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A Homeworld Universe Mod - HWU v0.0.94 DL available

  1. #1951

  2. #1952
    I was just going through the big file stuff with 3D exploration and opened up the traders folder where i noticed GHost ship and thought maybe its a revamped one from hw 1 to a point. NOPE turns out it ws the Fal corum and i had to use over 100 textures on it -_-. THAT TOOK A WHILE!

  3. #1953
    Member BloodFleet's Avatar
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    Indeed there are some weird things in the Cata .big ...like that but also the Junkyard Dog and Autoguns remain, despite never being used.

    The Super Acolyte is under race_derelict rather than race_traders where bentusi ships are...lol
    I r modder (dur)...my ModDB page is http://www.moddb.com/members/bloodfleet/mods

    btw my XFire is raaminator if you wanna play my mods (or any other) I will play if I am online.

  4. #1954
    could use a hand getting this stuff to work in game cause i dont know what else i need to do.... Really running into a wall cause i dont understand how you get this stuff in game, Hey blood ya mind helping me when you get on sometime?
    Last edited by LeviathansWrath; 16th Feb 10 at 8:23 AM.

  5. #1955
    GOt the hodding done completely as far as the model itself goes just gotta finish up with dock paths now and where subs go. But after that need someone who is good at even files and ship files to get it in game cause im not good with that igh =(
    //img21.imageshack.us/i/corumfin2.jpg/][/URL][/IMG]
    URL=http://img202.imageshack.us/i/lasti.jpg/][/URL]
    [






    THe heavy mediiator and bersrker moon credit goes to durandel.



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    Last edited by LeviathansWrath; 21st Feb 10 at 8:54 AM.

  6. #1956
    Member chris80502's Avatar
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    Here are the icons for the Beast team, 0.0.92 is almost ready and should be posted here in a few days. This version will be a complete version with readme, shortcut and even the new HWU manual to try to avoid technical complications.

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    We Want YOU - Homeworld Universe Community Project
    Texturers, Modelers, Concepts, FX & SFX, UI, Scripters
    HWU @ Relic News - HWU @ Moddb - HWU Home
    Latest alpha release HWU Mod, v0.0.94 RC2 or Mirror 1 v0.0.92
    Homeworld Universe Tutorials - Tobari Renegade Homepage

  7. #1957
    I SO want a Naggarok! That ship is so inexplicably awesome.

    Wrath: Nice Shield Generator convert; I like its Taiidan color scheme.

  8. #1958
    Heres some proof of the stuff being improved.
    btw doc that hyp thing was from the onslaught mod and was donated for HWU and i have been converting both sides.

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    oh and btw doci it wasnt easy to get the hod to get like that. Took some effort with the X Y Z coordinates.
    Last edited by LeviathansWrath; 21st Feb 10 at 8:58 PM.

  9. #1959
    Member Moleman's Avatar
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    chris, with your permision, once the new version comes out i would like to donate some materials and effort as well as bump mapped ships to the mod

  10. #1960
    BEHOLD.

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    I was having trouble early on redoing this ship because of a little fact that white spots aka unfinished textures were on the ship for no reason whatever so ever. SO i loaded up an unedited model of it and only added pages 1 and 0 to the hod which were done in photoshop, same goes to the otehrs i had used early on and it looks like the way it should now i just gotta figure out how to fix the issue. SO the inside of the ship will look better. Im beginning to believe it may have been the mipmaps or photoshop itself either way ill try to resolve it.

  11. #1961
    I guess I don't understand why/ how the Taiidan acquired Bentusi ships. Care to elaborate on the thought behind that?

  12. #1962
    Member ajlsunrise's Avatar
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    IMO, the team colors on those Mediators look a bit... garish. Tone them down. A LOT. (i.e. make them blend in with the ship more.)

  13. #1963
    they are for the onslaught somtaaw bounter hunters not taiidan, i was using the color myself. ANd AJ that is how it ended up after following chris;s color tutorial. Anyways i got a few things i need to ask him on that regard. And i should mention that map is for testing purposes to see if it works in game and it does.
    Last edited by LeviathansWrath; 22nd Feb 10 at 10:29 AM.

