)
time to sleep for me..ill post more pics tomorrow

Ammon Ra
3rd Dec 03, 3:09 PM
hehe, only 1380 trinagles??? :p

Also btw i've finally started modding agin, after a 2-3 week abscence of doing practicly nothing, and i've raised the poly count of the HC to 3390 or somrthing like that :)
renders will follow, later.

i still have at least 1000 triangles right? or more? plus the new turrets, that i can't do. ;)

but building from the base model is icky, imo. if i were able to reproduce the taidaniness in a 3rd model made by myself, then i'd be able to add detail, much more easily, and quicker. :(

RaidCarrierMan
3rd Dec 03, 3:11 PM
Very, very nice ZuiljiN. How about somemore screenies of the Turanic Carrier :D !

ZuiljiN
4th Dec 03, 2:00 PM
humm..its quiet lately
RaidCarrierMan first thx :)
for the carrier i didnt worked on it lately...need to make modifications on the main mesh...the polycount is a little too high...ill work on it after the standar corvette...but first i want to finish the ion frig :)

Ammon yes its was only 1380..now its at a big 1638 ;)
ill add more detail on the main mesh but i also want to keep the boxy shape cause i think its like that the ships is supposed to look...so its give alots poly for goblins :)
for the hc..humm..in the artpipeline they said 1346 w/o goblins and 3960 with...i didnt looked on the game models cause i got a little bug with extracted mesh with the hod extractor...so maybe you can look to see if they are over that or not

didnt made big progress yestderday but here a little pics of the ion...ill make panels today
http://pages.infinit.net/zuiljin/ion2.jpg

No1lives4ever
4th Dec 03, 2:04 PM
Well, maybe you could chamfer some parts, (the front where the 4 corners of the box stick out, maybe you could chamfer those edges? ) anyway it looks good to me :)

Ammon Ra
4th Dec 03, 2:20 PM
4 thousand triangles in goblins... :omg:

And imo the base models are too low for decent models. i guess i'll have to re-start the HC, but not any-time soon. or maybe not...?? ;)

anyways, that is one wickid ship there, Z. :thumb:

Deimos
4th Dec 03, 2:57 PM
I do have the same bug in HOD extractor too.
All you have to do, Z, is to open converted OBJ file with your wordpad, and replace all "," with "." It takes some time and program stops responding for a moment, so don't be suprised and don't reset your computer.

No1lives4ever
5th Dec 03, 1:02 AM
Why not change the "," with "." in you windows configuration? (date, time, language, and country settings somewhere in the configuration screen... ) it aint very hard... and the program WILL work correctly afterwards.

Anyway i dont know who posted it... but there must be a post somewhere about this... since i dont know this from myself :)

Ammon Ra
5th Dec 03, 8:37 AM
yes, the prog. woiks, but the rst of your stuff is screwed up, but if yo can manage then sure np :frog:

also, i think i'll be nre-starting the HC, as i can't do much with it atm...

Cs_Saj
5th Dec 03, 8:59 AM
pick my pick my

No1lives4ever
5th Dec 03, 9:20 AM
Originally posted by Ammon Ra
yes, the prog. woiks, but the rst of your stuff is screwed up, but if yo can manage then sure np :frog:

also, i think i'll be nre-starting the HC, as i can't do much with it atm...

Hmm, you can just switch it when you want to use the prog.. its a lot easier than doing it all by hand :D

Vemarkis
5th Dec 03, 9:20 AM
are the nice T-Mat gona be there(hehe starfish ship!!!)?

No1lives4ever
5th Dec 03, 9:27 AM
yes :)

Deimos
5th Dec 03, 12:28 PM
Hey, i never said about doing this at hand. I'm not THAT crazy. It would take forever. I just usually use 'change to' command in edit menu (or whatever it's called - i have a polish version of windows and don't remember how this function was named in english version).

No1lives4ever
5th Dec 03, 2:42 PM
oh, lol :D...

RaidCarrierMan
5th Dec 03, 5:28 PM
:jaw: I can't wait to see your Standard Corvette ZuiljiN, that and the carrier were always my favorite Raider ships.

