Page 1 of 16 1234567891011 ... LastLast
Results 1 to 50 of 793

Galactic Council Mod v0.03 - Latest Update Post #305 (12/5/09)

  1. #1

    Galactic Council Mod v0.03 - Latest Update Post #305 (12/5/09)

    My team, jkberna and Djodar, my various esteemed collaborators such as Siber and Avatar II of the HW@ mod, and myself are proud to bring you the Galactic Council Mod, a bold project intended to show you just what really was behind those hyperspace gates at the end of the original Homeworld. So far there are three totally new races on the drawing board-- two totally original new races-- the Czalkir and the DR1, and another based off of actual Relic concept art that has come to be called the Lizaanj.

    Following are details about the new races' backgrounds, tactics, units, etc. So here goes... (be warned, there is an excessive amount of reading material ahead; more so with the first of the two races that have been conceptualized so far.)

    The Czalkir


    History



    Summary of Disposition



    Tactics



    Units



    Here's a 'new' (11/17/09) WIP of the Czalkir as a complete race:


    DOWNLOAD UNITS


    Ships

    Tagfighter

    Download

    Interceptor

    N/A

    Munitions Bomber
    N/A

    Artillery Corvette

    N/A

    Repair Corvette
    N/A

    Vanguard Corvette
    N/A

    Assault Frigate

    N/A

    Escort Frigate
    N/A

    Reservoir Frigate
    N/A

    Destroyer

    Download

    Carrier

    N/A

    Battlecruiser

    N/A

    Research Ship


    Resource Collector
    N/A

    Probe
    N/A

    Defense Platform
    N/A

    Positron Platform
    N/A


    Subsystem

    Destroyer Inertialess Drive

    N/A

    Battlecruiser Inertialess Drive
    N/A

    More Possibly...




    The Lizaanj


    History



    Summary of Disposition



    Tactics



    Units



    Here's the concept that inspired the race:


    VIEW UNITS


    Ships

    Scout

    FINISHED

    Light Corvette

    FINISHED

    Heavy Corvette

    FINISHED

    ADS Carrier

    GETTIN' THERE

    Mothership

    IN PROGRESS


    The DR1_Series


    History



    Summary of Disposition



    Tactics



    Units



    VIEW UNITS


    Ships

    Basik
    No Image ATM...
    FINISHED

    Heavy_Missile

    FINISHED

    Heavy_Ion
    No Image ATM...
    FINISHED

    Hub
    No Image ATM...
    Model and Texture FINISHED; Dockpaths under construction...

    Harvester

    FINISHED, Including animated claws!



    That is all for now...

  2. #2
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    woot! i'm saluted!!!

    great thought and detail in this... Good luck! let me know if you need any help.

  3. #3
    Banned Phatboygeo's Avatar
    Join Date
    Jan 2009
    Location
    Alton, South West England
    yeah same

  4. #4
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    nice ships
    "Sorry, you can not add yourself to your own buddy list."

  5. #5
    I appreciate the offers for help; I will eventually need it with certain things, among which may include weapon effects. I can't seem to Hod either-- CF exports all of my stuff with that silhouette problem and terribly messed-up textures, but I may be getting help in that area from Joe 2987 (I asked if he would hod my destroyer numerous months ago; I should really concentrate on finishing that model). Right now, I can't say I need anything, but thanks anyway!

  6. #6
    Banned Phatboygeo's Avatar
    Join Date
    Jan 2009
    Location
    Alton, South West England
    its cos we all want our hands on those models.

  7. #7
    Something people could do that would be awesome (if ludicrous); make your own Galactic Council race up. I would never formally ask anyone to do something like that, but I'd be interested to see what other people come up with, and it might make this into more than a minimod. Of course, like I said, I'd rather append what I finish to a bigger mod (HWU, specifically), but there's no reason it couldn't be released as its own entity as well, nor would HWU likely turn down another well-conceptualized, well-modeled Galactic Council race.

  8. #8
    Member Blaze's Avatar
    Join Date
    Feb 2009
    Location
    El Paso, Texas
    ooooo now that is some neat looking ship!

  9. #9
    Member chris80502's Avatar
    Join Date
    Sep 2008
    Location
    Lost somewhere in Karos
    I do have one question is the purple similar to the orange that the Kushan ships feature or the yellow of the Hiigarans. If so, there doesn't appear to be much area for team color, which might be something else to consider. Otherwise excellent, the story is pretty good but I have one question. If the planet is doomed in the blackhole cluster, did they find a different suitable planet that wasn't as doomed to go back to? It seems that their original planet would have been sucked in by now, time dialation or not. One other thing, while they were wandering, how long about was that, you said generations I believe. Was that still partially in the dialiation effect area and also, was the effect of the blackhole still effecting the people of the race? I'm guessing yes since they were going so slow it would have taken a very long time to get anywhere.

