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Archived Boards => The Archive => Homeworld: Blue Planet => Topic started by: MatthTheGeek on September 11, 2010, 12:34:20 pm

Title: BP Mod for HW2 (old thread)
Post by: MatthTheGeek on September 11, 2010, 12:34:20 pm
So yeah, I decided that a retail FS2 TC for HW2 wasn't fun enough, especially since Bloodfleet is already doing his. So I'm now working on a BP mod. Lots of beautiful ships, lots of advanced warfare tactics, lots of differences between the UEF, Tevs, Shivans and Vishnans in term of gameplay, this should fuel a RTS much better than FS2.
(http://img825.imageshack.us/img825/4366/ss00126.th.jpg) (http://img825.imageshack.us/img825/4366/ss00126.jpg) (http://img521.imageshack.us/img521/8970/ss00127.th.jpg) (http://img521.imageshack.us/img521/8970/ss00127.jpg) (http://img823.imageshack.us/img823/7996/ss00128.th.jpg) (http://img823.imageshack.us/img823/7996/ss00128.jpg) (http://img412.imageshack.us/img412/3723/ss00129.th.jpg) (http://img412.imageshack.us/img412/3723/ss00129.jpg)

Discuss.
Title: Re: BP Mod for HW2
Post by: T-LoW on September 11, 2010, 12:50:10 pm
A mod for a mod. Ingenious :yes:
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on September 11, 2010, 02:39:07 pm
I actually think it is just a mod for HW2 and not a BP mod for BloodFleet's mod.  Awesome either way though. :yes:
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 11, 2010, 03:33:22 pm
Yes, it's not based on BloodFleet's mod at all, but it's based on my previous FS TC.

(http://img441.imageshack.us/img441/7451/ss00130.th.jpg) (http://img441.imageshack.us/img441/7451/ss00130.jpg)
Title: Re: BP Mod for HW2
Post by: Colonol Dekker on September 11, 2010, 04:09:35 pm
 How does Homeworld 2 cope with the high-poly UEF stuff?
Title: Re: BP Mod for HW2
Post by: Droid803 on September 11, 2010, 04:11:51 pm
I've heard something about 1 FPS in IRC.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 11, 2010, 04:24:16 pm
Well, 1 FPS with the Karuna. Which is basically the most unoptimized ship ever anyway. And I have a crappy comp too.
Title: Re: BP Mod for HW2
Post by: General Battuta on September 11, 2010, 04:36:03 pm
How does Homeworld 2 cope with the high-poly UEF stuff?

The problem is not high polycount. The problem is high texture count. Polys are not a big issue, but 24 textures?
Title: Re: BP Mod for HW2
Post by: The E on September 11, 2010, 05:14:47 pm
Different engine, different rules. I would bet that FS2 ships are an order of magnitude more hi-poly than HW2 retail ships, though.
Title: Re: BP Mod for HW2
Post by: Colonol Dekker on September 11, 2010, 05:57:53 pm
Homeworld 2 chugs along pretty badly with the MVP models.
UEF stuff make's me fear for it.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 12, 2010, 02:58:32 am
I didn't have any serious problems with MVPs ships myself, although I admit I'm not running HW2 to max settings to begin with, and I can't even consider using the normals-enabling shaders. The Karuna makes me drop to 1 FPS when in fight, but that's probably the less optimized ship of BP, so the other ships should play fine until the Karuna get optimized.
Title: Re: BP Mod for HW2
Post by: Commander Zane on September 12, 2010, 11:06:52 am
I thought the normals on HW2 were done by changing individual ship textures to include them.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 12, 2010, 01:18:40 pm
You need the fan-made improved shaders and a GPU that can run them. Normals are by no way native of HW2.

