It wound up ingame looking like this: http://www.moddb.com/mods/babylon-5-...hots9#imagebox
There are pictures of pretty much every ship in the mod up on our ModDb page.
It wound up ingame looking like this: http://www.moddb.com/mods/babylon-5-...hots9#imagebox
There are pictures of pretty much every ship in the mod up on our ModDb page.
Babylon 5: War Without End Official Site.
"I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.
Na, not the fighter. Zeelich was building a corvette (i believe) design vessel. Flat, long, three pedals at the back.
You mean the Torotha? I quite like the design as it is to be honest. It one of the few AOG designs I actually like! I don't think there was any intention of redesigning it, just rebuilding it and texturing it.
HW2:B5TC Team Member (Effects and Game Scripting), HW2 Shader Designer, CFHodEd Maintainer, Nuclear Physicist
I cant find the post, but someone agreed that the model looked kind of overloaded with minbari aspects, too many pedals. I suggested to remove one of the back pedals and instead add a flapper on the top similar to the one a shark has. Somebody agreed he would think about it. Well doesnt matter anyway. Just thought i might stir up some talk![]()
I think the shark fin comment was in relation to the Tishat fighter I linked to. Correct me if I'm wrong, but IIRC Zeelich hasn't begun modelling the Torotha yet. The one ingame is just a placeholder in any case.
*edit* I correct myself on this now: The shark fin comment wasn't on the Tishat. There just happened to be a link to a picture of it in the following post. And btw, the original shark fin comment is post #565. Easy to find with the thread search feature.
Im kind of stuck.
What kind of ships do we see here ?
I recognize one hyperion, but thats it lol.
http://proiteus.deviantart.com/art/B...theus-88377668
All the rest are AOG designs, I've not encountered many of them before. Still, we have more than enough EA ships as it is.
Yeah, you already told me three times you have enough ships
The reason i posted was because i was curious about their armament and stuff, thought somebody in here would know.
Btw Ragnarokx, I just wanted to mention: We have enough EA ships.![]()
What the hell![]()
Here are some more pics using the new planet shader. I've just started to port the B5TC planets over to the new shader. I think Mars has come out rather well, you should see it rotate ingame.
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The last pic is quick test implementation of an Earth like planet (just water+cloud atm), the final version will look a hell of a LOT better. I intend to do the atmospheric scattering calculations to simulate the atmosphere+water reflection properly. Sadly simulating the Mie scattering of the clouds is slighty beyond the capabilities of the shader so I can only approximate the clouds.
Heh, you can ask nice questions. Im sad because there was no post for 2 weeks :P
Yes I can, but you can also post properly and not waste my time. If you want an update ask for one.
EDIT: This should make you a bit happier...
Here's a quick video capture showing 6 minutes of gameplay. The map shown is the area capture map "Mars". Three allied Earth Alliance AI's are attempting to capture the remaining Minbari control point. There is no sound in this video, so play your favorite B5 track...
http://uk.youtube.com/watch?v=7prTcOyGmgA
Last edited by CnlPepper; 11th Sep 08 at 10:45 AM.
So whens this all coming together?
Well you may have noticed that we have an open SVN server. Anyone can download and try the mod as we work on it. As for when we'll be done with it: When it's done. Like we usually say.
This is a project we do in our spare time, so work will only come when we find time for it and inspiration hits us. I've recently completed my degree and have started working full time, so I find myself without much energy for modding. Coupled with all of the great games released recently I find myself pressed for time and motivation. I'm not quitting the mod though. Not by a longshot. I'm just waiting for the right idea to hit me before I get something done.
After all mapping is more than just placing a player start at each end of a map and putting an asteroid field in the middle. (If it isn't, it just gets boring)
So, basicly not a single post within like 2, almost 3 weeks. How about posting something like "yo guys, we are still around"![]()
In the words of a Great Vorlon: They have always been here.
Patience.![]()
@ #Homeworld
<molo> here's a question
<molo> what if a school blocked proxies
<molo> how would you get around them
Well I finally got some time to work on the mod and well I'm rather pleased with the results. Our new Earth model:
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It uses the advanced planet shader to its full extent and it looks damn pretty ingame. I assure you this really is an ingame model. I've uploaded it to the SVN. Looks like TONV can get his level finished now... :P![]()
damn...ive never seen earth look sexy...hmmm...ive been woundering would you be able to show me how to get the planet shader to work sry im new to the shader system, but im working on the memories of hiigara mod and am, much like in hw1 going to use actual planets rather than have the planet be part of the background image so im wanting the planets such as kharak and hiigara to look as real as possible, also on a side not is there any tutorial's about your shaders?
Nice CnlPepper! I can tell just from the shots that it's a realistic looking planet (even the water shimmers).
How does the night side look?
Homeworld 2: Crossfire
"History comes full circle. Sometimes, humanity survives. Other times...it's obliterated. We tell stories to help us remember history, to keep us from reigniting a war that would no doubt destroy another planet...and perhaps some other race. I wish the best to those who would find the fallen meteor. One cover, a little secret, who follow the trail...who reconstruct my nightmare..."
Dark and nighty.
If you mean do you see lights, no, sorry. Man-made lighting would not be easily visible at the exposure levels necessary to photograph Earth at this level of light intensity.
NP. Just curious. Hopefully I'll be able to make planets of this quality when we get to the point where we are making maps for Crossfire.
Behold, the wip pics of the Minbari Troligan.
And, yeah, I know it's actually supposed to be the Tigara. Found that out when I went to put it ingame. So, rather than waste a perfectly good model I've axed the Tigara (At least untill someone yells at me for it.) and put the Troligan in its place.
More progress....
Current model/textures are on SVN.
