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Archived Boards => The Archive => Halo for FreeSpace => Topic started by: Devrous on April 04, 2007, 02:33:08 pm

Title: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 04, 2007, 02:33:08 pm
I've been developing a Halo mod for FS2 for the last few years, mostly as a hobby. Please check out my work over at halo.bungie.org and support Freespace 2 mods!

Links to hosted News about FS2H
http://halo.bungie.org/news.html?item=18167 (http://halo.bungie.org/news.html?item=18167)
http://halo.bungie.org/news.html?item=18213 (http://halo.bungie.org/news.html?item=18213)
http://halo.bungie.org/news.html?item=18276 (http://halo.bungie.org/news.html?item=18276)

NEW 4-11-07
http://carnage.bungie.org/haloforum/halo.forum.pl?read=792764 (http://carnage.bungie.org/haloforum/halo.forum.pl?read=792764)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Dark Hunter on April 04, 2007, 09:00:00 pm
:welcome:


I must say: wow. This is incredible work, from what I've seen from your posts. I'm really looking forward to playing this one!

Heh, Spartan_214 is gonna love this...  :D
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Admiral Nelson on April 04, 2007, 09:13:02 pm
Yes, its very impressive for a one man show....  :yes:

I just noticed:

Quote
Currently I have 62 ships modeled, textured, flying and shooting at one another. The models pale in comparison to, let’s say, Infinityloop’s Pillar of Autumn. Freespace 2, being an older game, can’t handle but a few thousand polygons per ship. The level of detail is less than modern games. But the point of the game is to have fun, not just ogle a great looking model, right?

62 ships?? *boggle*
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Unknown Target on April 04, 2007, 09:53:20 pm
Looks interesting :) Although I might add that Freespace 2 can handle many, many polygons, even up in the hundreds of thousands if you use detail boxes.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Getter Robo G on April 04, 2007, 10:45:41 pm
I would register there, but the forum format looks horribly outdated (thread trees went out in the 90's didn't they?)  ;)

Seems he know about Open now, hopefully some of the lower poly models will get reworked to take advantage of the upgraded limits.

Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Turambar on April 05, 2007, 10:32:00 am
silly people saying FS2 is old and outdated.

first the HW2 mod uses it to insult BTRL, now this guy thinks hes working with a 9 year old piece of engine when its really the SCP
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Mobius on April 05, 2007, 11:21:34 am
Ehm...you converted all by yourself Halo?

Create a custom title for Devrous.

:welcome:

You don't even take count of your noob kills. Why you impede me from reaching 50?
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 05, 2007, 12:10:16 pm
Hmm, I've wondered if someone was going to do this... I'll have to check this out.   :yes:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 05, 2007, 02:32:05 pm
Wow...nice to see the responses.  :)

I stumbled onto SCP the day of my first post...I've been in the Freespace "Dark Ages" apparently. These models are gonna start rocking out with some detail now that I've got some polygon room. Even so, I had always planned on the models that you see in those posts to be in the second LOD. Haven't put my higher-poly models in yet due to my computer's limitations. That is, I'm using a Compaq Presario 7000 from 2001 with 256MB RAM, 1.7 GHz processor and a GeForce 5200FX. Needless to say, my frame rate drops like a fat kid in dodgeball every time I look at a high poly model or high res nebula, let alone an entire fleet battle!!!

As far as FS2 being "old and out-dated," I've never and will never say that; Freespace 2 has withstood the test of time, and is IMO the truest game in the entire genre. VIVA FS2!!! :D

BTW, it's 63 ships now.  ;) ;) ;)

I did this project single-handedly for several reasons, the first being that I knew no one (locally) who did this kind of work. Secondly, I love a challenge. It took me four years to find free versions of programs, learn how to use them with no tutorials or help files, figure out what worked and what didn't in the TBL file manipulation, and teach myself how to model. Since I started there has been a wealth of Freespace modding information right under my nose, but until recently all I had was dial-up and a slow computer, so endlessly browsing the internet to find said info wasn't even a thought. In the last 6 months I've downloaded and read every bit of info I could from this website and about a dozen others. If I can get a handle on how to use this new info, this mod will go from "neat idea" to "freaking awesome."