(http://img72.imageshack.us/img72/2224/ss00131.th.jpg) (http://img72.imageshack.us/img72/2224/ss00131.jpg) (http://img696.imageshack.us/img696/6484/ss00132.th.jpg) (http://img696.imageshack.us/img696/6484/ss00132.jpg)
Title: Re: BP Mod for HW2
Post by: Commander Zane on September 12, 2010, 01:23:55 pm
All of that was stuff I already knew and entirely irrelevant.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 12, 2010, 01:31:37 pm
I don't get wtf is your point.
Title: Re: BP Mod for HW2
Post by: Commander Zane on September 12, 2010, 01:35:13 pm
That part of the project involved manually adding normals to each individual ship, which is what I remember.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 12, 2010, 01:40:11 pm
Of course you still have to add the normal maps, but I still don't see what you're trying to say.
Title: Re: BP Mod for HW2
Post by: Commander Zane on September 12, 2010, 01:45:56 pm
The UEF ships would need to be renormaled for the mod then?
Title: Re: BP Mod for HW2
Post by: The E on September 12, 2010, 01:51:24 pm
...

wat.

Matthegeek is saying that, even if he were to add the normal maps, he wouldn't be able to test them, as he is unable to make sure they look right.

At any rate, making these additional performance-sucking enhancements when the models themselves are still problematic strikes me as a bit unwise.
Title: Re: BP Mod for HW2
Post by: Commander Zane on September 12, 2010, 02:02:23 pm
I'm not looking for an answer to what he's saying.

I'm asking, FS2 ship with normals is put into HW2, if the normals need to be remade.
Title: Re: BP Mod for HW2
Post by: The E on September 12, 2010, 02:07:17 pm
If the mapping scheme and UV mapping is preserved during conversion, I don't see why.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 12, 2010, 02:24:53 pm
Actually I think the texture have to be adapted a bit, for example the glowmaps aren't handled the same way at all between HW2 and FSO. It's probably the same for normals, but as I never got to test out I can't tell.
(http://img812.imageshack.us/img812/4282/ss00134.th.jpg) (http://img812.imageshack.us/img812/4282/ss00134.jpg)

(http://img96.imageshack.us/img96/8887/ss00135.th.jpg) (http://img96.imageshack.us/img96/8887/ss00135.jpg)
Title: Re: BP Mod for HW2
Post by: MetalDestroyer on September 13, 2010, 07:05:08 am
It would be great to convert thos models into Nexus: the Jupiter Incident :)
Title: Re: BP Mod for HW2
Post by: pecenipicek on September 13, 2010, 07:17:21 am
no. just swap the channels back to the "normal" way of using them.HW2 uses the typical normal mapping scheme with the added bonus of height maps being included in the alpha channel of the normal maps.
Title: Re: BP Mod for HW2
Post by: -Norbert- on September 13, 2010, 07:19:23 am
Quote
It would be great to convert thos models into Nexus: the Jupiter Incident
Arparso, the creater of the Nexus Skirmish Tool, was working on a FreeSpace mod for Nexus, though I havn't seen any updates in a while....
Maybe he'll put some BP ships in after finishing with the vanilla ships.
http://www.hard-light.net/forums/index.php?topic=67532.0
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on September 13, 2010, 07:58:30 am
Quote
It would be great to convert thos models into Nexus: the Jupiter Incident
Arparso, the creater of the Nexus Skirmish Tool, was working on a FreeSpace mod for Nexus, though I havn't seen any updates in a while....
Maybe he'll put some BP ships in after finishing with the vanilla ships.
http://www.hard-light.net/forums/index.php?topic=67532.0
Karunas and Narayanas in Nexus.  Drooool....
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on September 14, 2010, 11:50:04 am
(http://img826.imageshack.us/img826/4430/ss00142.th.jpg) (http://img826.imageshack.us/img826/4430/ss00142.jpg) (http://img408.imageshack.us/img408/8606/ss00143.th.jpg) (http://img408.imageshack.us/img408/8606/ss00143.jpg)

EDIT : (http://img819.imageshack.us/img819/6199/ss00146.th.jpg) (http://img819.imageshack.us/i/ss00146.jpg/) (http://img3.imageshack.us/img3/6060/ss00148.th.jpg) (http://img3.imageshack.us/i/ss00148.jpg/) (http://img693.imageshack.us/img693/1356/ss00147.th.jpg) (http://img693.imageshack.us/i/ss00147.jpg/)
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 10, 2010, 09:07:45 am
Time to resurrect this.