    I guess that was more than one question .
    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

  10. #10
    Member Joe 2987's Avatar
    Join Date
    Sep 2007
    Location
    Leading my inteceptor squadron on patrol over Texas
    To anyone who can bare to read all of this in one sitting, I solute you!!!
    Read, and I'm hungry for more. Gimme more!

    @chris: The Czalkir were slightly more advanced than us currently. Assuming they made huge breakthroughs in propulsion systems as well as energy systems (which we can assume they did), it would still take decades to get to the nearest system. Doci said they were surrounded by black holes. Odds are if they were surrounded, it was a kind of.... maze, rather than a simple sphere of black holes, which would be an oddly regular shape for nature. Thus, they would have to travel at sublight speeds, often making course corrections to avoid a black hole. It would take thousands or even tens of thousands of years to clear the black hole cluster and its effects, and to the outside, it would take millions or even billions of years.

    "I HAVE NO IDEA WHERE THOSE EXTRA 1,800 USERS WENT." - Moe
    "To subdue the enemy without fighting is the acme of skill." - Sun Tzu

  11. #11
    Those are some heavy questions; I'll do my best to answer:

    As per Purple: I didn't have much planned as far as team colors, but I could add areas of optional color without too much pain, I would think. They were really always meant to be purple. In fact, I'd like gauge public opinion in this matter; should I have:

    A. All the purple areas converted to team-color area
    B. Some of the purple converted
    C. Leave 'em purple and forget the team colors

    As per the planet: they never returned to one permanently. They still wander around in their ships, though their continued building over time has afforded them more than one mothership (a handful). As it turned out, by the time they acquired Hyperspace tech from the Bentusi there weren't really any habitable planets left that hadn't been sucked up.

    As for the wandering period: The time dilation would have effected them wherever they went in the cluster, but I imagine with varying intensity based on how close they were to a black hole at a given time, and how big of a black hole it was. It probably translated into thousands of years in regular space worth of wandering-- I guess I was making a few assumptions about how expansive the whole Homeworld timeline really was-- but as I said the Czalkir were "early-bloomers" in terms of interstellar travel (though late-bloomers with Hyperspace).

    Essentially, you asked all the right questions; I hope my answers are functional.

  12. #12
    Banned Phatboygeo's Avatar
    Join Date
    Jan 2009
    Location
    Alton, South West England
    C
    C
    C
    C
    C
    C
    C
    C
    C
    C
    C
    C
    C
    C
    I hope my answers are functional.

  13. #13
    I hope my answers are functional
    Yeah thanks for not letting me get away with that one . My ridiculous statements aside, thank you for making your opinion very clear, Phatboygeo. Of course, since you voted 14 times, now I'll have to let everyone's opinion count for 14 votes (it's only fair, I would think) .

  14. #14
    Member Joe 2987's Avatar
    Join Date
    Sep 2007
    Location
    Leading my inteceptor squadron on patrol over Texas
    C. Absolutely C. I actually kind of like purple.... At least on these ships. Maybe make some of the textures more detailed, with less of the space simply being the same color of purple, especially on the Shell Frigate and the Artillery Corvette, and to a lesser extent on the Destroyer. I think those are just areas you haven't gotten around to texturing yet, but even so, they need to be textured eventually.

  15. #15
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    B
    I think having some team colors is essential. Just a few lines circling around would be enough, but they must have some.
    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.

  16. #16
    Member chris80502's Avatar
    Join Date
    Sep 2008
    Location
    Lost somewhere in Karos
    I would vote A or B - sorry, I can never make up my mind. The main thing I would consider is when your playing against multiple opponents of the same race. When I first made UHF every team was the same, no team color, and no way to know which team was which without holding the mouse over. I'm sure you get the point, instant team recognition during game play. I would note too, the Kushan & Taiidan have their "real" colors but they were still made team color capable - you could always just take your promo screens always using the team colors you have defined for them.

    Anyways at least some.

    Oh yes, thanks for the team info - it's all quite interesting.