All in all I'd appreciate any advice you guys have. This year has been difficult for me. I'm in college trying to graduate, I work a full-time job, my friends back home keep trying to get me to play World of Warcraft, and I have a girlfriend. And on top of all that I'm still trying to crank this mod out. It's become my obsession, so rest assured more work will soon come to light on this.

Once again, thanks for the response and the welcome. I look forward to your future comments  :)

-Devrous
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Admiral Nelson on April 05, 2007, 10:04:54 pm
We look forward to future screenshots.... :)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Goober5000 on April 05, 2007, 11:43:13 pm
Keyes Loop!  I want to fly the Keyes Loop! :D

Seriously, this is excellent work, especially for a one-man show.  Keep it up. :):yes:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: takashi on April 07, 2007, 04:25:30 pm
i want to fly a bomber at destroy the halo!

now all we need is an invader zim mod and all the good ideas will be taken....
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 07, 2007, 11:48:22 pm
Bombers can't destroy Halo; Halo is an artificial planet.  What destroyed halo was the POA's four reactors going supercritical; a "wildcat" destabilization (think the Lucy's five reactors going supercritical).
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Black Wolf on April 08, 2007, 05:09:34 am
You don't even take count of your noob kills.

Wait... you do count?
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: takashi on April 08, 2007, 04:15:57 pm
think of non-canon junk for the sake of enjoyable gameplay.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 08, 2007, 10:11:34 pm
A planet-killing bomber I can see.  But no, it's not canon... I thought you were being serious.  :p
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: BS403 on April 08, 2007, 11:18:37 pm
You don't even take count of your noob kills.

Wait... you do count?

look in his sig
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Dark Hunter on April 08, 2007, 11:46:22 pm
A planet-killing bomber I can see.  But no, it's not canon... I thought you were being serious.  :p


What about those Nova bombs? Could a bomber carry them? If so, then a planet-killer is indeed canon.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Getter Robo G on April 08, 2007, 11:46:52 pm
Jr2 just go with it, 99% of the time it's not worth responding...  ;)


Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Turambar on April 09, 2007, 12:18:40 am
think of non-canon junk for the sake of enjoyable gameplay.

rule of thumb

never listen to takashi
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 09, 2007, 09:15:51 am
A planet-killing bomber I can see.  But no, it's not canon... I thought you were being serious.  :p


What about those Nova bombs? Could a bomber carry them? If so, then a planet-killer is indeed canon.

Hmm, I have only played Halo for PC and Halo: Custom Edition... I haven't heard of Nova bombs.  But I do know that the only time a Halo was destroyed (so far) was in H1, using the POA's reactors... incidentally, they were just trying to damage Halo's infrastructure enough to prevent activation, however, Guilty Spark cancelled the self-destruct, so the had to do it manually, and that set off a wildcat destabilization... correct?
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 09, 2007, 01:33:40 pm
Ok...

Yes, the only Halo destroyed (so far) in the Haloverse was in Halo: Combat Evolved, and it was because of the reactor self-destruct. You are correct there. The cruiser was parked on the ring, so such a tremendous explosion blasted through the ring world. The Halos are 10,000km in diameter, and they spin to help simulate gravity. As such, the explosion ruined the structural integrity and the thing was flung apart from its own rotational forces. Think of a tire shredding while you are driving; one small tear catches the road and the whole tread flys off. Needless to say they didn't have to atomize the structure to destroy it.

Nova bombs are detailed in two of Eric Nylund's Halo books. They are described as the UNSC's first planet-killers. In the GoO a Nova bomb was picked up by Covenant forces and brought back to a rally point for one of their fleets. When the thing went off it went off in space, but still managed to destroy everything in the region; the fleet, and half of the planetoid's surface, was flash-fried  :)

I've messed around with some rediculously-huge bombs before. I had fun trying to outrun the shockwave--made me think back to Freespace 2's last mission.  :D  I've put in the SHIVA and HAVOK nukes (and killed myself a lot). Haven't decided whether or not to put an actual NOVA bomb in the game. The destructive radius is so huge I might as well trigger a supernova!

