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Post by zatch on Nov 2, 2006 23:23:35 GMT
That's how they are already.
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Post by zatch on Feb 9, 2007 4:49:46 GMT
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Post by zatch on Jan 14, 2007 1:19:11 GMT
I'd like to notify everybody here who is either watching the mod, or is a staff member (I've posted another notice in the staff section) that I've created another messageboard with more of an EVE theme. I don't intend this to be an insult in any way towards masterzog, it's just hard to manage a board without complete control of it. Anyways, here's the new board's URL: hw2evemod.proboards82.com/It's still pretty barren, I'm working on getting the themes, categories, etc... set up. So far the skin is pretty much done and the categories are in place, I just need to make a banner and work on the finer details.
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Post by zatch on Dec 13, 2006 0:38:58 GMT
I don't have administrative privileges on that page so I might make a new one.
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Post by zatch on Jan 6, 2007 0:16:04 GMT
You're welcome.
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Post by zatch on Jan 5, 2007 2:43:00 GMT
Try unfBig, use the Relic Forums "Search" tool to find it. Also as I said before, there's nothing special about modeling for HW2 as compared to anything else (beyond the polygon count "suggestions" present in the RDN ArtPipeline document) so any tutorials you find anywhere (Google) relating to basic modeling/texturing in 3ds Max will be fine. All you need to do is, when you're done modeling and texturing, export the model to *.obj so it may be used in CFHodEd.
None of the extremely powerful modeling packages are easy to learn, so expect to be spending a large amount of time just learning the basics, and then even more time learning the little tricks that will help you with your modeling endeavors.
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Post by zatch on Jan 4, 2007 7:37:19 GMT
Read through that thread I linked you to.
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Post by zatch on Jan 3, 2007 22:08:22 GMT
Click here for CFHodEd. Modeling for HW2 is just like modeling for any other game, make the models and texture them. In Maya you also need to rig them with hardpoints, but if you're going the gMax route you'll use CFHodEd for your rigging.
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Post by zatch on Jan 3, 2007 9:15:39 GMT
Max is much easier to use than Maya, in my opinion. The only issue is the lack of an ability to directly export to *.hod (you need to, instead, export to *.obj and then use CFHodEd to stick the ship in game.) So I use Maya anyways, because I'm used to it now (it crashes often though, so I tend to lose a lot of my work.)
Also the Relic plugins don't work with Maya 8, only 3-7.
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Post by zatch on Nov 25, 2006 20:52:49 GMT
Yep, leaves just the (sometimes massive amount of) hardpointing as well as setting up the nav-lights, fixing the textures for use in HW2, etc... Takes me an average of 30 minutes to get a ship in the game without any hardpoints. Another 1-1.5 hours for guns and engine trails, and then there are the navlights that I haven't started on yet.
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Post by zatch on Nov 25, 2006 20:39:57 GMT
I use Maya for all of the hardpointing and exporting steps. We're not modeling pretty much anything from scratch (except maybe the extra large guns, if I can't extract them from the client.) We gained permission from CCP under the condition that we don't release anything until it has been approved by CCP (good deal I think.)
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Post by zatch on Nov 21, 2006 21:34:51 GMT
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Post by zatch on Nov 15, 2006 16:05:26 GMT
That's a video I made a while ago but I didn't upload it to YouTube. It was meant to show off the improved specular shaders, which you can kinda see in the crappy quality YouTube video.
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Post by zatch on Dec 30, 2006 5:35:25 GMT
We intend to make this a total conversion, so the Homeworld 2 logo won't be appropriate (nor will the ships.)
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Post by zatch on Nov 2, 2006 7:35:09 GMT
It would be much appreciated, I just don't want you to do a whole bunch of work and then find out the new name. ^_^
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