In Cataclysm the Standard Corvette was capable of producing a mimic image. Is this at all going to be incorporated (I know it didn't in Homeworld, but it was so...inneffective in Homeworld)? Instead I would suggest cloaking if your were going to add the mimic deal. Also its turret ROF was extremely high in Cataclysm, making it more effective, but extremely low in Homeworld.

I understand that this is a Homeworld to Homeworld 2 mod, but the Standard Corvette seemed so lame to me in Homeworld, but was beefed up to a dangerous ship in Cataclysm.

No1lives4ever
5th Dec 03, 5:46 PM
hehe, well, in HW1 the raiders are supposed to be weak. the only good thing raiders got is their carrier :)
Its cool to have a strong opponent like the kadeshi and taiidan.. but its cool to have cannon fodder opponents as well... (makes your own units look strong :) )

Avatar of Set
5th Dec 03, 7:49 PM
Yea, if the raiders were too good everybody would have quit the game at the second level when it got too difficult (instead of one or two levels later).

Ammon Ra
6th Dec 03, 10:54 AM
you're implying that you quit when you met the kadeshi???

:p they were easy to defeat, esp when playing as the taiidani :p gotto love field frigate :D

Magus
6th Dec 03, 11:08 AM
Hehe, first time i went through the nebula, I had about 40 defenders... swarmers tended to die very quickly.

Deimos
6th Dec 03, 11:32 AM
And i used heavy vettes - their burst fire kicks ass- 20 crv's, one shot at refueling swarmers, one less squaddron of these little bastards.

ZuiljiN
6th Dec 03, 5:23 PM
a little update on the ion frig for those who didnt look on our forums
still few thing to make like the arms...remake engine parr and adding details and goblins...ill finish modelling today or tomorrow...then mapping and texturing next week :)
http://pages.infinit.net/zuiljin/ion4.jpg

JargonFilter
6th Dec 03, 5:26 PM
:jaw: holy shaz!! that r0xx0rz!

No1lives4ever
6th Dec 03, 6:24 PM
awesome zuiljin :)

And yes, about 20 heavy corvettes (supported) where enough to kill the kadeshi without any losses on your own side.

Dekzar
6th Dec 03, 8:30 PM
...gah...gah...I love you guys!

*Breaks down and cries*

DeathWish
6th Dec 03, 11:58 PM
Hello, I've got some amateur modelling and concept art experience and was wondering if I could join. Has anyone claimed the Kadeshi multi-beam frig or the Bentusi ships yet?

No1lives4ever
7th Dec 03, 4:24 AM
I believe Zuiljin himself wants to create most of the singleplayer ships (this is including the turanic raiders and the kadeshi)

Enterprise-E
7th Dec 03, 6:15 AM
Hello everyone!

I love the idea of the HW1 to HW2 conversion very much, and i like 3D modeling, so here's my addition to your mod if you like it. The Skaal-Fa Missile Destroyer. Its not complete yet, i'll add more detail parts. I'll try to keep the polycount under 3000.

If you like it, i can make some more ships in same fashion. (A'la Taiidan Destroyer, frigates)

So here's the model:
http://paperstarships.tengun.net/pics/random_pics/skaal-fa01.jpg
and here compared to the original HW1 model:
http://paperstarships.tengun.net/pics/random_pics/skaal-fa02.jpg

Unicron
7th Dec 03, 6:47 AM
Looks nice, good placement of details. Ion frigate looking nice aswell.

Magus
7th Dec 03, 7:30 AM
I think Ammon Ra has a tradeship he made for the bentusi mod, think we'll be using that
(to Ammon: please!?)
Also, does anyone here have an objection to seeing Bentus in the SP, and if not, do you mind it being scaled up to what it should be?

No1lives4ever
7th Dec 03, 9:11 AM
hmm, it looks good.

But (there is always a but :P), is this ship only the main mesh or are those seperate goblins as well? (i mean.. the main mesh for the Hig desty in hw2 is about 1000 - 1200 poly including its turrets)

PogoMonogo
7th Dec 03, 9:30 AM
looks good!

Enterprise-E
7th Dec 03, 12:59 PM
Here is the final version. I had to use far less detail than i wanted, because of polycount.

Here are some misc.pics of the completed model:
http://paperstarships.tengun.net/pics/random_pics/skaal-fa_HW2Model/skaal-fa04.jpg
http://paperstarships.tengun.net/pics/random_pics/skaal-fa_HW2Model/skaal-fa05.jpg
Here compared to the HW1 model:
http://paperstarships.tengun.net/pics/random_pics/skaal-fa_HW2Model/skaal-fa06.jpg
http://paperstarships.tengun.net/pics/random_pics/skaal-fa_HW2Model/skaal-fa07.jpg
Upper model without Details (1383 polys), lower one with details(3287 polys)
http://paperstarships.tengun.net/pics/random_pics/skaal-fa_HW2Model/skaal-fa_main_det.jpg

DarkFortuneXII
7th Dec 03, 1:02 PM
I don’t mind seeing the Bentus... but can you make it fit in to the story line of Homeworld 1, so it seems like it's needed for the Bentuesi to bring along there vast Harborship?

If anything seeing the bentus should be in the end or somewhere close to it. You would be doing a miss justice to Homeworld if it were the first of the Bentuesi ships to come in contact with exiles.

::Edit::

It looks great. You've done a beautiful job.

ZuiljiN
7th Dec 03, 1:11 PM
DeathWish as no1 said ill make all kadesh..raiders and some special ships so sorry but the mbf is for me ;)
but noone is currently working on the bentus...so if you wanna make them you can start with the cargo barge to see what you can do :)
if you want to make it just send me a pm and ill give you more info on the polycount needed and everything else

Enterprise-E humm...looks perfect for me :D
you can make the mapping and the texture too? :)

about the ion frig its almost done got a 350 poly left to make goblins on the back part ill post the pics once its will be done...later today :)

Enterprise-E
7th Dec 03, 1:40 PM
Zuiljin: i can make the texturing, but please PM me what restrictions there are. Sizes of textures, how to make team color, etc... And how can i convert that model to HW2 format? or can you make that? Its done in 3D Studion MAX.

Edit: any chance in joining the modding team? i could make more models in same fashion...

Magus
7th Dec 03, 1:50 PM
Dark fortune: I was thinking that Bentus, bearing the first core, would drag the entire council fleet into hiigaran orbit (making a damn cool final sequence)

Deimos
7th Dec 03, 1:51 PM
Hey, Enterprise, Skall-fa loooks just great. It's almost a shame to show my frigs when such models are around :)
But anyway, i'll do it. On Zuiljin's request i made frigate bridge look like the concept art. You can see the effect here (http://republika.pl/deimos/images/R1stdfrig_newbridge1.jpg), here (http://republika.pl/deimos/images/R1stdfrig_newbridge2.jpg) and here (http://republika.pl/deimos/images/R1stdfrig_newbridge3.jpg).
Also, i made the assault frigate longer, and i've been working on the ion frig. i'll post pictures later

PogoMonogo
7th Dec 03, 2:02 PM
Magus, i was thinking something similar. Bentus would be much more suiting to jump in at the end of the final mission i think. It would be brief, and fitting. I mean, it would be a big event that would possible demand such an occurence.

DeathWish
7th Dec 03, 2:53 PM
Ok, I'll start on the cargo barge tonight after work. I guess I'll just have to make the MBF just for the hell of it then instead of for a mod. ;)

The5thElephant
7th Dec 03, 3:16 PM
Deimos, great work on the new bridge, but can you perhaps make it wider? Or another solution would be to thicken the stub wings coming from the side of it. It looks too flimsy and small right now.

No1lives4ever
7th Dec 03, 4:08 PM
Jeah IMO the other one even looked better as this one looks in those screens :P (can be just the screens though).
Well, anyway its good to actually SEE different ideas... makes it easier to choose what we like best. (and yes try The5thElephant his idea to make it wider and thicker :), and post screens after that ofcourse :p)

Retroboy
7th Dec 03, 6:34 PM
Just a quick comment that I think Enterprise-E's visual and comparison display that shows the old and the new models side-by-side = teh win. Really allows you to compare old canon with new cannons, as it were. :) Would be really interesting to see such an approach for every ship model in the game.

Some gorgeous stuff starting here.

-- Retro