And it may be pertinent to the discussion so far that I put physical planets into the game, not just backgrounds. I gave them two layers so that Covenant capital ships could "planetary bombard." It is a really great effect to see a lush paradise planet get attacked and suddenly turn into a glowing hell ball. As such, if I did put a NOVA bomb in a player could destroy the planet. But the planet itself has a lot of hitpoints...decisions decisions...

Still don't know whether I'll do it or not, though, seeing how people are already eager to blast Earth into atoms!  :drevil: :nervous:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Turambar on April 09, 2007, 01:37:52 pm
The destructive radius is so huge I might as well trigger a supernova!


that can be done.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: takashi on April 09, 2007, 09:47:53 pm
i can get inferno's earth model and make a cutscene where a wing of lucy's pummles the planet.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Polpolion on April 09, 2007, 10:44:21 pm
Bombers can't destroy Halo; Halo is an artificial planet.  What destroyed halo was the POA's four reactors going supercritical; a "wildcat" destabilization (think the Lucy's five reactors going supercritical).

Can a Death Star destroy Halo?
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Admiral Nelson on April 09, 2007, 10:50:42 pm
Bombers can't destroy Halo; Halo is an artificial planet.  What destroyed halo was the POA's four reactors going supercritical; a "wildcat" destabilization (think the Lucy's five reactors going supercritical).

Can a Death Star destroy Halo?

You can find anything on the intertubes....
Clicky (http://www.acceleratingfuture.com/michael/blog/images/stars.JPG)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: JGZinv on April 09, 2007, 11:12:50 pm
I'm sorry, I can't resist...

"Do you think it's compensating for something?"
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 10, 2007, 10:45:49 am
Clicky here:
(http://img338.imageshack.us/img338/298/darthvaderxi4.th.jpg) (http://img338.imageshack.us/my.php?image=darthvaderdsbomberdd1.jpg)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: TrashMan on April 10, 2007, 11:26:21 am
Planet busting bombs/beam.....meh.. a whole load of utter c*** is you ask me.

It's such a redicolous concept that any series/movie/game having it and claiming shreds of logic and science in it is hipoctitical to say the best.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 10, 2007, 11:29:17 am
Well, in Star Wars, supposedly it would take the entire Imperial fleet 6 months to destroy the planet... that's how much power the Death Star put out in minutes.  BTW, the Death Star used what, five (?) anti-matter reactors, IIRC.  But yeah, to destroy a planet would take massive amounts of energy.  I'm not sure even anti-matter reactors would work...
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 10, 2007, 02:50:04 pm
Wow, what a tangent! But if clarification is needed in order to stop rampancy then allow me to offer the answer by the math.

Yes, to destroy a planet would require an absurd amount of energy, but it depends on your method of destruction. The Earth, for example, has a mass of around 5.97*1024 kg. Antimatter, as mentioned in the earlier posts, has a 1:1 ratio of energy output, as in there is total conversion from mass to energy. Since E = MC2, we can now plug in the mass of the earth to find how much energy the Earth is equal to. EEarth = 5.97*1024*299,792,4582, so to completely convert 5970000000000000000000000 kg of matter into energy would take 5.3656e+41 joules, or 1.2824e+26 megatons of TNT. But that would be suggesting you are atomizing the Earth, and you would need enough antimatter to produce that much energy. THAT IS A LOT!!! But you could crack the Earth into asteroids with well-placed nuclear devices, or if we fancy being ever still fantastical, send a bunch of nukes to the center of the Earth. And by a bunch I mean more than what we have currently produced to date. But then we get into pressure and a totally different math, so let's leave it at that.  :)

In either event, the original discussion was dealing with the destruction of Halo, which is 10,000 km in diameter, and but a scant mass in comparison to Earth. Also, the halo was a balanced system rotating and relying on the completed shape staying intact. The ring simply rotated to death once a small hole was blasted out of it by the cruiser self-destruct.

The NOVA bomb, the "planet-killer", was described as a cluster of nukes arranged in a lattice inside a trituim casing. The explosions worked as modern fusion warheads do; the smaller bombs compressed the more volatile materials together to create a split second of fusion. The book suggests a yield one hundred fold, which I can only assume is based on the modern, real-life calculation that a cluster of fission warheads around a fusionable material has, in reality, made a small fusion reaction that made the bomb around 100 times more powerful. Assuming the NOVA is such an arrangement, with fission nukes surrounding fusion nukes surrounding a solid fusionable material, then it isn't a far cry to imagine that it would be 100 times more than the individual bombs. So a bomb such as that would have dire effects if placed on a planet. It would shatter smaller planets, but for a planet the size of the Earth it would probably blow a nice chunk into space and basically cause the rest of the planet to roast or undergo some serious nuclear winter. In either event, it would render the planet uninhabitable.

So, whether it's vaporizing a planet or just making it a desolate, barren rock, remember this: it's sci-fi, where imagination runs wild and science becomes so advanced we can't predict what will be possible. As Arthur C. Clarke said, "Any sufficiently advanced technology is indistinguishable from magic. "  :D :nod: :yes:

For further reading:
http://en.wikipedia.org/wiki/Clarke's_three_laws
http://www.1728.com/einstein.htm
http://www.stardestroyer.net/Empire/Tech/Beam/DeathStar.html
http://en.wikipedia.org/wiki/Planet_killer
Title: MORE!!! A few ship shots...
Post by: Devrous on April 10, 2007, 03:36:33 pm
Here are some of the human capital ships. No, textures are not final, just slapped some on there so they weren't "Blender Grey" models.  :)

Good 'ol Pillar of Autumn
(http://www.sectorgame.com/halo/FS2H/Capital/PillarofAutumn.JPG)

In Amber Clad, unfinished but flying.
(http://www.sectorgame.com/halo/FS2H/Capital/strikefrigate.JPG)

A destroyer. Still working on the armor plating.
http://www.sectorgame.com/halo/FS2H/Capital/Daedalus.JPG

Concept for the Marathon-class Cruiser. Seen a little in Halo 2, so I have a lot of work to do if I'm going to make it look like thiers looks. Once again, terrible texturing, but isn't final.
http://www.sectorgame.com/halo/FS2H/Capital/Marathon_Concept.JPG

A scout ship and a Torrent-class "gunboat" or "gunship"
http://www.sectorgame.com/halo/FS2H/Capital/scout.JPG
http://www.sectorgame.com/halo/FS2H/Capital/Torrent.JPG

And one of my favorites, the Orion-class Frigate.
(http://www.sectorgame.com/halo/FS2H/Capital/Orion.JPG)

More to come soon!  :nod:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Dark Hunter on April 10, 2007, 05:28:42 pm
Quote
Wow, what a tangent!

They happen quite often around HLP. You'd be amazed...
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Unknown Target on April 10, 2007, 06:01:46 pm
More detail :p
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 11, 2007, 03:32:25 am
Hmm, just to jump back on the tangent (sorry!), I've heard somewhere that if you had a microwave emmitter in space, and pulsed a certain frequency with just the right settings, it would cause some weird effect on the water, basically compressing it like a bell or something (?), causing destruction of the planet within 1-6 months.  (Sorry to be vague, but it's been like 3-4 (maybe more) years since I heard that.)  Basically along the lines of, if you get enough waves going at a certain frequency, they combine into a superwave... except it was different.  Supposedly scientifically real, too.  Of course to build such a machine would require numerous trips to space, but... (and then, once they figured out what was going on, the gov'ts of the world would prolly quickly blow it to oblivion... rocket up the emmitter should do the trick).
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Mobius on April 11, 2007, 03:14:23 pm
i can get inferno's earth model and make a cutscene where a wing of lucy's pummles the planet.

Urgh...that would be a bit ugly, considering the detail level of the Earth model...
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: takashi on April 11, 2007, 06:33:25 pm
i think it looks nice.

*coming from the guy who has only played with mv_textures)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Dark Hunter on April 11, 2007, 07:08:18 pm
Use a cheat to blow it up. The explosion is utterly horrible-looking.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 12, 2007, 12:29:55 am
NEW 4-11-07
http://carnage.bungie.org/haloforum/halo.forum.pl?read=792764 (http://carnage.bungie.org/haloforum/halo.forum.pl?read=792764)
 :)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: G0atmaster on April 12, 2007, 03:38:02 pm
Yes, to destroy a planet would require an absurd amount of energy, but it depends on your method of destruction. The Earth, for example, has a mass of around 5.97*1024 kg. Antimatter, as mentioned in the earlier posts, has a 1:1 ratio of energy output, as in there is total conversion from mass to energy. Since E = MC2, we can now plug in the mass of the earth to find how much energy the Earth is equal to. EEarth = 5.97*1024*299,792,4582, so to completely convert 5970000000000000000000000 kg of matter into energy would take 5.3656e+41 joules, or 1.2824e+26 megatons of TNT. But that would be suggesting you are atomizing the Earth, and you would need enough antimatter to produce that much energy. THAT IS A LOT!!! But you could crack the Earth into asteroids with well-placed nuclear devices, or if we fancy being ever still fantastical, send a bunch of nukes to the center of the Earth. And by a bunch I mean more than what we have currently produced to date. But then we get into pressure and a totally different math, so let's leave it at that. 

That's where low-orbit atmosphere deprivation missiles (http://en.wikipedia.org/wiki/Kharak) come in
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 12, 2007, 03:45:25 pm
Can we see some Covenant ships? Will they be properly smoothed?
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 12, 2007, 09:33:01 pm
TECH ROOM
Subject: Covenant Ships

Unlike the nice, blocky UNSC ships, which are pretty easy to model as basic shapes, the Covenant ships are, well, A ROYAL PAIN IN THE @#$. They have a lot of curves, and since they are supposed to look sleek, organic, and deadly, it was hard to turn my ideas of what other ship classes may look like into models. Needless to say, I used a lot more polys on these puppies, and I used a cool auto-faceting so the game rendered it as sleek and smooth. Before I found this trick the Covenant ships looked horrible and blocky; I was afraid I’d have to either scratch the Covies or just live with butt-ugly model renders. I’ve made a corvette, frigate, and destroyer based off of the descriptions in the books, as well as taking the basic shapes from the existing capital ships from the Halo games. The battle cruiser and assault carrier were even harder to make. If I deviated too much from the ones shown in the game cutscenes I’d disappoint Halo fans. The Seraph was fun to make, and the U-shaped dropship was actually harder than the dang capital ships. No Phantom as of yet…have you looked at all the curved surfaces on that thing?!?

So, without further adieu, I present to you the Covenant Basic Model Tour. Due to the size of these pictures, I’ve posted only one or two of each as in-page viewable, and the others as links. Enjoy!

Covenant Dropship
(http://www.sectorgame.com/halo/FS2H/covenant/dropship_mesh.JPG)
(http://www.sectorgame.com/halo/FS2H/covenant/dropship_profile.JPG)
 Solid (http://www.sectorgame.com/halo/FS2H/covenant/dropship_solid.JPG)
Top (http://www.sectorgame.com/halo/FS2H/covenant/dropship_top.JPG)
Textured (http://www.sectorgame.com/halo/FS2H/covenant/dropship_textured.JPG)

Covenant Seraph
(http://www.sectorgame.com/halo/FS2H/covenant/seraph_mesh.JPG)
(http://www.sectorgame.com/halo/FS2H/covenant/seraph_profile.JPG)
Solid (http://www.sectorgame.com/halo/FS2H/covenant/seraph_solid.JPG)
Top (http://www.sectorgame.com/halo/FS2H/covenant/seraph_top.JPG)
Face (http://www.sectorgame.com/halo/FS2H/covenant/seraph_face.JPG)
Textured (http://www.sectorgame.com/halo/FS2H/covenant/seraph_textured.JPG)