(http://img508.imageshack.us/img508/9417/ss00154.th.jpg) (http://img508.imageshack.us/img508/9417/ss00154.jpg)
Title: Re: BP Mod for HW2
Post by: T-Man on October 10, 2010, 10:00:47 am
I'm a huge fan of RTSs (especially Homeworld, which had fantastic mechanics), so i'm really looking forward to playing this; the HW2 engine is quite open to modding and can get scarilly close to Freespace-like effects (i dowloaded the old FSNA mod at one point). Will be interesting having the two factions with such different tactics as you say.

Something i would recommend would be to give Federation frigates the Ion cannon frigate's AI, so they keep the nose aimed at their target and can use their forward railguns as much as possible.
Title: Re: BP Mod for HW2
Post by: Deadly in a Shadow on October 12, 2010, 06:35:32 am

What about Shivans? I know that a Freespace 2 mod is in development.

Or the Vishnans, the great Preserver ;)
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 12, 2010, 09:28:04 am
Working on it, given that the UEF ships are too much unoptimized for me to work on them.
(http://img100.imageshack.us/img100/9484/ss00157.th.jpg) (http://img100.imageshack.us/img100/9484/ss00157.jpg) (http://img704.imageshack.us/img704/9127/ss00156.th.jpg) (http://img704.imageshack.us/i/ss00156.jpg/) (http://img839.imageshack.us/img839/329/ss00159.th.jpg) (http://img839.imageshack.us/img839/329/ss00159.jpg)
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on October 12, 2010, 09:45:31 am
I can't wait until I get to see those ships on something other than an Intelgrated graphics card.  That, and the hopefully the HW2.0 shaders so they can look as awesome as they should.
Title: Re: BP Mod for HW2
Post by: xixmeister on October 12, 2010, 09:51:08 am
wow! Great job MattheGeek!! :D
Can't wait for the first release!!!
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 13, 2010, 04:22:57 pm
Screeny time.
(http://img714.imageshack.us/img714/1715/ss00168.th.jpg) (http://img714.imageshack.us/img714/1715/ss00168.jpg) (http://img707.imageshack.us/img707/7136/ss00169.th.jpg) (http://img707.imageshack.us/img707/7136/ss00169.jpg)
Title: Re: BP Mod for HW2
Post by: Deadly in a Shadow on October 13, 2010, 05:01:09 pm
Lol its Serkr^^


Anyway, besides this Mod (that would be awesome) are there other good Freespace mods for HW 2?

BTW: Released mods would be good :nod:
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 14, 2010, 03:00:57 pm
You'd want to look here (http://www.moddb.com/mods/freespace-a-new-age) and here (http://www.moddb.com/mods/freespacefleet-command).