  17. #17
    A or B, whichever turns out to look better. I'd favor turning the purple into both team and strip colors in some sort of interesting pattern, with the default racial colors being double purple. The team and stripe colors are one of the great ideas of Homeworld, it's a shame to ditch them
    Co-founder of Homeworld:@
    Open to new members

  18. #18
    To Joe 2987: You must've posted number 10 right before I posted number 11, 'cause I hadn't seen it when I started. You were pretty much right, so I'm sorry to be redundant. As for improved propulsion, that came mostly after encountering the Bentusi (inertialess drive is one of their technologies [their strike craft will all have it; capital ships can build it]).

    Anyway, I've weighed your responses and B seems like the best option. There does seem to be a need for team colors (especially for the reasons chris mentioned), and as Siber said it is one of the coolest of Homeworld's features, but purple still being a part of the race's inspiration and identity, I feel it should remain prominent no matter what colors a player chooses. Though now I'm probably going to need to be filled in on how one goes about making teamcolor regions...

  19. #19
    Some progress has been made in the area of texturing, and moreover teamcoloring...

    The red areas will be base/stripe color spots.

  20. #20
    Dark_safi
    Guest
    very impressive!

  21. #21
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    O_o
    oooooo.............

    that looks even more awesome with the red color on it!!!

  22. #22
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    I like it. The team colors are cleverly placed, and I don't think you need to have more than this. I looks like a good compromise.

  23. #23
    Thanks all for your approval; I think I will add a few more spots, but mostly on areas on the bottom, and maybe a stripe or two on the main turret when I finally map it, but otherwise I'd like to agree with MatthCoFreak that this is hopefully enough team color.

  24. #24
    Banned Phatboygeo's Avatar
    Join Date
    Jan 2009
    Location
    Alton, South West England
    Doci, I HAVE to get my hands on them. Argghhhhhh!

  25. #25
    I know, I'm sorry; if it's any conciliation, I can't play with them either. I've been really busy and my modeling has been forced onto the back burner quite a bit, but I have a few free days coming up next week, and if I really push myself I could probably finish the Destroyer and the Tagfighter once and for all (the models that is; the hodding will be out of my hands). At any rate, I know I've flaunted these ships for way too long with out making them available, but it is seriously difficult to get to a point where I'm satisfied with the textures.

  26. #26
    Banned Phatboygeo's Avatar
    Join Date
    Jan 2009
    Location
    Alton, South West England
    Just get one done and get someone to hod it, like chris80502, then we can put it in HWU

  27. #27
    I've been silent for a while, but I hope this FINISHED ship is worth the wait:




    Again, red is TeamColor here. This is the *FINAL* (probably) version of the TagFighter before it gets hoded. And don't worry, I'm getting it hoded.

  28. #28
    Dark_safi
    Guest
    that is amazing! i can't wait to try them out! great work

  29. #29
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    As again, great work. Modeling and texturing are beautiful, and it seems you definitely managed to catch your own style. They're gonna be amazing ingame !

  30. #30
    It is official. I've sent the Tagfighter out to the party who has very generously agreed to hod my ships. It is out of my hands now. I will make a hoded version available to the community as soon as I am able.

  31. #31
    You need to normal-map these baddies, otherwise, I'll be totally honest, the textures don't have THAT much Detail and definitely look previous gen. Normal map them, and you won't have that problem.

    Otherwise, looking forward to a download.
    Hath anyone verily existed a stones throw unwavering quite assured to employ thee venture yonder desireth to become appear vastly similar?

  32. #32
    Oh wow. Last gen? Well, I don't know. Maybe, but I think killing yourself to hit the current target set by a multi-million dollar companies employing multiple full time professional 3d artists catering to a detail-fetishist market is... not necessarily pointless, but definitely unnecessary. Besides, this thing looks even better in motion and up close than in those pictures.

    Besides, it's a 12 meter fighter, how much detail do you want?

  33. #33
    Banned Silver_Wolf#'s Avatar
    Join Date
    Jul 2004
    Location
    Constanta, Romania
    @Siber: I wanna see the whites of the pilot's eyes (kidding).

    @Doci7: Nice looking ships dude.

  34. #34
    Quote Originally Posted by Siber
    Oh wow. Last gen? Well, I don't know. Maybe, but I think killing yourself to hit the current target set by a multi-million dollar companies employing multiple full time professional 3d artists catering to a detail-fetishist market is... not necessarily pointless, but definitely unnecessary. Besides, this thing looks even better in motion and up close than in those pictures.

    Besides, it's a 12 meter fighter, how much detail do you want?
    Normal Maps take like what, 3 seconds in photoshop to create?

  35. #35
    I thought normal maps were only possible with 3D applications. Shows what I know. Anyway, I think you're missing the real meaning in Siber's post...

