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# 1
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Gimme your lunch money!
Join Date: Oct 2003
Location: #homeworld
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HW2: Crush Depth (formerly known as Underwater mod)
Since the old thread had reached about 450 posts, I thought I'd open a new one.
This is the discussion thread for the underwater mod. The original thread can be found here. This mod is a total conversion for Homeworld 2 and will be set underwater, as the name indicates. The mods temp webpage contains most of the suggestions that are going to be implemented into the mod and can be found here. Comments, suggestions and (constructive) criticism are always welcome! If you wish to become a part of the mod team, PM Sp3ctre. Last edited by Moe : 17th Dec 03 at 2:27 PM. |
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# 4
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Guest
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Good news
As zobet suggested, I was able to put huge blue dustclouds into the map. The result is nice, will post some screenshots later, when i'll find a non-horrible temporary texture for the ground
Now the small question time: is possible to make a ship totally unselectable and unseen (except for the mesh) in the SM? --- I Think that, if sam don't has problems, this weekend we can release the v0.15 that will include about 3-4-5 custom ships, terrains, shkval torpedoes (and a new menu background image :heyhey: ) ok, now read only if you want to kill your happiness: Some problems are rising while i'm trying to putting canyons or large walls: the ships should "enter" into the HOD's bounding box and fly trough the empty space, but must stop when they reach the polygons. Well, everything happens except this. I don't know very much about pathfinding, avoidance, collisions eccc... but should be possible (?) |
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# 6
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werst spella evar
Join Date: Dec 2002
Location: mile high
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Actually, that would make it worse, collison AI takes the box of the two objects, and makes sure they wont touch + some margin. So you would have insure that what ever you wnat to fly though there has room for it collison box, plus the other objects.
The best method might be to have the canton composed of small strips. |
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# 8 |
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Guest
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AARGGGHHHhhh...... This is driving me insane.
No matter what I do, the FX (the bullet) I'm using for the Escort Frigates anti-missile pt defense thing doesn't display! Right now I'm trying to use an unmodified FX that works perfectly on another weapon, but no! Nothing! *End Rant* Anyone know why this weapon won't display? (and by this, I meant that the bullet does damage but isn't visable) : Code:
Everything looks ok to me... Last edited by thesamonthemoon : 2nd Dec 03 at 10:29 PM. |
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# 9 | |
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Guest
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Quote:
:yech: so to create any tipe of ground shape, i can use only "flat" grounds, then i should rotate and position them around to obtain something.... |
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# 11
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Guest
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Reding letter......ahhh....oh...what the........better...stop.....before...its....two...late.........slamms...his...head...into...the...wall.....now...im....fine
have you picked a name for the mod jet. Becuse i really wanne know what is will be. can post some new pictures of the modells youre gone have or post a link to a site that has them. Ps......Delphy this is not a spam post........ |
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# 13
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Guest
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Delphy - Any replies by you on our thread is an honor as far as I'm concerned (regardless of what they are about).
Erm... Ok, do delete them... *Shrugs*And yes the deploy for shooting thing is possible, and shouldn't be too difficult (especialy with the new HW2_MadState.pdf that came with the RDN tools update). Unfortunately, due to tons of work, I can't really do any moding until next wednesday (one week from today). But as I said in an earlier post, once wednesday comes, I can devote all my time (except when I sleep) to HW moding. ![]() It seems that the name Crush Depth is liked by lots of people. If we do decide to use crush depth, should it be a subtitle? It seems to me that we have three options: Crush Depth Homeworld: Crush Depth Homeworld2: Crush Depth Last edited by thesamonthemoon : 4th Dec 03 at 10:54 AM. |
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# 14
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Guest
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Quote:
That's ... actually a model based on Star Blazers I threw in at random Anyway, since the point of that was to help determine a style for the ships, I guess it worked.![]() |
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# 16 |
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Member
Join Date: Nov 2003
Location: Sol
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I don't know if its possible to import geo' into HW2 to act as a "ground". One way would be to add a geo' as a megalith. Each megalith 20km in diameter, 5-6 ground-geo's. That way there would be a ground with a collision model. Destroyed ships could be scripted to sink and fall on the ground.
Missions could be created with several "ground-heights" by moving the ground-geo'liths up or down. However, here is a test ground which could work in HW2. ![]() |
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# 19 |
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Member
Join Date: Nov 2003
Location: Sol
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Yes, on the same way as you would add models in .obj format. It would be like adding 5 Balcora Gate Megaliths next to eachother and do SW-Death Star bombing runs.
Those Geoliths would be placed at a given height to "mark" the bottom of the map. The limit it 20km in diameter for one object, which means we would have to add 4 Geoliths next to eachother to create a ground. Something like this: -- -- | | | | -- -- -- -- | | | | -- -- **Geolith = Geometry Megalith |
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# 21 |
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Member
Join Date: Nov 2003
Location: Sol
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Its to rocky IMO. It looks more like a giant asteroid than a underwaterworld.
Is it the finished model ? Try to add some life to it, to much rocks. I would show some screenshots of my Geoliths but I don't use Maya 3 and can't import them. You can dl the texture here |
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# 24
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Guest
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Quote:
Yes it's one of the problems. Effectively this should be avoided by the camera/ground collision, but for now we can't do anything. However, I made the ground to be focusable, but unselectable The rocky texture was temporary, I could also add a black texture with "LOL" written on it. I was displaying the method, you should know that before adding vegetation and fx the terrain must be created |
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# 25
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Guest
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Actually, the camera in HW2 is quite annoingly proficient at evading other objects. Like, if you focused your camera on a corvette, and moved it away, so that it came near another corvette, it would either instantly skip through the corv, or bump into it until you moved it away.
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# 26
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Atmospheric Entry Elephant
Join Date: Mar 2002
Location: Alphabet City (NYC)
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I actually think that looks pretty good except for the fact that I'm wondering how you will make it look like it goes on beyond view? Will you just make the background look like it is continuing from the terrain?
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# 27 |
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Guest
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Sp3ctre - Your terrain is a bit rocky. I was thinking of something more like the one Unicorn made. It might have fewer polys that way...
My favorite name choices: Crimson Tide The Tides of War Crimson Depths Crush Depth Have you decied on your favorites yet Sp3cre? Moe? zbobet2012? |
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# 32
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Guest
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Bob- I don't like the "blobby" hull, but the bridge is cool, try to rebuild all with less curves
About the names: Hmm I like also Tides of war, but i'm not 100% convinced I like also HW2: Europa and something like depth or Abyss. I also would like some sand , I repeat that these are temp textures However there wouldn't be a lot of sand at these depths... |
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# 35 |
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Guest
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Wat engine they use Hyper cavitisem or normal screw
so for me i like the old, slow, noisi, screw things with lots of bubles came out way not using screws for normal manuvering and HYPCAV like Hyperspeace? it would be nice if Cap-ships first open the mechanisem for HYPCAV ( like Shealdfregate) and then rotate to the direction, and wuuuusch flow away (looks licke Warpspead in deep) |
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# 36 |
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Guest
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ShinKenDo - Err.. Despite spelling mistakes, I think I see what you are saying. In response: we have decided that supercavitation will be availible only to certain ships (fighters and one cap ship). Supercav will be the ships main drive.
Also, good news: I think I may have discovered how to sufficiently increase the view distance on the bubbles. Update soon. Update: Maybe not... I thought I had something... but turns out I didn't... In other news, the Escort is doing some really crazy things. When I take away the missile (which is default for the Vgr_assaultfrigate) the ship seems to loose it's will to live... It's hilarious. When I change it's main weapon, it no longer fires any weapons. Now it's back to work on it... :hide: Update 2: I may have found the problem. Next update soon. Update 3: Problem solved. Now I fix up a few things last thigs with the Escort (including the anti-missile weapon not showing up thing) and then this version will be complete. Last edited by thesamonthemoon : 5th Dec 03 at 5:30 PM. |
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# 37
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Gimme your lunch money!
Join Date: Oct 2003
Location: #homeworld
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Another name I liked from the names thread was HW2: Deep rising.
I tried to get the Hig destie to fire its torps MLRS-style, but it didnt work.. it just fired in pairs of two. note: I only used the destroyer cuz it was the first unit with torps in the data directory, just to try it out. Still working on that. |
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# 38
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Guest
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Quote:
Good! If you can work also on these things our work will be a lot faster P.S. Added the "models" section in the site |
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# 40
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Guest
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Quote:
ok, don't worry :tooth: I fonud on my HD a new model, wich i made a few months ago but never known what is it, what size and what race belongs to Reminds me a Star Wars TIE fighter. The central gun could be a rotating autocannon, or maybe the vortex shaped bars around it rotates and the cannon fires a kind of energy wep |
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# 41
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Gimme your lunch money!
Join Date: Oct 2003
Location: #homeworld
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Looks cool, but I have no idea what its supposed to do... maybe we could have a sort of turret that latches to the ground, you can use it to defend your res ops. It could look a little like this, instead of those four sails it would have four grapplers to hook to the ground, and then engage targets with its autocannon.
About the name.. how about a poll thread with the most popular ideas? Sam, since you have the list, would you create it? Last edited by Moe : 8th Dec 03 at 12:06 PM. |
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# 44
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Guest
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Alright I'll compile a list.
About the Escort Frigate: I'm putting it on hold. In the time I've spent trying to get it to shoot right, and trying to get the bullets to display, I probably could have scripted two or three more ships. Sp3ctre, you can expect a new version with the Interceptors later today. Edit - The best liked names are already on your list: Deep Rising Europa Crush Depth The Tides of War Should we start a new voting thread? Last edited by thesamonthemoon : 11th Dec 03 at 10:44 AM. |
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# 46
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Guest
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Ok, the poll has been posted.
Edit - Sp3ctre, I'm ready to send the new stuff (including interceptors) your way. Expect an e-mail shortly after this edit. Edit 2 - E-mail sent. Last edited by thesamonthemoon : 11th Dec 03 at 10:07 PM. |
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# 48
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Guest
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Received.
Here are my opinions: why the fishies interceptor are a lot more powerful than the humans? It should be the opposite: the humans' inties fires slowly, ok, but their damage must be high. The fishies should fire more often and do less damage. consider also that we shouldn't use always 5 ships per group. I was thinking also about that the faacsf use 1 beam, the interceptor 2 small beams |
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# 50
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Guest
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The Human interceptor does do more damage than the fishie. The reason the fishie script says it does more damage, is because the fishie doesn't hit for the full time the beam exists.
But anyway, I'll tune the beams damage down a bit. Oh, and for my next two ships, I'll be adding the Beam Frigate and the Torpedo Frigate. Beam Frigate:Armed with a beam with a long lifetime, which sweeps across targets. Probably a modified ion beam. Torpedo Frigate: Frigate armed with torpedoes. Can upgrade to fire anti-strike-craft torps. Alternate: Can't upgrade to fire anti-strike-craft torps. Instead, it has a few anti-strikecraft point defense guns. For the torpedo frigate, we need to choose which option to use. Do you have anything to add to these descriptions Sp3ctre? Last edited by thesamonthemoon : 12th Dec 03 at 6:27 PM. |
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