Hard Light Productions Forums
Archived Boards => The Archive => Journey to Hiigara => Topic started by: Kusanagi on December 25, 2010, 08:02:20 pm
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Just to show that we're NOT dead (Just had to get a new laptop and it took a while) we'll post a few screenshots of stuff we're working on! Sorry I haven't been around for the last few weeks, life just destroyed me :(
Right now, I have a few different screenshots to post, the first being the Harvesting Beam that will be used by resource collectors. It took a few days to get this right but it looks awesome in game, and if you fly into it, it will jack you up!
The first few pics are simply tests to see if a triangular beam was even feasable or workable, and once it was, the second shows the animated beam. I'll try to get video, but basically particle matter comes from the end of the beam and gets sucked into the emitter.
(http://img704.imageshack.us/img704/8880/screen0002h.th.jpg) (http://img704.imageshack.us/i/screen0002h.jpg/)
(http://img338.imageshack.us/img338/1343/screen0003a.th.jpg) (http://img338.imageshack.us/i/screen0003a.jpg/)
(http://img231.imageshack.us/img231/6623/screen0012.th.jpg) (http://img231.imageshack.us/i/screen0012.jpg/)
(http://img11.imageshack.us/img11/7306/screen0013l.th.jpg) (http://img11.imageshack.us/i/screen0013l.jpg/)
Second is the beta version of the Warpin effect with a Fenris standing in.
(http://img522.imageshack.us/img522/5734/screen0018.th.jpg) (http://img522.imageshack.us/i/screen0018.jpg/)
(http://img33.imageshack.us/img33/5229/screen0020s.th.jpg) (http://img33.imageshack.us/i/screen0020s.jpg/)
More to come!
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The animated effects look pretty close to the originals.
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Those are some damn righteous collection beams.
The hyperspace ripple is sweet too.
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Video of the Hyperspace Ripple!
http://www.youtube.com/watch?v=De9Q2VuI1vk
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Not bad, all it's missing is the white glow that conforms to the shape of the ship as it goes in and out.
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White glow? I don't remember seeing one of those in HW1...
Either way, that's an issue for the source code as the hyperspace effect only drags an effect over the hull. I wish it could do a 3d POF like the subspace warpout but that won't work since it would need to be scaled ingame.
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Yeah, it's an effect in HW2, but it would at least keep people from seeing inside the ship as it's halfway through the rift.
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Unfortunately, there's no way to do that as it stands right now...I wish there was though! Perhaps by the time of release it may be included in a build. That was also something obscured for the most part by the POF file used for the subspace animation.
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I'm not a fan of HW, but that doesn't prevent me from appreciating your work. Keep it up! :yes:
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YEAH ! Old school HW is just great, especially when the old music score is there as well :)
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YEAH ! Old school HW is just great, especially when the old music score is there as well :)
^This.
I am fan of the HW1, so keep it up guys!
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YEAH ! Old school HW is just great, especially when the old music score is there as well :)
^This.
I am fan of the HW1, so keep it up guys!
Unfortunately we may not be able to use the music from the original HW for it for several reasons, but don't worry. We have PLENTY of music in the Homeworld vein that will get you pumped up to blow stuff up :D
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Unfortunately we may not be able to use the music from the original HW for it for several reasons, but don't worry. We have PLENTY of music in the Homeworld vein that will get you pumped up to blow stuff up :D
You will have Adagio For Strings though, won't you?
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Angus Dei? How could we NOT? :pimp:
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All is well, then.
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"That's a beautiful sight..."
(http://img17.imageshack.us/img17/3700/screen0033g.jpg)
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Kharak looks sooo HUGE ! :eek2:
Have you planned to rework the textures BTW ? The mothership's one seems to be a bit old (maybe that's the original ?)
But it's...just wonderful to see this, you know. Bringing this to life. Thanks :yes:
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Kharak looks sooo HUGE ! :eek2:
Have you planned to rework the textures BTW ? The mothership's one seems to be a bit old (maybe that's the original ?)
But it's...just wonderful to see this, you know. Bringing this to life. Thanks :yes:
Reworking the textures is something that probably won't be done for the initial release which will be a few missions to start. We plan on using retail textures from HW1 with some updates like glowmapping, some simple normalmapping and new firingpoints for player ships/turrets to make capital craft a bit more intimidating.
That way we can focus on gameplay aspects and make it fun, then hopefully recruit some people that wouldn't mind redoing textures or remodelling ships...but keep in mind there are as many models in HW as there are in FS2 :yes:
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Yes ... I just read this...
...Texturers: Homeworld and its models are extremely inefficient when it comes to texture usage, at least as far as FSO is concerned. Ships with similar textures or parts of similar design will share textures easily. The problem occurs because these are not tiles that scale over the surface of the ship.
Some ships in game use as many as 20 to 30 texture maps applied to various polygons on their hull, and this can double for Cataclysm ships.
...and for now, I understand that the textures are very different in how they are handled in both games... In fact, we will need a kind of "power of optimization" like BP to have new textures working ?