(http://img405.imageshack.us/img405/1479/sunskybox.th.png) (http://img405.imageshack.us/img405/1479/sunskybox.png) (http://img176.imageshack.us/img176/6512/earthskybox.th.png) (http://img176.imageshack.us/img176/6512/earthskybox.png) (http://img832.imageshack.us/img832/3673/bellerophon.th.png) (http://img832.imageshack.us/img832/3673/bellerophon.png)
Title: Re: BP Mod for HW2
Post by: xixmeister on October 15, 2010, 02:13:56 am
what about the Lucifers flux cannons?
I mean; the UEF ships are powerfull, but the Lucifer (and Sathanas) should be stronger than any type of Terran and Vasudan ship. Especially since it's the only capital ship who's using a shield.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 15, 2010, 02:31:29 am
It's gonna have the same stats than in BP. And shields are worth peanuts against beamzor.
Title: Re: BP Mod for HW2
Post by: -Norbert- on October 15, 2010, 03:43:18 am
Quote
Especially since it's the only capital ship who's using a shield.
Sounds like a good reason not to make it's beams more powerfull to me....
On balance, shields + superbeams would make it too strong.
On story, the shields drain so much energy that they can't install the strongest beams and have to settle with LRed in front and HRed on the sides (I think the Lucy was equiped that way in AoA).
Title: Re: BP Mod for HW2
Post by: headdie on October 15, 2010, 03:57:25 am
Quote
Especially since it's the only capital ship who's using a shield.
Sounds like a good reason not to make it's beams more powerfull to me....
On balance, shields + superbeams would make it too strong.
On story, the shields drain so much energy that they can't install the strongest beams and have to settle with LRed in front and HRed on the sides (I think the Lucy was equiped that way in AoA).

and yet in FS1 the lucy took down Orions in only a few vollys with it's shields up
Title: Re: BP Mod for HW2
Post by: -Norbert- on October 15, 2010, 05:14:49 am
Back in FS1 the Galatea was destroyed by the third beam salvo. I think the double-LRed hits are still enough to take an Orion out in FS2 with the same number of hits.... I'll try and report back in a few minutes.

Also remember that the GTVA equiped their capital ships with beam resistant armor even back in FS2 times, 18 years before the Blue Planet time.

Edit: Seems we were both right to some degree..... With two LRed the Lucifer takes a Orion down to 10% with two salvos, the third kills it. BUT the standard FS2 version of the Lucifer is equiped with SRed....
And I mixed up the beams of the BP Lucy. It has HRed in the forward arms and LRed in the side slots.
Those do more damage than the LRed, but due to the longer cooldown time they seem to have the same damage per seconds potential as the LRed on Medium.

Since the mod's gonna have the stats taken from BP, not vanilla FS2, the Lucifer will pack a big punch.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 15, 2010, 04:28:11 pm
Well, remember that the Lucy is able to easily defeat the Raynor-class Orestes in BP, the most powerful GTVA destroyer in service. It's supposed to be a unique and fearsome opponent, and there is no way in hell it will end up with puny SReds.

(http://img34.imageshack.us/img34/738/beamzor.th.png) (http://img34.imageshack.us/img34/738/beamzor.png)
Title: Re: BP Mod for HW2
Post by: Dragon on October 15, 2010, 04:30:39 pm
Perhaps SSL beams would look good on it.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 15, 2010, 06:10:53 pm
Dunno, IIRC FSPort's SSL are still badly low-res.

(http://img843.imageshack.us/img843/5146/myrmv.th.jpg) (http://img843.imageshack.us/img843/5146/myrmv.jpg)
Title: Re: BP Mod for HW2
Post by: xixmeister on October 19, 2010, 04:02:28 am
But it obvious that the Luci's beams should deal a massive amout of damage (maybe with a longer recharge time and slow turning speed) right?

Btw, really nice screenies :)
Title: Re: BP Mod for HW2
Post by: -Norbert- on October 19, 2010, 01:50:44 pm
I think the damage the Lucifer does by BP stats is massive enough. While it can't focus all it's firepower forward, it does have more beampower than a Ravana, though it clearly lacks in regard of non-beam weapons.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 19, 2010, 02:05:43 pm
And remember that, shielded or not, the Lucy still has 800k hullpoints - for comparison, the toughest destroyer class in retail is the Demon with 160k HP (just second in all BP destroyers before the 180k of the Solaris). That also correspond to 80% of the Sath and Coly health. So it definitely doesn't need any shields.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 23, 2010, 08:49:40 am
Time for some updateness.

