WC4 Mod For Homeworld 2 In The Works (June 5, 2006)

Well... f*ck. I've taken a small look in the Relic forums, and I just saw that czacen, despite not posting there for almost a decade, last connected to his account in 2013. There goes my fear that he died or had an accident back then after having released the mod.

Edit: mod available on ModDB (http://www.moddb.com/downloads/flag-commander-v-11)
 
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Good News and very bad news:

Starman01 give me the ok for his models. But...

I have only POF Editor files, no 3dmax or DAE :/
And the ships uses several textures (5 and more)

I don't know if you can use it :(
 
Good News and very bad news:

Starman01 give me the ok for his models. But...

I have only POF Editor files, no 3dmax or DAE :/
And the ships uses several textures (5 and more)

I don't know if you can use it :(
From what I understand, the POF are the Freespace equivalent to Homeworld's HOD.

Can you upload them somewhere? I think I should be able to use them through the program described here (http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite), extract the mesh and then use a converter program I have (3D exploration). As for several textures, the fighters I've integrated already have those. :)

But... Starman01 is the guy from Saga, right? So we can use those models? *does the happy dance*



Edit: YEEEEEEEEEES! I checked, and the program I linked you to can convert from POF to COB, and the program I have can convert from COB to OBJ, then I have the CFHodEditor that can convert the OBJ to HOD!
 
Received the file and already in works, sent you a PM for info. To everyone, though, this is just as I hoped: the files are perfectly useable for Homeworld 2, though some work will be needed to make them completey playable.
 
Super excited. Let me know if there is anything I can do to help. I've recently learned CFHodEd and the scripting for the ship files. ^_^
 
Super excited. Let me know if there is anything I can do to help. I've recently learned CFHodEd and the scripting for the ship files. ^_^
Well, I could use some help for the capital ships. I have only integrated fighters yet and I am still unknowledgeable where it comes to the big beasts, especially for the turret management. If you could get a proper idea on how this works, what kind of scripting we need for turrets to work, I'd be really grateful. Right now, I'm going to get Saga's fighters in the game.

Thanks for the help!
 
Do the models for the cap ships have individual articulated turrets, or would we just be placing hardpoints where we think they should go and defining their behavior? I'm not sure how turret animation works, but I can try to figure it out, if that's what you're asking about.
 
Do the models for the cap ships have individual articulated turrets, or would we just be placing hardpoints where we think they should go and defining their behavior? I'm not sure how turret animation works, but I can try to figure it out, if that's what you're asking about.
From my initial observations, it seems that Freespace models (Saga) have their turrets integrated to the model while the Homeworld ones have separate meshes for turrets and the ship itself.

Edit: I'm working on a Bhantkara at the moment. The model is huge, so it's a pain to save it (one minute just to save the .hod), but I think I got the thing, reusing turret models from czacen's ships. I'll see if it works out.
 
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Well, a picture speaks more than a thousand words:

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Edit: and the ship is now fully functional, able to receive and launch fighters, all its turrets working. The rest of the work will be cosmetic (engine glow and hangar textures).
 
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I had some unexpected problems, but anyway, here is the Dubav light carrier, with a wing of Darkets coming from the elevator before taking off:

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The Dukara-class escort corvette, with its two turrets and its Image Rec heavy missile launcher, is a threat that must be considered to any strikecraft attack:

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The Fralath-class light cruiser is a tough target for all customers, with antimatter guns and laser turrets all around, as well as a heavy missile launcher for long-range strikes:

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Edit:

And now, please welcome fear incarnate: the Fralthi II heavy cruiser. Twice the heavy weaponry of the Fralath, the Fralthi II still has the long-range capship launcher, but also an ace in the hole for knife-fighting: a pair of torpedo launchers making any combat without proper missile defence a suicide against this mighty beast.

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Bad news, however, the Hvar'Kann model seems to be a tiny bit too large for the HOD Editor. Though I won't complain too much: it had something like 55 turrets, which would have made it a job of 12 or more hours to get it right.
 
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Looking good!

When you get to the polishing stage, I would say the turrets look a bit out of place, mostly due to the color difference. Seems like it wouldn't be too hard to re-texture them? I guess they also look a little too big to me, but I might be crazy.

Let me know if you want help testing or anything.
 
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