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Actually, Herra and a few of the BP people will shoot me for this, but right now the textures are optimized for memory, if not user friendliness. We're using the render-to-texture function in MAX to get each ship down to only one or two textures. While this doesn't create a very efficient UV map, it reskins the models and remaps them using all the other textures.
There's six textures in the above image. The original unoptimized models were much worse. The mothership had something like 40 and the scaffold had 78.
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You're gonna have to play with the lighting quite a bit to nail the Homeworld "feel". Right now all you have is some ships in the game, but the big thing about that game was the light that was cast by the environment. Also, try bumping up the smoothing on those models, especially the Mothership.
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If you have any tips on how to smooth the existing geometry without breaking collision detection, please let me know.
Also, is there a way to turn off reflections completely?
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A black shinemap might help.
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If you have any tips on how to smooth the existing geometry without breaking collision detection, please let me know.
Smoothing has nothing to do with collision detection. What modeling program are you using? If you use anything that exports to .DAE, you can get flawless collision detection with recent PCS2 builds.
Also, is there a way to turn off reflections completely?
Do you mean specular maps (shininess) or environmental mapping (mirror effect) ? The latter is controlled by the alpha channel of the -spec map, so make the alpha channel completely black and you get no environmental reflections, while keeping the specular highlights.
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I know various HW2 mods have created HTL HW1 models for their projects; might be worth a look on ModDB.
-R
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Aside from the long-dead Requiem War mod, there has been a couple of remade HW1 models at most, and they were never finished and/or ported to the game. All we currently have are directly ported retail HW1 ships.
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http://forums.relicnews.com/showthread.php?247432-Model-Showroom-III-Show-Hard-With-a-Vengeance
There is a member here who is making HTL Taiidani ships. Perhaps you can contact him.
-R
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http://www.youtube.com/watch?v=o42IK_uKHIc (http://www.youtube.com/watch?v=o42IK_uKHIc)
WEEEEEEE LIIIIIIIIIIIVVVVEEEEEEEEEEE
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Hahaha thats awesome. Makes me want to replay Cata.
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http://www.youtube.com/watch?v=o42IK_uKHIc (http://www.youtube.com/watch?v=o42IK_uKHIc)
WEEEEEEE LIIIIIIIIIIIVVVVEEEEEEEEEEE
Command there's---AHHH AIIIIYYYEEEEEEEEEEE
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Choice!
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Is it rapidly going through several texture replacements or how did you do it?
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Is it rapidly going through several texture replacements or how did you do it?
I'm pretty curious too, the change's fluidity is awesome :yes:
May be useful for others campaigns...
...After your release of course :D
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what about engine glow color? can you change that too? say from yellow (hiigaran is yellow, right?) to red?
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WOW, that's something I thought FS2 was never gonna be able to do.
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It's actually some clever slight of hand with FRED and models and textures. There's an intermittent ship class with an animated diffuse map that lasts for 15 seconds at a very low framerate.
When the beast infection beam hits the heavy cruiser, a change-ship-class command changes the cruiser to the version with the animated map and damage lightning is added for good effect. After 15 seconds a second change-ship-class replaces the ship with the Beast Heavy Cruiser.
The problem is, half the time this crashes FSO randomly, so if this IS used, its only going to be on a select few missions and orchestrated in FRED. There probably won't be any random ships that fly around and get infected.
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what about the ship listing? set-ship-orientation (or however the sexp is called) or something else?
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ship-maneuver :D
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ship-maneuver :D
:p
i really should get into fredding out some ship deaths...
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(http://img823.imageshack.us/img823/1590/sealofawesome.png)
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Added another test. While hard to see at this resolution, it shows the beast infection jumping from ship to ship via fredding and some table manipulation.
http://www.youtube.com/watch?v=ZII64OUv4Ks
The ACVs change their textures as well, but it's difficult to see. I also re-rendered the beast infection beam to make it look a lot more like the one in game, but upgraded.
WEEEEEEEEE (STILL) LIIIIIIIIIIIVE
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Awesome!
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Now it only needs that creepy screaming sound and it's perfect. Or was that only heard when a big ship got infected?
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Awesome stuff, the screaming sound was heard when all ships got infected i believe.
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Maybe my memory is a bit muddy, but I think the sound in that video wasn't as creepy as I remember the screams in Cataclysm to be.
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Nah, it's exactly as it was in Cataclysm.
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Yeah, only thing missing right now is the unit-specific infection scream.
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There were unit specific screams? Ah so that's it.... I remember the screams from the carrier and the science ship. Though it makes sense that the fighers don't scream with a multitude of voices when infected.
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Yeah, there's unit specific screams...MBF: Systems crashing! What's happening?! Hive Frigate: It's coming through the hull!
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Great. Just what I need. Another game to haunt my nightmares with those screams :p
Very nice job :yes:
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You could always see it as a different perspective of the same story. That way it's one and the same nightmare :p