Covenant Corvette
(http://www.sectorgame.com/halo/FS2H/covenant/corvette_mesh.JPG)
(http://www.sectorgame.com/halo/FS2H/covenant/corvette_profile.JPG)
Solid (http://www.sectorgame.com/halo/FS2H/covenant/corvette_solid.JPG)
Front (http://www.sectorgame.com/halo/FS2H/covenant/corvette_face.JPG)

Covenant Frigate
(http://www.sectorgame.com/halo/FS2H/covenant/frigate_mesh.JPG)
(http://www.sectorgame.com/halo/FS2H/covenant/frigate_profile.JPG)
Solid (http://www.sectorgame.com/halo/FS2H/covenant/frigate_solid.JPG)
Front (http://www.sectorgame.com/halo/FS2H/covenant/frigate_face.JPG)
Top (http://www.sectorgame.com/halo/FS2H/covenant/frigate_top.JPG)
Bottom (http://www.sectorgame.com/halo/FS2H/covenant/frigate_Bottom.JPG)

Covenant Destroyer
(http://www.sectorgame.com/halo/FS2H/covenant/destroyer_mesh.JPG)
(http://www.sectorgame.com/halo/FS2H/covenant/destroyer_profile.JPG)
Solid (http://www.sectorgame.com/halo/FS2H/covenant/destroyer_solid.JPG)
Front (http://www.sectorgame.com/halo/FS2H/covenant/destroyer_face.JPG)
Top (http://www.sectorgame.com/halo/FS2H/covenant/destroyer_top.JPG)
Bottom (http://www.sectorgame.com/halo/FS2H/covenant/destroye_Bottom.JPG)

Covenant Cruiser
(http://www.sectorgame.com/halo/FS2H/covenant/cruiser_mesh.JPG)
(http://www.sectorgame.com/halo/FS2H/covenant/cruiser_profile.JPG)
Solid (http://www.sectorgame.com/halo/FS2H/covenant/cruiser_solid.JPG)
Front (http://www.sectorgame.com/halo/FS2H/covenant/cruiser_face.JPG)
Top (http://www.sectorgame.com/halo/FS2H/covenant/cruiser_top.JPG)
Bottom (http://www.sectorgame.com/halo/FS2H/covenant/cruiser_Bottom.JPG)

Covenant Assault Carrier
(http://www.sectorgame.com/halo/FS2H/covenant/assaultcarrier_mesh.JPG)
(http://www.sectorgame.com/halo/FS2H/covenant/assaultcarrier_profile.JPG)
Top (http://www.sectorgame.com/halo/FS2H/covenant/assaultcarrier_top.JPG)
Bottom (http://www.sectorgame.com/halo/FS2H/covenant/assaultcarrier_bottom.JPG)

The Assault Carrier was not only a monster model; it is the definition of a flying fortress. It’s over 5km long and packs quite a punch. Here is a screenshot of me flying towards one after narrowly escaping a pack of Seraphs.

(http://www.sectorgame.com/halo/FS2H/covenant/acattackrun.JPG)

To get a true appreciation of its size: see that grayish ship near the tail of the Assault Carrier? That is a Marathon-class cruiser blowing up after sustaining a barrage of plasma and energy projector hits. The energy projector is, at this captured moment, firing at a civilian space station a few miles away. It was subsequently destroyed right after I took this picture.

Lights, Camera, Action

Now that you’ve seen the Covenant ships up close and personal, feast your eyes on a few in-game screenshots. This mission is a single Covenant Corvette and four Seraphs taking on two UNSC frigates, a scout ship, a corvette, and two Longswords while blasting away at a human space dock. NOTE: The images were converted to JPEG format to save space, so a lot of the high-res quality was lost.

Guns blazing at a Seraph
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun006.jpg)
Missile away
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun007.jpg)
Poof…he’s dead
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun008.jpg)

Now for the Corvette
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun009.jpg)
OUCH!
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun010.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun011.jpg)

Viewing from the Corvette’s perspective
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun016.jpg)
Archer missiles hit shields
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun018.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun021.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun024.jpg)

Firing at the frigate
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun023.jpg)

My futile attempt to hurt it
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun034.jpg)

Covenant shields hard at work…
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun036.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun039.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun041.jpg)

Corvette blasting a frigate
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun051.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun052.jpg)

Pelican!
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun053.jpg)
As the Corvette succumbs (finally) to the firepower
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun057.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun058.jpg)
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun059.jpg)
A previous Corvette death
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun013.jpg)
And my own death at the Corvette’s hands
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun015.jpg)

Victorious, the Orion Frigate takes a rest
(http://www.sectorgame.com/halo/FS2H/test/fs2testrun026.jpg)

Hope you like what you see. As always, feel free to post replies and email me. All criticism, good and bad, is welcomed.

See you next time!

EDIT: Fixed the broken link for the assault carrier.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Unknown Target on April 12, 2007, 10:17:08 pm
Much better looking, I love the Dropship. :) Still, could use more surface details...
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Dark Hunter on April 12, 2007, 11:25:41 pm
Are you sure you made the corvette's explosion gigantic enough?  :lol:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 12, 2007, 11:28:25 pm
I wouldn't want to see a Hustion - class cooking off!  (actually, I do :nervous: )
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 13, 2007, 05:46:51 am
Mmmm, the Covenant Dropship looks like it needs better UV maps, right now they look a bit stretched. I think all the Covenant ships should have very reflective shinemaps...

Very good for the Assault Carrier, looks very good (quite authentic too),
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Hades on April 13, 2007, 06:05:18 am
Bombers can't destroy Halo; Halo is an artificial planet.  What destroyed halo was the POA's four reactors going supercritical; a "wildcat" destabilization (think the Lucy's five reactors going supercritical).

Can a Death Star destroy Halo?

You can find anything on the intertubes....
Clicky (http://www.acceleratingfuture.com/michael/blog/images/stars.JPG)

What The Hell.....Isn't That The Ring from http://www.hard-light.net/forums/index.php/topic,22680.0.html?
Title: FS2H TEASER
Post by: Devrous on April 14, 2007, 05:34:38 am
Video Link:
http://www.sectorgame.com/halo/FS2H/fs2hteaser.avi

Mirror:
http://files3.bungie.org/fs2hteaser.avi
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: takashi on April 14, 2007, 03:17:52 pm
awsome. are you going to change the colors of explosions for each species?
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 14, 2007, 03:26:35 pm
That's a actually a good idea.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: takashi on April 14, 2007, 05:29:57 pm
convenant ships deserve purple-green explosions out of coolness.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Getter Robo G on April 15, 2007, 01:09:49 am
Devrous, I have 3-4 Covenant models (and permission) but they are too high poly for me to do anything with (if I remember rightly 12k-60k)

I don't know about HALO so as to their accuracy I can;t verify but I liek the texturing.

Here is the Link in question. The Author's name is Major Racal and long as he is credited he's fine with usage.
I'll drop him a line later with a screenie if you end up using them. (I had wanted to try single conversions and give them to the community, but it was beyond me skill).

http://majorracal.battleclinic.com/cvn.html

Follow the links, he has many types of ships but works on so many they are spread out over various races so no single races gets a huge list of ships done so far...

Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 15, 2007, 03:40:42 am
Getter Robo G, those are for Starfleet (Star Trek). The Covenant listed in SFC is a faction within the Star Trek Expanded Universe, and isn't Halo. But I do thank you for the effort. Glad you are trying to help  :yes:  And if you come across nice Halo models I'd love to see them, even if it's just for inspiration.  :)

awsome. are you going to change the colors of explosions for each species?

Funny you mention that...I tried to do it a long time ago, and didn't have any luck. I couldn't set different explosions based on race, and they all blew up the same. Then, one day, it hit me to use an effect that used the thruster glow textures. THAT would make the color different per race. However, The humans have blue engine glows while the Covenant are purple-ish. And I didn't want the humans to die with plasma-looking blue--I'd rather have orange or anything that looked like flames. The Covies could die bluish. The only way I have been successful with that is:

1) To have both explosion animations in the VP and set one as the default.
2) If, for example, I set the blue shockwave as default, I'd set human ships to 0 for shockwave and just write a trigger SEXP in every mission that made the orangeish explosion effect occur when a human ship bit the bullet.

