I don't find it taidan at all, and the big boat-like shape makes it more easy to hit in a dogfight.
I don't find it taidan at all, and the big boat-like shape makes it more easy to hit in a dogfight.
I agree that it would better fit as a corvette - you need to play Freespace to know how important the shape of a ship (especially from the rear) is in heavy dogfightsLook at both the hiigaran and vaygr interceptors from the rear, and you'll see what I mean.
Lead developer of the Homeworld: Blue Planet TC.
Member of The Apocalypse Project TC for Freespace 2.
To all newbies : remember to use S110's clean data.
Latest version of CFHodEd.
Well its definitely excellent work, but the lower part looks like some sort of boat or pontoon. I'd keep the upper parts, lose the canoe, deepen the forward fuselage enough so the cockpit doesn't look bottomless to compensate, add a pair of lower fins to the engines, and maybe lengthen the wings past their gun mounts. There would be more continuity with the classic ship that way, but that's my opinion.
Fully working decompiled HW2 Data Folder: http://www.moddb.com/games/homeworld...older/#2000826
HW2 Stories: http://forums.relicnews.com/showthread.php?t=184943
Perhaps the number of guns makes it seem more like a corvette, but as I had said it is supposed to be really heavily armed compared to the Republican ships, using brute force instead of precision.
Also, the tail is clearly reminiscent of the old Taiidan interceptor, no Taiidan corvette has a long tail such as these two ships. The large, affixed canons are also acquiescent of the old interceptor, although I admit they could use some geometric housing to appear more so. Overall I would say it is very much like the Taiidan fighter, although I know that I went overboard with the technical detail to make the ship appear otherwise, but the fins, the sharp jagged edges, say Taiidan.
"Sorry, you can not add yourself to your own buddy list."
Komo'val: On my end of things... I'm having a pretty apocalyptic final semester. hindsight college tip #556: never take a class in one of your hobbies, you will be miserable. corollary: if that is an art class and your hobby is drawing, you will be extra miserable.
hindsight college tip #6: space is awesome but stellar astrophysics is not.
On the plus side I haven't got a job post college, so... TONS of time to work on things. Hooray! I have some doodles in the pipe for a more complex and useful npc freighter, but the Next Step (tm) is sitting down with Siber and hammering out the animations for harvesting and getting the effects done.
Ringleader: Hang on a sec, I kinda am inspired to do some drawings of my own based on your ideas. I'll try and get back to you soon, hooray spring break.
I'm going to give you a 75% AMEN on that, I like drawing in my art class, but...Komo'val: On my end of things... I'm having a pretty apocalyptic final semester. hindsight college tip #556: never take a class in one of your hobbies, you will be miserable. corollary: if that is an art class and your hobby is drawing, you will be extra miserable.
I scarcely get to draw what I want.
Actually a big part of it for me was the engine assembly; it has the same look as some of the corvette engines. I don't know though; I could see it being a fighter or 'vette.Perhaps the number of guns makes it seem more like a corvette
Ringleader: It isn't that I do or don't draw what I want, it's the tens of hours a week outside of class drawing the most random shit imaginable. Hang loose on that sketch, it's on the way.
Alright, cool.
And doci7, of all parts of that ship concept I showed, I'd say the most similar to the old Taiidan Interceptor is the engine assembly. Firstly the engines in the concept I provided wasn't even visible, but I had stated how it would have the characteristic 5 glowing engine spots of the old interceptor and they both have this extremely distinguishable tail process at the end, I figured this would be the main link to it's forerunner.
I really don't see the corvette thing at all, while considering both images. Maybe the fins are too vertical like the corvettes?
Oooookay! I've decided this whole "not show off anything until it's absolutely done' thing isn't really working out for me, so have some preliminary bad drawings. You can marvel as I slowly refine exactly what parts of the ship I don't have visualized yet!
Since I believe in not breaking what isn't broken, and also because I have the creative capacity of an unimaginative boulder, I always start with an analysis of old hw1 versions of the ships and basically doodle some crap.
Once I've got something I kind of like, I proceed to draw lots of awful little mutations of a different view.
Then I'll get frustrated and goof around, generally getting some sort of vaguely useful ideas out of it.