    Well anyway-- updates! Having finished my scout, I thought I'd draw on fighter-related enthusiasm (and fully textured parts) to start my next level up; the Interceptor. Behold:



    Psych! That's not really it-- just an early progress shot I like to call 'the Goldfish'. Nothing like a nice outtake, eh?

    Here it is for real:


    It's called an Interceptor but behaves as much like a Gunship, due to its weaponry being turret-mounted. I had a concept in mind when I made 'ring-cockpits' for the first fighter-- I essentially wanted to have the ring area function as a swivel-seat for the gunner on larger fighters. You can see somewhat clearly how it's supposed to work in this shot:



    The enemy target rarely eludes the gunner's line-of-sight this way, as both cockpit and turret can swivel to track opponents. Realistically, I suppose these fighters would have to be much larger than 12ish meters for someone to fit in there, but it could be remote-operated. But yeah.
    Last edited by doci7; 13th Jun 09 at 5:44 PM.

  36. #36
    Awesome! And original!

  37. #37
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    that will be interesting to get the turrets to work the way they're depicted in that image...

    edit1:
    hmmm... i wonder if this will work for the front guns (for the hodder)
    Weapon_TurretFrontBase_Position (no mesh)
    -->Weapon_TurretFrontBase_Rest
    -->Weapon_TurretFrontBase_Direction
    -->Weapon_TurretFrontBase_Muzzle (the base the guns are on)
    ---->Weapon_TurretFrontGuns_Position (the guns themselves)
    ------>Weapon_TurretFrontGuns_Rest
    ------>Weapon_TurretFrontGuns_Direction
    ------>Weapon_TurretFrontGuns_Muzzle

    edit2:
    hmmm. now that i think about it more... (where's that strikeout text button???) I'm not entirely positive that would work either...
    doci, you might have to come up with a different design for that front turret... but let's have another persons viewpoint.
    Last edited by ajlsunrise; 13th Jun 09 at 7:15 PM.

  38. #38
    I don't see how the nose turret would be any trouble at all, or that it'd have to be set up any different from a normal turret really. The rest direction is just different is all.

  39. #39
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    hmmm... yeah, it's getting a little clearer now. i guess i just never imagined a turret going on the front of a ship...

  40. #40
    Well, it is certainly reassuring to have your vote of confidence, Siber (*subtlety*). I figured the only hard part would be making the cockpit always track the same target as the turret. And the little business of having an invisible, undamaging weapon for the cockpit (assuming you really have to do that, which I imagine you do).

  41. #41
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    just name the cockpit as a slave of the turret??? idk, i think i should shut up...

  42. #42
    i think i should shut up...
    By no means! I probably won't be dealing with these issues directly, but I like to hear how it's done, or *could* be done...

  43. #43
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    well, that's reassuring...

  44. #44
    Naming the cockpit as a slave would work perfectly if you don't mind it firing as well. I suppose you could put an absurdly huge firing delay in there longer than any conceivable game would last. I think just making it it's own turret that can track but will never be in range or fires invisible zero damage bullets should do the trick.

  45. #45
    Well, at least we have options.

  46. #46
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    I don't think you can have a slave turret firing another weapon than the the one it is slaved with...

  47. #47


    Here's what you may have been waiting for-- a release! These files, Tagfighter v1.0, are brought to you courtesy of Siber, so you have him to thank for sharing! You can expect to see this and other Czalkir ships in future releases of HW@.

    The Hod
    The Ship File
    The Events File

    Keep in mind that without a construction ship, and without careful, rigorous coding that has yet to be discovered, this ship cannot yet perform its true function, so it is only armed with a peashooter. If you want to rearm it for your own use, feel free, but in the meantime, it still makes a very effective scout.

  48. #48
    Banned Phatboygeo's Avatar
    Join Date
    Jan 2009
    Location
    Alton, South West England
    Doci, ive worked out how to get the middle bit to move as a turret, but indepentantly, make a turret without barrels !!!!!! Immense idea! (joke) i think youve already got that bit yet but i CBA to read it all.

  49. #49
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    doci, the coding you're refering to is what was mentioned in the other thread(s) right?

  50. #50
    Right, I've asked in other threads if people could discover a way to make one weapon's firing dependent on another (so production ships will ONLY shoot ships 'tagged' (attacked) by the Tagfighters). There was a significant discussion pertaining to SOB groups but I have to admit it was way above my head. I remain optimistic that there is some way to make it work, but that confidence is largely out of ignorance.

Page 1 of 16 1234567891011 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •