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[WIP] Homeworld II Ship Modding

Amateur

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Very, very nice. If you don't mind me asking, how do you get these in game? Is it with the hod editor, or something else?

Only reason I ask is that I seem to get smoothing and lighting issues and wondered if I could get around them.

I'm loving the work you've done though. They look excellent in Homeworld, it's graphic engine really brings out the qualities of the model.
 

Majestic

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Thanks for the praise, people :D

Finally I have completed the reworked textures for the Merkava class.
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Now on to a new turret design, the old one was a temporary solution anyway. Three rapid-reloading turrets with one barrel (450mm caliber) each and two 850mm torpedo tubes should be a suitable armament. Maybe I can figure out a CIWS system...

Next screen will be in-game, I promise!

Wow, stunning work mate. You've really done well with these textures. :clap:
 

EAS_Intrepid

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Very, very nice. If you don't mind me asking, how do you get these in game? Is it with the hod editor, or something else?

I use Milkshape for modeling and there is a HOD-exporter for it. I do the basic weapons hardpointing in Milkshape, but most other stuff in CFHODED.
The program is still needed to apply the textures (to the already mapped) mesh and for dockpaths etc.


Only reason I ask is that I seem to get smoothing and lighting issues and wondered if I could get around them.

I'm loving the work you've done though. They look excellent in Homeworld, it's graphic engine really brings out the qualities of the model.

Hm, you are using MAX. Unfortunately I cannot really help you there. However, in Milkshape there is an "auto smooth" function, maybe there is something like this in MAX as well.

In the "modifier list" of MAX there is a smoothing modifier. I use to automatically smooth imported ships (for renders and the like) and this one works pretty darn well.


I was noticing that the graphics engine is indeed very powerful I have almost no problems with the lighting of my ships, unlike in Armada II. And proper map environments enhance everything even more.

attachment.php

The map is called "Orbit" and is included in the OpenCore project.
I want to keep my maps in that style as well. There's a reason why the working name for my test project is "HW II: Deep Space" :)

Wow, stunning work mate. You've really done well with these textures. :clap:

Thank you. For quite some time I really had no clue how to produce good textures, but finally I have managed to learn more GIMP (not by tutorials, rather learning by doing. Did that with Milkshape as well) and get some good results.


The Assault and Boarding shuttle. Four of those can be stationed at a Merkava cruiser. Squadron Size = 1
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After fixing some texture glitches I will put her in game.... maybe tomorrow, maybe a bit later.
 

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Amateur

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I think I'll try the ms3d route. I've since discovered that it's the .obj format doing it, but I can use a different one to get it into Milkshape. .NIF maybe. Never had a problem with that.

I didn't realise OpenCore came with maps. That's being installed later and I am determined to get something in game!

Shuttle looks good; though I will say that I rarely used boarding in the game for the simple reason that the marine frigates were so weak and served a single purpose. Hope that the Merkava gets more use that that :thumbsup:
 

EAS_Intrepid

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I would avoid importing/exporting obj-files through MS3d, though. It kind of does not work, no idea why.

Well, the shuttle is more of a complement to the Merkava. It just felt logical to add boarding capabilities to a line warship that is big enough to provide it.

Image spree!!

"Control, this is Viper flight, two bogies incoming. Intercept course. Weapons lock, Fox Two"
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Merkava firing its main guns...
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... and receiving a missile barrage as answer.
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Phalanx missile cruiser
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"Namer" (Hebrew: Leopard) Assault / Boarding shuttle
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Majestic

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Very nice work Intrepid, looking good. :)
 

Terra_Inc

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I must really get that game. Looks awesome, man!
 

EAS_Intrepid

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Not much too show at the moment, but I am working on implementing two factions for basic gameplay.
That is a bit of scripting work and playtesting over and over and over. I have a list of stuff that needs to be nailed out with 21 things concerning shipfiles alone...

One faction, the Colonial Alliance of Star Systems with its armed forces - the Colonial Alliance Defense Forces (formerly known as Zion Defense Force), is a coalition of two star systems (Zion and Sanctuary) with four habitable planets.
The CADF has only two major armed forces branches: the Star Corps and the Ground Corps. Star Corps units operate all space naval vessels and fighters and provide crews for those units.
The Ground Corps is a classic army but incorporates methods and concept from both Marine Corps and Armies, since it is also deployed to provide Boarding Teams.
Sometimes seen as a third branch, the CADF Medical Corps deploys medical personnel ranging from combat medics, ship nurses to field surgeons and councellors.

In interplanetary and interstellar space, the CADF has police authority. Peacekeeping and police duties are part of every soldier's training.
On and around major colonies and space installations local police forces exist.

They have the first combat capable fighter carrier as well as the rugged and powerful Merkava cruisers and the fast Kiryati frigates. Since most men and women from the age of 19 on serve for three (Infantry) to four (naval crews) years in the CADF the military has strong ties to the civilian world and has a major culutural influence on civilian life. Only personell with a twelve year contract have the opportunity to serve in a Space Fighter unit as pilot.


The opponent faction is the Medusa Militia.

About seventy years ago the Colonial Alliance settled on two planetoids in the neighbouring (and huge) Medusa system as huge quantities of raw resources were found there. Space installations and a local defense navy were put in place.

At the same time other settlements of the Terani Colonies broke away from their governing power and declared themselves independent. They formed a loose coalition of settlers and space stations to defend themselves and render aid to other "befriended" settlements.
Afraid of being pulled into an unwinnable guerilla war the Terani Armed Forces chose not to intervene but to seal off the Medusa system.

Only the CADF continued to maintain a presence in the area, defending Colonial Alliance ground in the Medusa system.
The now formed Medusa Militia sought to remove the CADF presence as they felt it was an affront against their soverenity and the nation they want to establish.

Since then, both sides are locked in low-intensity warfare. Two years ago, a group of settlers from the Zion system made their way to the Medusan planetoi they nicknamed Masada... even though the CADF is against further settlement, the political leadership gave orders to protect Masada.

The conflict is about to spike....
 

Majestic

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I really like the back-story you got here, very well thought out. :thumbsup:
 

EAS_Intrepid

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Progress has been *very* slow over the past months, because I was trying to figure out a general outline of the Medusa Militia's fighting force.

However, I just came up with a new ship design. Beware, she looks more advanced than she actually is.


Working name is the "Medusa" class, but I am not settled on this one. Unlike the CADF or the Terani Alliance they have no real history ranging back to Earth as they are a very young "nation".


With the growing involvement of CADF forces in the Medusa system (esp. around the new Colonial Alliance colony "Masada") the Militia needed a new ship type to interdict commercial shipping and to go up against the CADF forces.


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The hull design is "borrowed" from typical CADF vessels and made to look very sleek. At the time the Colonial Alliance's intelligence service got the first images of the vessel the military was concerned that this ship might endanger CADF operations and would be a milestone in the Medusa System's development of advanced starships. The hull configuration pointed to advanced alloys used for the armor and probably a high grade of automatisation (which would mean the she ship would need less crew than comparable ship types).

However, they were wrong. A flight of recon birds managed to spy on the space trials of the ship and it turned out to be very sluggish. Weapons had not yet been installed and the enigneers did not seem to be able to handle the design very well.

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After I did the texture work I'll see if there's a need for additions to the mesh. Turrets coming soon.
 

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Starfox1701

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Nice!:cool: Related question; what do you do if you install is CDT during startup:confused:
 

Majestic

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Nice design an back-story, a ship always needs a back-story. :thumbsup:
 

Amateur

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Very nice. I like the shape. Reminds me a little of a fish :).

Starfox, I'd try a re-install + patch. Only thing I can think of.
 

EAS_Intrepid

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An unexpected additional day off made this happen:
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Currently simply dubbed "spaceplane", this vehicle was inspired by the Orion III from "2001 - A Space Odyssey". It is a jump capable commercial/civilian interplanetary liner for 50 passengers. It can exit and re-enter athmospheres.
Due to its rather small number of passenger seats and its athmospheric capabilities making it independent from Transfer Stations the space plane is widely used as an express liner with higher ticket prices.
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Produced by a Zion-based company, the plane has been sold to governments and private corporations alike. The Terani Forces use three of these aerospace crafts for military VIP services. These militarized versions have standard issue flare dispensers.


Now on to textures. Unfortunately my 3dsMax has a registration error (it wants me to activate it every time it is launched and even though I have the right code it returns to the activation screen all the time...) texturing will be a bit harder this time and the images above were not renders but only taken in Milkshape3d.
After that: Homeworld 2.
 

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EAS_Intrepid

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The "spaceplane", now officially called UA-737 with basic NASA-style textures.
ua737.jpg

Aaaaand the command ship / center of the Medusa Militia forces: Spearhead class cruiser.
Ships of this class have formerly been used as command ships for corporate endeavours, like off-world mining and thus had large storage bays for cargo or raw resources and a large docking bay.
The Militia converted several of these ships to quite sturdy warships, filling the storage bays with ammunition holds and using the docking bay to house four gunboats.
spearhead#04.jpg

Textures are not final yet and I am still developing a turret design for her.
The grey parts will be used for team colouring.

:cool:
EA
 

Majestic

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Aaaaand the command ship / center of the Medusa Militia forces: Spearhead class cruiser.
Ships of this class have formerly been used as command ships for corporate endeavours, like off-world mining and thus had large storage bays for cargo or raw resources and a large docking bay.
The Militia converted several of these ships to quite sturdy warships, filling the storage bays with ammunition holds and using the docking bay to house four gunboats.
View attachment 6654

Textures are not final yet and I am still developing a turret design for her.
The grey parts will be used for team colouring.

:cool:
EA

You've come very far in your texturing skills. Great work mate, I really like the ship design as well, simple but effective. :thumbsup:
 

EAS_Intrepid

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You've come very far in your texturing skills. Great work mate, I really like the ship design as well, simple but effective. :thumbsup:

Thanks, man! It's a direct rip-off with some creative freedom from the Earth warship from "The 5th Element" :lol2:
 

Adm_Z

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Looks great man, I cant wait to see the final version.:thumbsup:
 
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