So we get to about where I'm feeling comfortable with the ship here. Current fears are that I need to firm up the side view considerably and decide exactly how the top plate (that has the fluted edges and cockpit and stuff) merges with the bottom chunk of the ship, which has the intakes, the guns, and the engine. There may just be a really deep crevice in the side, though that might look odd. Considering a third gun running along the centreline on the bottom to sharpen up the nose.
In general, I have a few ideas why your concept screams "boat' to a lot of people and "corvette" to others, Ringleader. Its got front, middle, and back proportions much more in line with a corvette, as well as a top profile that's long, thin, and blunt unlike the standard taiidani fighter of short, broad, and sharp.
EDIT: I was seriously considering using your concept anyway, simply for the hilarity of the unit acknowledgments. "I'M ON A BOAT!" "I'M ON A BOAT AND I'M GOING FAST!" "I'M ON A BOAT MOTHERFUCKER DON'T YOU EVER FORGET" etc, etc.
Last edited by Avatar II; 13th Mar 10 at 9:48 AM.
You left out the most important part of the process! The part where I mindlessly spew out comparison pictures when you show me stuff!
Unrelatedly, I'm not sure if I've mentioned it before, but I've got a series of bits of prose over in the Studio forum, whose main intent is to flesh out bits of the Homeworld universe as we see it. I posted a new chunk fairly recently, so if you're interested in that kind of thing, go check it out
Co-founder of Homeworld:@
Open to new members
I remember, I once saw a video showing HW@ destroyer modelled...
A kind of tutorial
Can anyone give a link to it?![]()
t'was the heavy cruiser, in fact. Never quite finished that project, but the files are still available
Part one.
Part two.
Part three.
Part four.
Part five.
Part six.
Just now I noticed it looked like a mix between a QJ and an Avatar cruiser. I like it!
Dark Sentinel: Nothing went wrong with it, except for a lack of focus. It still sits somewhere on my drive, waiting for more love.
I downloaded it but how do I instal this mod?
I tried searching the forum for some time now and still can't find it.![]()
Last edited by Purple; 13th Mar 10 at 1:12 PM.
ku, ku, ku.
In the Homeworld2 shortcut, open Properties, and where it says target, type in what is between the following quotations " -OverrideBigFile"
If you need to know how to install it, find Homeworld2's default install directory, go to data and throw the files in there.
But if I throw the files in there won't they clash with other mods/original HW files?
If you have other mods in there, CAREFULLY weed out the mod files and folders and store them in a folder somewhere. As for the original files, the mod will not overwrite any of them. Mods are commonly made from the Homeworld2.big file.
Recently reminded of my duty to texture a certain ship, here's my current progress:
On a separate but somewhat related note, I've been meaning to bring up the fact that the Republican scout I finished texturing some time ago seems to have some glowmap issues; all of the white panels glow. I don't know if this is just a problem with my own computer's handling of the hods, or if it's something else, but I thought I'd bring it up in case this has somehow gone unnoticed. Also the firing positions seem to be locked at the center of the mesh. That may have been due to my own tampering, though.
Just found out some awesome things about Photoshop brushes that I never knew before, and it fit perfectly into making an evil version of this ship:
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why do i get the feeeling that is a beastified version -_-
ANyways nice work on it.
This mod isnt dead right??? Please let it not be dead
Yeah, I just posted those pictures today. It's alive, just a bit dormant. The really important people for this mod are even more busy than I am.
The cockpit doesn't look as good in the beastified version than on the standard one. Anyway, it's an awesome ship ! Good to see it finally textured, it has been hanging around here for some time already.
Yeah, it could stand to be made darker I think; maybe covered in some goop; I just changed the colors quickly to match the infection texture I was finally able to make. I'm so glad to finally be able to make some respectable red stuff; I may go back and make infected variants of all my Czalkir ships now too. Not that any of this is necessarily remotely pertinent to this mod; to the best of my knowledge Siber and Avatar have no plans for the Beast. But then that is only to the best of my knowledge.The cockpit doesn't look as good in the beastified version than on the standard one.