  14. #1964
    Member chris80502's Avatar
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    Leviathan, you might want to adjust the brightness/contrast of the sections of texture directly beneath the team color/stripe portions of the texture. Also, when you re-size the textures are you using the bi-cubic setting in Image Resize, this should smooth the look of the texture a little so you don't have as many jagged edges.

    Moleman, certainly looking forward to any contributions you may have to donate. I would note though that I'm not sure what to do about the shaders as using them requires that I/we do bump/normal maps for some odd 150+ ships. I understand the shader set will work with ships that haven't been converted but it seems that they have abnormal lighting effects when you get close to them (probably as the shaders are intended to work with the proper textures).

  15. #1965
    Member KeyBored's Avatar
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    I know of a program, that does it for you...the bump mapping i mean.

    I mean, it generates them from the colour texture

  16. #1966
    um chris been using that the entire time. ANyways get back to me when you can. ANd chris when you say adjust which way do you mean - or +? Oh and also on the bicubic which one because there are 3 to choose from. ANd back to the contrast thing it doesnt give me percents only numbers -150 to 150 for brightness and -50 to 50 for contrast.

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    Last edited by LeviathansWrath; 22nd Feb 10 at 3:48 PM.

  17. #1967
    Member chris80502's Avatar
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    Quote Originally Posted by Key Bored
    I know of a program, that does it for you...the bump mapping i mean.
    What program might that be. Making the bump maps in photoshop isn't too difficult, it's just going through and doing them all and then re-importing them all at 150 ships at an average of say 20 textures per ship it will still be a bunch of work - so anything that might help.

    Quote Originally Posted by Leviathans Wrath
    um chris been using that the entire time. ANyways get back to me when you can. ANd chris when you say adjust which way do you mean - or +? Oh and also on the bicubic which one because there are 3 to choose from. ANd back to the contrast thing it doesnt give me percents only numbers -150 to 150 for brightness and -50 to 50 for contrast.
    I'll get back to you after I check out the gimp and see which one does the best job. As for the brightness and contrast, there are no set numbers, each fleet is a little different, the Taiidan ships need more darkening and more contrast compared to the Kushan but the Somtaaw ships need none at all and look great. I would suggest playing around with a few different combinations to see what looks best - I would note that the closer to gray rgb 127,127,127 (maybe a little darker) you are the closer the team color overlay will be (meaning in game the color shouldn't be too pale or too dark). But don't forget to give the underlying texture enough contrast otherwise the details of the texture won't show up well.

  18. #1968
    Well think im getting the hang of photoshop thou i am still having issues with the BH destroyer.
    Here some shots of the NS BC.
    i havent added the spikes yet but will soon.

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    BTW this is the subverted ghostship thou it doesnt have the stuff to indicate it.
    next up is the BH processor from onslaught.

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    seems the base color is mixed in with the stripe color,
    Last edited by LeviathansWrath; 23rd Feb 10 at 6:57 AM.

  19. #1969
    Member KeyBored's Avatar
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    CrazyBump, it has a 30 day free trial, so when your ready download it, and start quick and do them all in one go, its not too expensive either!

  20. #1970
    Heres my redone beast CC from my first attempt, doesnt have the spikes on it yet.

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    btw does the glow on the ship look okay for you guys? went kinda nuts on the glow map sections with the engine and docker pads.
    Also most of the stuff i converted was used by durandel in his mod so credit goes to him.
    ANd lastly a subverted derelict HC turned frigate

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    and before and of you say OMFG a frig that powerful im gonna cut its FP down to 1/8 or so.
    Last edited by LeviathansWrath; 24th Feb 10 at 8:03 AM.

  21. #1971
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    Wow. I picked a good time to revisit this forum!

    LeviathansWrath, thank you very much. It's wonderful to see my Onslaught ships in HW2.

  22. #1972
    Heres the fal corum in game.

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    She's a bit smaller than the fal corum but might be useful as a carrier or for a Cata campaign conversion.

  23. #1973
    Member Purple's Avatar
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    There is a whole lot of beast images there.
    Does this mean they are geting a rework?
    ku, ku, ku.

  24. #1974
    well the whole point is to give the onslaught factions a slot to be playable. So for anyone that loved that mod and would like to play it ex the races will be able to do so with HWU assuming they are going in, have to ask chris on that one. Anyways heres the BEast MS from cata with color added.
    FIrst shot is before the color added.

