A mod that makes the Raiders a playable race along with lots of totally new ships to boot!

Moderator: Captain Pierce

Postby Captain Pierce » Tue Nov 04, 2003 1:38 am

OK, somehow deep down in my heart I know that this is destined to fail, but we figured it was worth a try...

CommanderJones and I are beginning to make plans for Homeworld 2 modding, and some of them include using ships from Homeworld and/or Cataclysm. We figured that others might have plans like these at well, so we thought we would propose an HW & HWC to HW2 alliance of some sorts.

Basically, what we were hoping could be arranged was some of TGU's best banding together to create new, higher-poly and much-better-textured versions of Kushan, Taiidan, Raider, and Somtaaw ships. (Guess who's already claimed "dibs" on the Raiders, BTW. ;) ) These ships would then be available for those who've contributed to use in their projects.

This would, of course, involve the hell of a lot of modelling and texturing. It would be nice if some of the 1337 texture artists around would volunteer to do base texture sets for a race that others (or the artists themselves, if they had a lot of time on their hands, for that matter ;) ) could then adapt for individual ships.

Anybody interested? [img]smile.gif[/img]
<a href="" target="_blank"> Image</a>
Captain Pierce
Posts: 5944
Joined: Mon Jan 22, 2001 1:00 pm
Location: I\'m from Iowa--I only work in outer space

Postby Anla-shok » Tue Nov 04, 2003 3:39 am

Great idea guys

You may also wish to ask around the RelicNews
Forums, as there is currently a very very long
thread progressing about this very idea.

I also believe that Meurig47(sp, but you know
the one [img]smile.gif[/img] ) is also in on this too - I think it
was said that Meurig already has some High Poly
HW1 HWC models on the go (but I could be wrong).

One thing I really really DO recommend is to
compile the finished MOD into a .big file. I
believe this is one of Meurigs pet hates, but I
really didn't like sifting through MOD files in
HW1. Durandel (of Onslaught fame), had the right
idea with that from the get go. Relic has given
us an archiver, so let's use it.

Now about adding a new race, here comes a slight
problem. Although Relic has made it 'easy' to
add a completely new race, not everyone wants to
wade though a 'race.lua'. And I also believe
there are some slight differences on race.lua
usage on where the .big is placed.

For example, if your new .big was placed in
the 'gamerules' directory of HW2, then the
command line does not need to be used to load
the .big file. The unfortunate thing about this
is that HW2's original race.lua takes precedent
over a modded race.lua. This would mean that the
MOD would load, but the Ships would not be
playable to select as a new race.

If you used the Command line:
'Homeworld2.exe -mod yourmodhere.big',
then the race.lua in the yourmodhere.big would
take presidence. But it would mean that that
only selectable races would be the ones defined
in your race.lua file. This is all well and good
for a single player campaign, but for
multiplayer, people would want to choose from
ALL the races from the different MODS they have

Where am I going with this point, you may ask.
Well here it is [img]smile.gif[/img] . When installing programmes
from source in Linux, you type 'MAKE .....' and
the program does some clever stuff and installs.
This is because developers wanted a 'standard'
way of installing programmes (I think). This
should also be done with new MODs, ie a small
script should be added to make the race.lua
be 'updated' and not 'replaced' from installing
a MOD.

I have modified my race.lua to use the
Progenitors in multiplayer. But I would loose
the ability to use the Progenitors if my
race.lua was replaced by one in a MOD. I would
MUCH prefer my race.lua file to be altered. So
we need a standard way of doing that. I know you
could put in your readme.txt "please change this
and that", but what about the MODding community
for HW2 make a tools that all MODders could use
to make the installation of their MODs easy for

AGG, and I'm done [img]smile.gif[/img] Sorry for the length and
the jibber jabber, but I had to get that out [img]smile.gif[/img] .

If I am not understandable, please let me know -
I'll try and rectify the problem [img]smile.gif[/img] .