(http://img841.imageshack.us/img841/3145/balor.th.png) (http://img841.imageshack.us/img841/3145/balor.png) (http://img829.imageshack.us/img829/4603/balorgalore.th.png) (http://img829.imageshack.us/img829/4603/balorgalore.png) (http://img98.imageshack.us/img98/1826/hyperion.th.png) (http://img98.imageshack.us/img98/1826/hyperion.png) (http://img80.imageshack.us/img80/8928/preacher.th.jpg) (http://img80.imageshack.us/img80/8928/preacher.jpg) (http://img130.imageshack.us/img130/950/missionary.th.png) (http://img130.imageshack.us/img130/950/missionary.png) (http://img833.imageshack.us/img833/3427/nahema.th.png) (http://img833.imageshack.us/img833/3427/nahema.png) (http://img512.imageshack.us/img512/3351/mara.th.png) (http://img512.imageshack.us/img512/3351/mara.png)

Now why isn't there anything higher-res than 512² for the Nahema ?
Title: Re: BP Mod for HW2
Post by: T-Man on October 23, 2010, 09:08:12 am
This is looking fantastic; honestly can't wait to play! :cool: Have there been any decisions as of yet on how resourcing is going to work? Is it going to be the old HW2 asteroid method or a different kind?
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 23, 2010, 10:15:14 am
It's gonna be mainly HW1-like dust clouds harvesting with Zephyrus, and probably some debris harvesting too. I have to learn scripting before implementing cargo delivery and cargo depot recovery.

However first release of the BP version will be mostly tactical rather than strategy gameplay - you've got a fleet, and you destroy the enemy fleet. Implementing AI and building is quite unfun.
Title: Re: BP Mod for HW2
Post by: Droid803 on October 23, 2010, 02:10:32 pm
Dunno, IIRC FSPort's SSL are still badly low-res.

Use ASW's SSL beam effects?
Title: Re: BP Mod for HW2
Post by: T-Man on October 23, 2010, 03:02:05 pm
Implementing AI and building is quite unfun.
True. Maybe  have a browse around some of the HW sites; there might be a coder whose interested. Might even be able to find a mod with similar coding and adapt the code from that.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 23, 2010, 03:33:33 pm
I didn't say I couldn't do it, only that's a pain in the arse. I work on easier and more eyecandyish things first :P. And if I want to ever release something, I need to not be too much ambitious, this is after all a one-man project.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 26, 2010, 10:50:38 am
Moar updatz.

(http://img295.imageshack.us/img295/8521/anemoi.th.png) (http://img295.imageshack.us/img295/8521/anemoi.png) (http://img130.imageshack.us/img130/1435/seraphim.th.png) (http://img130.imageshack.us/img130/1435/seraphim.png) (http://img266.imageshack.us/img266/900/artemisq.th.png) (http://img266.imageshack.us/img266/900/artemisq.png) (http://img841.imageshack.us/img841/3331/piranha.th.png) (http://img841.imageshack.us/img841/3331/piranha.png)
(http://video.xfire.com/39717f-4.jpg) (http://fr.xfire.com/video/39717f/)

Use ASW's SSL beam effects?
Oh, they have one ? I'll have to check that.
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on October 26, 2010, 11:20:52 am
What will the Anemoi's job be in this mod?
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 26, 2010, 11:38:07 am
Repairing ships, docking fighters, will probably serve as a resource depot too. Maybe some bonuses to nearby ships.
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on October 26, 2010, 12:47:25 pm
How will it repair, docking or an area of effect?
Title: Re: BP Mod for HW2
Post by: -Norbert- on October 26, 2010, 01:42:53 pm
Nice work on the Orion debris. :yes:
Is there any chance to get beam piercing into HW2 as well?
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 26, 2010, 01:54:56 pm
Beam pierce already in HW2, although without huge flames behind them.

And repair with the Anemoi will be docking, much like in the BP mission 13 : Preserving the Balance. I have yet to determine if it would be more practical to have the ships dock on the Anemoi, or the contrary.
Title: Re: BP Mod for HW2
Post by: General Battuta on October 26, 2010, 01:59:00 pm
I actually don't think the Anemoi is docked in that mission any more because of hull clipping issues.  :(
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 26, 2010, 02:00:59 pm
orly ?