But that is tedious, not to mention inefficient.

What I also thought about doing is using WMCoolmon's scripting to make the shockwave change based on race, but I haven't even began to mess with scripting yet.

For the time being, I'm just going to use the latest and greatest cool blue 3D shockwave until I get around to making my own. Unless someone here has already figured it out--please, do share!  :nod:

And yes, the corvette's demise is at least 300% more satisfying when it's HUGE!  :lol:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Getter Robo G on April 15, 2007, 12:43:34 pm
No problem, like I mentioned I am unfamiliar with teh whole HALO universe (Aside from basic knowledge of the SPARTANS). It was worth a try.   ;)

The only "official" Halo models I ever saw were off turbo squid (or one of their clones) they were RAW and really low poly. I think I even mentioned them here once.

Keep up the good work! l8tr...
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 12:47:16 pm
Ey, how are ya going to do the Flood? Just normal ships turning hostile would be crap.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 01:03:41 pm
Flood use ships?  I heard they can drive 'hogs... so I suppose I shouldn't be surprised.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 01:06:06 pm
Well yes, of course they use ships. They are able to do everything the host was able to do since they pull all the information from the host's brain.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 01:07:00 pm
Besides properly aim a rifle, you mean.  :p
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 01:07:42 pm
Vicious disposition!!!!
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 01:08:40 pm
It's funny... Apparently your infection form forgot to pull "how to laugh" out of your brain.  :lol:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 01:09:38 pm
Oh, I can laugh:


ha... ha ha ha....

See?
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 01:14:20 pm
No, no, no... like this:
:lol: :wakka: :lol:
See?  Try putting some feeling into it.  I'm sure you'll learn how, GS said you were pretty smart and all...
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 01:15:51 pm
:hopping:

hahahahahahahahahahahahahahhahhasaaaaaaahahahha

Is that laughing? ;)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 01:25:52 pm
Ahm, anger is not quite the emotion you're trying to learn here.  Laughter is a little different.  Although, considering your species' instincts, I don't blame you for not immediately catching on... just keep trying.  Oh, have I introduced you to Carl yet?  He said he wanted to meet you, try looking in the ventilation ducts.

*runs*
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 01:35:43 pm
I've already met Carl. Nice guy, he was, just gave him me lunch and I was on my way (despite loss of limb).
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Dark Hunter on April 15, 2007, 01:36:10 pm
Snails don't have limbs...
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 01:37:13 pm
Oh yes they do. They have "one fleshy foot"... if that counts. ;)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 01:39:33 pm
I didn't mean Snails; I meant FLOOD!!  :p
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 01:41:21 pm
Flood forms don't have limbs either.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 01:43:08 pm
:p explain why I'm always blowing them off, then.  :drevil:  <--shotgun FTW!
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 02:23:38 pm
Nono, those aren't true flood forms. Those are infected human things, not actual flood forms.

The largest flood form is the Infection form, not counting the Gravemind and the pseudo-canon Juggernaut.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on April 15, 2007, 02:33:05 pm
Over 1,000 post views FTW!!! :yes: :D :) :p

Thanks to everyone for the support...and tangents.
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Snail on April 15, 2007, 02:34:10 pm
Most of those views were probably me... :nervous:
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: jr2 on April 15, 2007, 07:35:14 pm
Nono, those aren't true flood forms. Those are infected human things, not actual flood forms.

The largest flood form is the Infection form, not counting the Gravemind and the pseudo-canon Juggernaut.

Ah, good point... but what about their tentacles?  (The ones they dance / jump around with.)
Title: Re: FS2H: A Halo Total Conversion Mod for FS2
Post by: Devrous on May 18, 2007, 03:25:12 am
I'm baaaaaaaack.....

http://www.hard-light.net/forums/index.php/topic,47158.0.html