I'm positive I'm not the only one looking at those planets and wondering "how did he do that?!", so because I'm selfish and hope one day to reach that level of raw beauty and striking realism in my own projects.... any chance you could make a advanced planet shader tutorial at some point? I know I'd love to get to see the artistic process at that level (as well as attempt to recreate it).
Anyway, this is gorgeous eye candy for me as a spacehead and student of astronomy. Lovin it!
The earth model (and the other planets) use a very complicated shader model. Essentially I've implimented a reduced BRDF shading function as a texture lookup. You get 4 passes of this shading path with alpha blending controlling the visibility of each pass. Each pass has a diffuse map, a glow map, a normal map and a shading texture. In all you can use 16 textures, though using them all is rather costly on video memory!
EDIT: Here are some of the textures which make up the Earth model. I wrote a a few codes to simulate the atmospheric effects and then generated some parts of the shading textures from these. A lot of retouching was done by hand for the cloud and surface textures.
Pass 1: Land
Diffuse (rgb shown, reduced from 2048x1024, alpha = 255):
Glow: 4x4 zero specular, zero glow.
Normal: 4x4 null normal texture.
Shading (rgb and alpha):
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Pass 2: Water
Diffuse (alpha shown, reduced from 2048x1024, rgb=(255,255,255)):
Glow: 4x4 full specular texture, low gloss value, zero glow.
Normal: 4x4 null normal texture.
Shading (rgb and alpha):
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Pass 3: Clouds
Diffuse (reduced from 2048x1024):
Glow: 4x4 low specular texture, low gloss value, zero glow.
Normal (reduced from 2048x1024):
Shading (rgb and alpha):
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Pass 4: Atmosphere
Diffuse: 4x4 full white texture, full alpha
Glow: 4x4 zero specular texture, zero glow.
Normal: 4x4 null normal texture.
Shading (rgb and alpha):
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The (now out of date) design document for the BRDF shading texture can be found here: https://b5wwe.svn.sourceforge.net/sv...aderDesign.pdf
Since I wrote that document I've modified the way the shading texture is configured, but the core concepts are still the same.
Last edited by CnlPepper; 6th Nov 08 at 4:04 AM.
great stuff CnlPepper and Zeelich!
10% of life is what happens to you and 90% is what you DO about it
Looking Good man, furthering this community!
Wow, that's... incredibly prompt and awesome. Once I get home to my beloved desktop-what-has-a-real-graphics-card-in-it, think I might be able to give that a shot.
Damn... That's a fine earth.
And more progress....
Sorry the pics are a bit dark. Bit stuck for time. Gotta get back to study.More to come later.
Oh, and I know there is a problem with the smoothing on the wing. Gonna fix it later.
very nice all of you! Its fun to see a team come together with each person contributing their piece and the end result is greater than the sum of its parts...
Speaking of end results: You can now play with the Earth in the background of the map. The Earth Orbit map is available on the SVN.
I must say. Really fantastic work guys. This is quite obviously turning out to be the best B5 mod in a very long time. The only thing I can say will turn this from an excellent mod to a legendary one would be sound. The incorporation of genuine B5 sound effects would add so much to the experience. If this has already been brought up I apologize. However, please let me know if I can help. I don't really have modding knowledge, but I could certainly gather the sounds and send them on to you guys.
We already have a few B5 sounds in the MOD but we can always use more.Any new sounds you can get use would be great!
Here we go! Done!
I big congrats to both Cnl and Viper, the Earth Orbit map is my new favorite.![]()
Great. It uses Beams just like the Sharlin on the 4 guns at the front/top ?
It seems it isnt up on SVN yet though. However, i just noticed the new Minbari defense satellites. Nice look.
Err, yes it is.
btw dont' get use to the current defence sat for the Minbari, it'll be replaced. When was the last time you looked at the mod? The minbari defence sat has been in for months.
Well, i always played EA :P
I figured i did update SVN, but i didnt copy the content to hw2![]()
The new vessel is very nice. Good design and use of weapons. Perhaps the texture could use a few more colors.
Hi everyone. I've just downloaded and played your mod, great work you guys did. However there's one thing that is very IMBA IMO: the Minbari defense satellites have insanely long range. They outrange all other ships and blow the crap out of my fleet. I know you guys wanna stick to cannon(I'm a huge fan of B5 btw) and I think it's a good thing you made Minbari weapons deal so much damage but pls try to do something with the range of those satellites.
It also seems the mod lags heavily when more ships(with fighter escorts) engage in battle and the other starfury models(other than aurora and thunderbolt) only show a small triangle
Inter arma enim silent leges
The Minbari defence sats arn't in anyway balanced yet, they temporarily have two Sharlin main guns. I'll make a proper weapon loadout once I've made/designed a new platform model.
The Minbari fighters do not have LODs yet, hence the lag.
The ships that look like triangles are using a triangle placeholder until we get around to modelling the ships. They will be properly modelled eventually.
Just posting to say that the mod isn't dead. Work is progressing slowly due to lack of motivation and time to work on the mod. We do have some projects for the mod in progress behind closed doors, which we aren't ready to showcase yet, so just bear with us for the time being, and know that you'll be blown away once we're ready to show what we've been working on...
Come, now, The One - don't make us JUMP with anticipation![]()
The (hardly) secret project is revealed.....
(click to enlarge)
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Now when a ship is created it exits (as best as possible with the HW2 engine...) a jumppoint created near the build ship. It's not perfect but its as close as HW2 will allow.
It's currently setup for the Minbari Orb Station on the SVN, give it a try and tell me what you think. I'll add it to the other ships when I get the time. Yep, the spawn award control points will be getting similar treatment.
Somebody JUMPED!
Great work, CnlPepper![]()
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