Well, docking would still be the most practical and most realist way to go with the Anemoi methinks.
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on October 26, 2010, 02:06:09 pm
You could copy Complex and have it auto-deploy some scripted, non-controllable transports that automatically fly out and repair nearby friendly vessels.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on October 26, 2010, 02:08:46 pm
Forget about scripting. I have enough things to do before I reach that stage.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on November 21, 2010, 08:09:07 am
Bump

(http://video.xfire.com/3b4c9d-4.jpg) (http://fr.xfire.com/video/3b4c9d/)
Title: Re: BP Mod for HW2
Post by: -Sara- on November 21, 2010, 11:38:43 am
Those'd be hot in FSO too..  :eek:
Title: Re: BP Mod for HW2
Post by: -Norbert- on November 21, 2010, 02:27:26 pm
If you mean the shockwaves alone, they are from FSO (though not the MVP ones, but from Earth defense I think -> http://www.hard-light.net/forums/index.php?topic=72539.0). The explosion flashes though are from Homeworld.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on November 25, 2010, 02:38:06 pm
Time for some optimized Fed stuff.

(http://img441.imageshack.us/img441/5969/solaris.th.png) (http://img441.imageshack.us/img441/5969/solaris.png) (http://img100.imageshack.us/img100/6940/optirayana.th.jpg) (http://img100.imageshack.us/img100/6940/optirayana.jpg)
Title: Re: BP Mod for HW2
Post by: Hades on November 25, 2010, 05:06:02 pm
a little too dark, IMO.
Title: Re: BP Mod for HW2
Post by: -Sara- on November 25, 2010, 05:10:01 pm
I'd think you could some highlights/shine to the panels if that is possible in HW2. That way you can actually fake some proper HDR and keep the darkish effect, but more illuminated.
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on November 25, 2010, 11:56:30 pm
Those look good, aside from the lack of normal maps.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on November 26, 2010, 12:59:11 am
I'd think you could some highlights/shine to the panels if that is possible in HW2. That way you can actually fake some proper HDR and keep the darkish effect, but more illuminated.
Well, that's what the new shaders that I can't run are about. Go buy me a new comp, and we'll talk about it, hey :p

But yeah, a bit dark. Haven't tweaked the lighting settings of those maps yet.
Title: Re: BP Mod for HW2
Post by: Buckshee Rounds on November 26, 2010, 08:57:44 am
Homeworld 2 is an old engine and I have to say all things considered those optimised ships look sweet!
Title: Re: BP Mod for HW2
Post by: Ypoknons on November 26, 2010, 11:41:29 am
I'm wondering how fighters will be handled in this mod. While UEF craft seem pretty role specific (Fighter, Advanced Fighter, Gunship, Missile Boat, Stealth Fighter, Bomber, Super-Bomber) it's more in shades of grey for the GTVA. May I suggest role-related designations (Maxim Strike, Treb Flight) rather than model-based (GTF Hercules Mark II, GTF Ares) units? It would fit in quite well with the way BP is thought out.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on November 26, 2010, 01:08:41 pm
Could be an idea, but I'll probably still have those role-related squads based on single ship classes. HW2 can't handle multiple ship classes in the same squad anyway.
Title: Re: BP Mod for HW2
Post by: T-Man on November 29, 2010, 07:34:06 am
An idea going through my head concerning fighters (for when the mod is more finished and your polishing it up) was, if wings can have subsystems like on larger ships that apply to the whole wing, have each primary and secondary bank as a subsystem slot with the default installed, then have the other possible weapons of each subsystem as other subsystem options. It would be a little messy as he'd have to dismantle the first missile subsystem to put in the new one (unless the replace mechanic the Vaygr carrier has on its facility module can be used in some way), but it would allow almost full customisation of the ships (the one downside being you couldn't have different loadouts in the same wing).