Excerpts from "Nightmarish Creatures from Beyond the Furthest Stars": The Essence of Terror in the Upper Hyperspace Nanoorganism 'Beast' and Post-Landing Pop Culture, graduate thesis by Yevan Kaalel, AHL 88
You'd think for a nanoscale entity, infection might resemble tin whiskering instead of zombification. The beast nanoorganism would clearly be capable of superior manufacturing and materials processing than human scale automated factories, meaning heavily 'infected' regions of starships would logically be smoother and less detailed, with lots of crystalline flecks of detail representing the heterogenous nature of Beast material: circuitry and neural processing power linked (Space Engineering, 244).
It is telling, then, that the Arga Group chose the primal colors and images of death and destruction in their depiction of the subverted fleet for the Cataclysm line of entertainment media. The dark browns and scabrous reds meshed with the twisted and burnt hulls to invoke images of corporeal and bodily harm on the otherwise non-anthropomorphic starships of Kiith Somtaaw and the Taiidani Confederation. We examined the political implications of associating the exposure of the cruiser Incarnate to the nanoorganism with the malevolence of the Kell faction Taiidani Warlords as opposed to the truth in Chapter 2. To remind our viewers, the Incarnate and Captain Uni of the Turanics arrived simultaneously to respond to the distress signals the subverted ships sent (After Action Report, Kuun-Lan 76).
The Arga Group were sensitive to the powerful association the post-Imperial years have with the concept of terror and threat, when the Higaara system suffered semiannual assaults from ex-Imperial battlegroups (Kaalel, Paktu, Nebiri 66). By giving the cruiser a malevolent role, that of assaulting the humble and virtuous Somtaaw they had sown the seeds for the traditional abjection of the monstrous in horror fiction. It becomes no surprise when the 'Beast' continues to steal, simply in a more basic and revolting fashion: it subverts and destroys our computers, knowledge, and even our bodies (Medical Review, 991,995).
The storytellers also knew they had to personify this invisible demon; by associating imagery of destroyed persons with subverted vessels, adorning them in the colors of entrails and blood and showing their cracked and broken structure it was possible for viewers to identify this ship as no longer an object but a creature. In its garish reinterpreting of the truth of the 'Beast', the Arga Group had in fact been staying faithful to the essence of our foe those many years ago. Additionally the images of death and dismemberment serve to distance viewers from the 'lost' crew of subverted vessels. By seeing such images of seemingly 'undead' vessels, it is natural to believe that their personnel were somehow destroyed utterly and remade in mockery of nature by the nanoorganism (Nebiri and Utlans 75-88).
Archival images of subverted vessels are no less chilling, but on an intellectual as opposed to a visceral level. From that same encounter, where the Kuun-Lan and the Incarnate along with Captain Uni of the Turanics all encountered the nanoorganism (and only the Kuun-Lan escaped) the subverted vessels are hauntingly pristine seeming. Their paint and lines seem unchanged, yet upon closer inspection their cockpits and control centers are fusing together into hybrid control clusters. Faint tracings of new control pathways and retasked systems mar their hulls, and their weapons tore at our ships ferociously. Yet only in ultra high resolution multispectral stills do the differences between subverted vessels and pristine ones become clear: it is this same difficulty that allowed it to spread in the first place (Soban Group Analyses vol. 55).
In production of Cataclysm, the Arga Group knew that the average viewer would not be interested in or capable of such leaps of analysis. They needed catchy, obvious traits that an audience could use to make sense of swirling dogfights and capital ship battles. Despite the derision the authors recieved, they chose the only option they could in order to communicate with their audience.
To this day the appearance of advanced Beast vessels is still a subject of great speculation (Nebiri, Kaalel). It is the theory of the author that the nanoorganism would continue to alter its host body, and Beast vessels would have only shreds of their original markings left on their non essential surfaces. In place of cockpits and command areas there might be smoothed and purposeful areas, marred by EM communication nodes necessary to build the 'Beast' group persona. Analysis of the most advanced areas of Beast modification on the Naggarok (see Chapter 12, 'Demonizing the Naggarok') revealed they had elements of a semiregular radial symmetry and many tiny exhaust spiracles. There had also been extensive replication of the whipple plating that covered the starship, with a smoothness of generation that the original builders probably could not achieve.