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    last two are with.

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    ALso got some screens of the berserker moon and mediator with their rapid green ions tks to mattcofreak.

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    Last edited by LeviathansWrath; 25th Feb 10 at 2:24 PM.

  25. #1975
    Member chris80502's Avatar
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    Quote Originally Posted by Purple
    There is a whole lot of beast images there.
    Does this mean they are geting a rework?
    Indeed it does, the standard Beast race (the original from Cataclysm) now has a very complete fleet (at least 17 ships). I have added some of leviathans work (beast ACV & worker - so far), as well as the processor donated by BloodFleet. I have also added the weapons to the Naggarok, Nomad Moon and the Beast MS that were done by BloodFleet as well (from his The Beast Returns Mod). Beast Icons have been added along with full research. I have even converted the parade file from Cataclysm so that the ships now launch into the proper formation. They still need a bit of work in comparison to the more finished teams but they do prove to be a decent opponent. We are still working on the beast beam, we have had some encouraging scripts being developed by Dim@ and others for another project, though I have yet to have time to implement or test much on these new ideas.

    Leviathans Wrath - I wouldn't mind seeing your latest work when you have the chance.

    On a sidebar, have worked with the shaders a bit more, but after a few crashes a fit of Luxon hyperrage came over me and I had to rip them out again. More news on this as it develops.

  26. #1976
    I got the beast acolyte if you want that one 2 chris.
    ALso heres a video, figured it would serve a better purpose than screens.

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    also chris some of the stuff im gonna send you right now is gonna need editing ex ship file.

  27. #1977
    Member chris80502's Avatar
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    LW, The video looks good (I see that white issue is still persistent - I will look at that more when I receive your stuff), though I'm not sure about Ion weapons that seem to fire continuously - please include the necessary weapon files also.

  28. #1978
    That vid was before i changed it. also atm im editing the ship files so you dont have 2.

  29. #1979
    Member MatthCoFreak's Avatar
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    Yeah, I quickly made the continuous green beams for him. That's actually a rapid-fire ion with the lifetime of the beam longer than the fire rate. I think he tweaked it back to look more like a rapid-fire than a continuous.

    (Yeah yeah, I'm not dead, I'm still around )
    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.

  30. #1980
    IM gonna get started with whats left of the fighters.vettes and frigs of those 2 races from onslaught. Im having problems with the DFF HC thou. It's ions wont hit anything and the oonly power it has is the kinetic guns. Oh on a side note chris i added color to the beast MS so update as needed bro.
    Last edited by LeviathansWrath; 25th Feb 10 at 3:04 PM.

  31. #1981
    Member Purple's Avatar
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    Apart from the full fleet, will the beast have the same sort of game play that made them stand out in Cata?

    Back than they were essentially capable of mass capturing of enemy ships via the mothership and swarms of missiles.

    Thats what I loved about them, they were completely different than the other races.

  32. #1982
    I dont think that would be possible with hw 2 scripting and even if it was might be unbalanced if you made it possible to infect everything.

  33. #1983
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    Actually, I think it would be possible (if you were willing to do "infected" models for EVERY ship in game). Beast missiles could do zero damage and have a capture attack that is almost instantaneous. There would have to be some kind of event driven scripting that would decide how likely a ship is to be captured by the missile.
    10% of life is what happens to you and 90% is what you DO about it

  34. #1984
    Well heres a video showing off the BH ACV aka missle vette and the NS multbeam vette.
    actally it doesnt fire beams but multi beam colored bullets cause it wouldnt hit for CRAP. ALso in the future gonna add kinetic guns to the ACV.
    Edit noticed that this vid didnt have sound so i redid it. Now you can hear everything 2.

    Spoiler

    Last edited by LeviathansWrath; 26th Feb 10 at 10:58 AM.

  35. #1985
    Member Moleman's Avatar
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    chris a project i have been thinking about is that infection beam that the community has been attempting, i'll post my results in a bit

  36. #1986
    Member chris80502's Avatar
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    Quote Originally Posted by Purple
    Apart from the full fleet, will the beast have the same sort of game play that made them stand out in Cata?

    Back than they were essentially capable of mass capturing of enemy ships via the mothership and swarms of missiles.
    With luck soon. My two largest ambitions for HWU are the Beast infection beam and old style Salvage Corvettes. Hopefully Moleman will be able to figure out a good solution for the Beast teams beam.

    Quote Originally Posted by Gthompson
    (if you were willing to do "infected" models for EVERY ship in game). Beast missiles could do zero damage and have a capture attack that is almost instantaneous.
    There are already quite a few "infected" ships, some from the Beast Evo mod, many more might be available from The Beast Returns mod as well, so a good portion of the work might already be there for the group. As per the missiles, that is a great idea, they could be set to capture, set them up like a real missile, hit the ship fast and quick, but maybe have it so one missile hit could capture a frigate, but it would take two or three simultaneous missle hits to capture fast enough for a capship or something to that effect - I like that idea.

    MatthCo, good to see you, any chance you might have time for that basic Progenitor team?

  37. #1987
    animations for the beast worker work to a point now but gotta fix the rotation etc.
    edit
    Okay problem in game they look bad as in not in the right position but in cold fusion they look fine. -_-

  38. #1988
    Member MatthCoFreak's Avatar
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    I definitely should take the time to do it, but I'll definitely have less and less free time too so yeah, I'm watching, and I'm thinking about it.

  39. Child's Play Donor  #1989
    Here's an idea: couldnt you have a damage effect (the one that is a little damaged area with blue sparks in by default) that looked like a beast infection? that way, you wouldnt need new models, and each captured ship could look unique. I'm not sure if it's possible, but i think it should work

  40. #1990
    Member MatthCoFreak's Avatar
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    Don't those damage effects disappear as time (or repair) goes ? Not sure on that one though.

    Also, their is a setting in HW2 that can enable-disable that stuff. So for people who don't have it enabled, the ships will look as un-infected ones. And remember also the engine and bay glows that must turn red when infected.

    Anyway that remains an interesting idea to dig.

  41. Child's Play Donor  #1991
    the damage effects can be set not to dissapear.
    there must be some way to change the engine/bay glow. e.g. engine trails can be defined by team colour. or perhaps the ship hods could include an engine/bay texture that's used when the beast takes control?

    I'm glad you like the idea

  42. #1992
    Member Moleman's Avatar
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    well something iw as thinking was when a ship is hit by a special wepon the weapon does an instant kill, but when the ship dies it spawns a infected version, sort of like a ship can spawn debris on death but the ship will only spawn the infected version uppon being hit by the beam

  43. Child's Play Donor  #1993
    wouldn't that require a whole other copy of all the hods, which would vastly increase the size? and can ships spawn ships on death?
    slightly unrelated question: can a sphereburst weapon spawn itself whenever it hits?

  44. #1994
    SUper caps need to be immune to that.
    Btw heres another video!

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    Edit antoher video this time of the NS MGC. DOesnt have weapons or engine trails yet but ill get to that. GOt al the hardpoints on it now thou aka the pods and front guns.

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    Last edited by LeviathansWrath; 27th Feb 10 at 9:03 AM.

  45. #1995
    Member ajlsunrise's Avatar
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    Ender: "can a sphereburst weapon spawn itself whenever it hits?"
    no.

  46. #1996
    Heres some screens and a video of the beast dagger.

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  47. #1997
    some more screens which everyone LOVES!

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    ships were edited by durandel for his onslaught mod btw so credit to him.
    Last edited by LeviathansWrath; 7th Mar 10 at 8:35 PM.

  48. #1998
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    Thanks for restating the credit. And I do love these images!

  49. #1999
    anytime and besides it gives me something to do as i dont have any thing in way of a life Anyways im almost done with the onslaught teams but still need to do some weapon. engine glows etc. ANd heres the command carrier from the mod =)

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    THe ship is now build capable and works in game very well =)
    Last edited by LeviathansWrath; 9th Mar 10 at 11:58 AM.

  50. #2000
    Member Purple's Avatar
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    Could you do anything about the AI spamming shipyards?
    In my games they routinely have 5+ of them, often going up to almost 10 and that is half of their fleet.

    Now I know the extra production is great but come on.

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