Again, i meant that for after the mod is more done; for now just going with default loadouts would be wise. The role-related designation idea is quite cool though. :)
Title: Re: BP Mod for HW2
Post by: Buckshee Rounds on November 29, 2010, 08:28:38 am
It is a cool idea, but it would mean loads and loads of individual ships having subsystems and it'll likely be hard for the HW2 engine to handle. Still, it'd be worth doing like you said though once the mod is more complete.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on November 29, 2010, 10:45:43 am
Given that each fighter has already a shield subsystem, and that each capital ship will have multiple turret subsystems, there's definitely gonna be enough subs yet for the game to handle. But eh, role-based squads will probably wait until I have imported enough ships anyway.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on December 19, 2010, 09:03:20 am
More progress.

(http://img716.imageshack.us/img716/1593/oriondish.png)

(http://img834.imageshack.us/img834/7646/oriondish2.png)

And at last some UEF fireworks :
(http://video.xfire.com/3d2ddb-4.jpg) (http://fr.xfire.com/video/3d2ddb/)
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on December 19, 2010, 09:16:33 am
No shockwaves on bomb explosions? :(
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on December 19, 2010, 09:19:51 am
Nope, cause I have yet to make them look right. They will happen someday though.
Title: Re: BP Mod for HW2
Post by: X3N0-Life-Form on December 19, 2010, 09:58:04 am
How do you deal with destroyed turrets ?
    -Do they rebuild themselves over time ?
    -Do you have to rebuild them manually ?
    -Or do they stay dead ?

( ps.I like the background noise on your video :P )
Title: Re: BP Mod for HW2
Post by: Satellight on December 19, 2010, 10:08:49 am
OMG ! Pretty awesome video  :yes:

I want a demo NAOW  :D
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on December 19, 2010, 10:17:35 am
You don't destroy turrets, you disable them. They stay offline for a while and then start repairing themselves.
Title: Re: BP Mod for HW2
Post by: Buckshee Rounds on December 19, 2010, 11:11:05 am
God, Orions are so sexy...
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on December 20, 2010, 10:59:52 am
Leaving for a week with no internets, so I leave you a little christmas gift in advance :)

(http://img651.imageshack.us/img651/5969/solaris.png)
Title: Re: BP Mod for HW2
Post by: Satellight on December 20, 2010, 11:13:04 am
Joyeux Noël et bonnes vacances !

Happy holiday and Merry Christmas !

OH OH OH !   :pimp: (sorry, but there is no Santa smiley !)
Title: Re: BP Mod for HW2
Post by: Buckshee Rounds on December 20, 2010, 03:18:00 pm
God, Solaris' are so sexy...
Title: Re: BP Mod for HW2
Post by: T-Man on December 21, 2010, 02:02:00 pm
Have a good Chrimbo MatthTheGeek, and thanks for your work on this; i truly can't wait to play it! I just wish i had the know-how to be able to help in some way :(.
Title: Re: BP Mod for HW2
Post by: noodlezombie on January 03, 2011, 04:55:10 pm
I've always wanted to ask a HW2 modder this, but for some reason just never got around to doing it: how moddable is it, really? Because it seems like every HW2 mod ever has been rather crude, especially when it came to the UI. PDS, the newer TFS mod, the BSG mod, pretty much everything I've ever downloaded for the game has has a virtually unchanged GUI, and used crude workarounds to introduce new gameplay mechanics. For example in the BSG mod you change firing modes (direct ship-to-ship fire or anti-missile saturation) by switching tactics modes, rather than having a new button added just for it. And both the PDS and TFS mods have every ship able to lay mines, or at least as far as the GUI is concerned they can.

The only time I've seen the GUI modified at all was the Complex mod. So, what's the deal? Is it just really hard to do, or are modmakers for HW2 just really lazy by and large for some reason? Note that I'm not saying you're lazy.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on January 03, 2011, 05:18:44 pm
The big problem with HW2 is that it's just very undocumented. You have to find out a lot of stuff by trial and error, and there isn't much commentaries in files to help you out with this. One significant thing is also that HW2 modding is basically dead, or dying for the most part. We are only a handful to still be actively modding it, literally.