Last edited by Avatar II; 18th Mar 10 at 8:39 PM. Reason: citations
This description frightens me. To think of the little evil pristine tinny bits, I think, is to be more chilled than the actual ingame depiction allows.
Warm fuzzy feelings...... rising.
If you do choose to add the Beast, it'd make for a good excercise with modeling a new Kushan/Hiigaran Imperator Carrier. Given the Caal-Shto survived, or at least was never destroyed in the game.
And honestly, an Infected version of the HW:@ ICF would probably looks awesome.
Here's some pictures of our heavy corvette, textured by the efficient Dark Sentinel.
Carrying twice the firepower of the standard corvette and considerably more armor, this ship is ideal for slowmoving escorts as opposed to rapid response.
Textures have not yet been finalized, but as you can clearly see, Mr. Sentinel is a man of towering talent.
That's a very nice piece of work. Been a while since I checked on this, nice to see it's coming along well.![]()
Let's sail in this sea of charms
Let's drown underneath the stars
And Dark Sentinel has -already- refined the stripes a bit. Just check them out, this guy is on fire.
![]()
wish i had your guy's skill at that im stuck with importing lol.
I preferd the stripes how the were before, but its still awesome.
I personally do like the stripes better now than before, but I'm really excited to see this period!!! I wondered what the Heavy variation would look like; 'tis impressive. It's just really good to see an update, other than my own occasional texturing snapshot that is.
I agree with KeyBored, I preferred the look of the stripes from the first pic, looks fantastic!
My only suggestion/critique would be to not go over-board with the 'rivet-head/bolt-head' texture on the corners of all the panels, it kinda scales the ship oddly, to me anyway.
Great work though to everyone, keep it up!
I think the new strikes are more Kushan-like than the first were.
#695
yeah: the new stripes are more kushan. which makes sense: even if the kushan borrow from taiidani designs, there would be little purpose in them replicating the paintjob.
It's really nice to see old kushan textures again
Also: that beast description is ace! I never really liked the cataclysm beast: I didn't see where it would get all that organic matter from...
Thinking about the The Beast & Somtaaw, I'd like to add smth.
The Beast doesn't kill man - it simply disassembles the human body but it still lives as the beast uses human organs for it own purpose - to speak, to listen, to think... It's the parasite, which has nothing but the survivalist skills.
And so this means when the crew gets trapped within the ship - it's not dead and it never will while the infected ship is completely destroyed.
And what about soul? If man is not dead, his soul is trapped too, getting nowhere ever, serving the devil, this Beast of the Apocalypse. Staying in this personal HELL forever.
The ex-religious kiith Somtaaw has let it out... But what if they have had reborn not only as the military kiith during the Beast War but also as the religious kiith with the strong faith in their hearts?.. Religious revival, forgotten in this 15 years after the Hiigara Landing.
Of course, kiith Soban is also religous (as in early script were said, they betrayed their people because of the Makaans prophecies) and military, but they are more military then religious, and Somtaaw is opposite. )
Cleaning up the consequenses of the Beast, fighting the devil, they are like Crusaders or smth![]()
Last edited by Zloyd; 22nd Mar 10 at 3:28 PM.
I think this mod shouldn't focus to heavily on the beast and Somtaaw.
Don't fret too much; as I indicated earlier the only reason I did a beast texture was for personal whimsy-- as far as I know HW@ has no plans for the Beast. AFAIK.I think this mod shouldn't focus to heavily on the beast and Somtaaw.
I won't lie, I'm a fan of Cata. But this project isn't Cataclysm 2, it's supposed to be a second homeworld game.
I hope you'll forgive me if I drop a shout out or two hither and thither. There will be villains and allies old and new aplenty.
Edit: Dropping this hinty nonsense: just about every faction that's appeared in homeworld, homeworld: C, homeworld 2 even will be making an appearance in the storyline. I'm just taking a horror fiction and film analysis class and decided to put it to work for the mod's sake.
Last edited by Avatar II; 22nd Mar 10 at 8:38 PM.
Great! The HW2 engine may be "old" but there's still a lot of possibility here.
10% of life is what happens to you and 90% is what you DO about it
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