[edited]Added some requests [img]smile.gif[/img] [/edited]

[size="1"][ 04. November 2003, 03:54 AM: Message edited by: Anla-shok ][/size]
Junior Member
Posts: 67
Joined: Wed Jun 04, 2003 12:00 am
Location: Auckland, New Zealand

Postby bones_of_the_many » Tue Nov 04, 2003 5:24 am

this sounds like a good a GREAT idea!

old school vs new school [img]smile.gif[/img]

i assume it will be HW1&Cat VS HW2.

coincidentally i was thinking about this and i had an idea for the turrets on the HW1 Destroyers/Heavy Cruisers.

of course itll take me a little while to refine my idea.

the best help i can be for your up and coming mod would be "Concept Theorist". if thats even a position.

ill help any way i can.
Posts: 577
Joined: Sat Mar 17, 2001 1:00 am
Location: Silicon Valley, USA

Postby Captain Pierce » Tue Nov 04, 2003 2:10 pm

Well, actually, our project would have very few (if any) actual HW2 ships in it. But again, I would hope to make the ships available to the community, so others could do what they wanted with them.

Since it's been mentioned just about everywhere I posted this, we are aware of the group working over at Relic. However, we don't really feel that their goals are compatible with ours. That project has gone beyond just porting HW to HW2, as the thread was orginally about--they now want to remake HW in their own image, and frankly we're just not interested.

As for how to "package" mods... I still haven't quite gotten to the part of the HW2 tools download that talks about this (if there indeed is one). From the infamous modding interview last June, it seemed that HW2 would support a command-line call to activate a mod, presumably from a <modname>.big file or something similar. If this is indeed the case, it does sound like a good way to distribute things. But that's something that won't be an issue for quite some time.

Or even at all, considering that nobody with actual modelling and/or texturing ability has expressed any interest whatsoever yet...
Captain Pierce
Posts: 5944
Joined: Mon Jan 22, 2001 1:00 pm
Location: I\'m from Iowa--I only work in outer space

Postby Sjet vs. Kerrigan » Tue Nov 04, 2003 9:09 pm

I think this is a great idea. I'd like to help, but I'm snowed in 'till early December. I hope that the HW1 and HWC races can be playable alongside the HW2 races.
Sjet vs. Kerrigan
Posts: 2745
Joined: Sat Nov 11, 2000 1:00 pm
Location: Portland, OR, USA

Postby Captain Pierce » Wed Nov 05, 2003 1:08 am

Trust me, SvK, this ain't gonna happen quickly even if it DOES happen at all. ;) Love to have you on board whenever you can free up some time... :D
Captain Pierce
Posts: 5944
Joined: Mon Jan 22, 2001 1:00 pm
Location: I\'m from Iowa--I only work in outer space

Postby TheStressPuppy » Thu Nov 06, 2003 1:22 pm

Count me in :D

I have seen the relic thread. While interesting, its not quite what we have in mind. I belive the idea is not to totally "remake" homeworld in our image lol, but to augment, and improve upon the existing game. Be it a port over into HW2 or a makeover of HW1. it dont matter to me [img]smile.gif[/img]
Posts: 2869
Joined: Sat Dec 23, 2000 1:00 pm
Location: Earth

Postby Sjet vs. Kerrigan » Fri Nov 07, 2003 2:05 am

I'm glad to see TheStressPuppy is here. I worry about him getting bored, since he has so little work to do.
Sjet vs. Kerrigan
Posts: 2745
Joined: Sat Nov 11, 2000 1:00 pm
Location: Portland, OR, USA

Postby Captain Pierce » Fri Nov 07, 2003 2:57 am

Captain Pierce
Posts: 5944
Joined: Mon Jan 22, 2001 1:00 pm
Location: I\'m from Iowa--I only work in outer space

Postby TheOneNamedViper » Fri Nov 07, 2003 2:21 pm

Subtle. Real subtle...
User avatar
Posts: 6859
Joined: Sat Dec 30, 2000 1:00 am
Location: Denmark


Return to Raiders Ascendant

Users browsing this forum: No registered users and 1 guest