To be honest, the UI is most of the time the least of the modders' worries when making a new mod. Getting assets ingame, creating effects, balancing stuff and creating gameplay mechanics are the most painful overall.

However if you look closely, HW2 is very moddable and powerful for a 7 years-old engine. Nearly all aspects of the game can be altered, ranging from effects, ships, AI, maps or yes, the UI itself. It is even superior to FSO in term of optimization and consistency of framerate, with similar assets, at least according to those who tested my mod.

One of the main problem is that it's a RTS, and hence you need to completely rethink the gameplay mechanics, the balance and the gametypes to have something that doesn't feel like a simple swap of models over the retail game. This aspect is much more sensible than in a game like FS, where having new ships and new missions is more than enough to enjoy a new experience - especially since single-player campaign scripting is virtually nonexistant in HW2 modding. Not that it's impossible, only that noone has attempted it yet, and because until very recently, we didn't have any properly decompiled campaign scripts to base ourself on.

The second main problem is that the engine isn't going anywhere now, whereas FSO has still a bright future before it. The new shaders are a substantial upgrade over the engine, but you often encounter hardcoded barriers that you have to find your way around when trying to implement new features - for example, slash beams, that I still have no idea how to implement in HW2.

Keep also in mind that this mod is still a one-man-made Total Conversion. You can guess how a huge amount of work it is. And feature creeping and real life are eating most of my time.
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on January 05, 2011, 12:37:29 pm
DoublePostNess

(http://img51.imageshack.us/img51/8937/uhlanwep.png)
Title: Re: BP Mod for HW2
Post by: pecenipicek on January 05, 2011, 06:51:55 pm
(http://img98.imageshack.us/img98/8182/ss00073.jpg)
We has normals in. Not working as intended tho. My guess is that they need a heightmap to stabilise. Currently they are a bit floaty.
Title: Re: BP Mod for HW2
Post by: Buckshee Rounds on January 06, 2011, 04:44:07 am
Man I'm just drooling over the thought of all this. I wish there was some way I could helpbut I can't mod for sh*t.
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on January 06, 2011, 12:35:31 pm
Hey Matth, if you have a team, why don't you ask for hosting here on HLP? ;)
Title: Re: BP Mod for HW2
Post by: General Battuta on January 06, 2011, 12:38:20 pm
Hey Matth, if you have a team, why don't you ask for hosting here on HLP? ;)

Request has been made already, in fact.
Title: Re: BP Mod for HW2
Post by: SpardaSon21 on January 06, 2011, 06:33:28 pm
Woah.  And I was semi-joking about that statement.
Title: Re: BP Mod for HW2
Post by: pecenipicek on January 16, 2011, 09:55:01 am
(http://img11.imageshack.us/img11/8887/ss00135.jpg)
Title: Re: BP Mod for HW2
Post by: Commander Zane on January 16, 2011, 10:10:14 am
Ah shadows, the one thing FreeSpace doesn't have. :P
Title: Re: BP Mod for HW2
Post by: Snail on January 16, 2011, 10:11:35 am
This might be a stupid question, are the red flare things Apocalypse torps?
Title: Re: BP Mod for HW2
Post by: pecenipicek on January 16, 2011, 10:15:34 am
i believe they are.
Title: Re: BP Mod for HW2
Post by: General Battuta on January 16, 2011, 10:25:34 am
so pretty
Title: Re: BP Mod for HW2
Post by: MatthTheGeek on January 16, 2011, 10:33:05 am
Yup. Fun HW2 missile launching effects. Basically, a lot of particules spawned behind the missile as a firetrail a mere second after missile launch.
Title: Re: BP Mod for HW2
Post by: Darius on January 29, 2011, 07:18:49 am
 :warp: