Loveing the B5 model

Babylon 5 mod for Homeworld 2
<small>» <a href="http://hw2b5.thegamingunion.co.uk">Website</a></small>

Moderator: Zeelich

Post Reply
Spinner666
Junior Member
Posts: 21
Joined: Mon May 19, 2008 2:56 pm

Loveing the B5 model

Post by Spinner666 » Wed Dec 09, 2009 9:36 pm

Well done guys, it looks great :dthumbs:

User avatar
TheOneNamedViper
Posts: 6859
Joined: Sat Dec 30, 2000 1:00 am
Location: Denmark
Contact:

Post by TheOneNamedViper » Thu Dec 10, 2009 12:25 am

Thanks. It has been a long way coming too. Originally, it was made by Meurig back before HW2 was even released. That also meant that it took a bit of work to get it properly ready to be put ingame. A task we can thank Sastrei and CnlPepper for.

I guess we finally have a proper reason for calling this a Babylon 5 mod. :D

User avatar
CnlPepper
Posts: 1621
Joined: Mon Oct 23, 2000 12:00 am
Location: Oxford, UK
Contact:

Post by CnlPepper » Thu Dec 10, 2009 1:34 pm

To be fair pretty much most of the work getting it in game was done by Sasteri. It's great isn't it. :)

I'll add the weapons and some targetable subsystems when I get the opportunity. I have an interesting plan for the B5 capture award.

New plan for the B5 capture award is:

* B5 can not be destroyed, its always present on the map (so I don't have to make an extremely complicated death animation - may change in the future)
* the ownership of B5 changes to the person who captures the stations control zone.
* B5 weapons will be heavy, but on subsystems so you can disable them. It won't be essential to disable all B5's guns to capture its zone, but it will help a LOT!
* the B5 award will give you extra RUs and repair any ships within its control zone - this will be done with autonomous maintenance bots launched from B5.

User avatar
TheOneNamedViper
Posts: 6859
Joined: Sat Dec 30, 2000 1:00 am
Location: Denmark
Contact:

Post by TheOneNamedViper » Thu Dec 10, 2009 2:50 pm

For those of you who don't have the mod downloaded, go here for a screenshot: http://www.moddb.com/mods/babylon-5-war ... n-5-ingame

emi_100
Junior Member
Posts: 21
Joined: Tue Apr 15, 2008 12:38 am
Location: Buenos Aires, Argentina
Contact:

Post by emi_100 » Sat Dec 12, 2009 1:22 pm

:eek:
Impresive model, look very very niiiice!
You guys have to be realy proud :)

Question: Has this anything to do with "the feature"?
And what come next? :)

User avatar
TheOneNamedViper
Posts: 6859
Joined: Sat Dec 30, 2000 1:00 am
Location: Denmark
Contact:

Post by TheOneNamedViper » Sat Dec 12, 2009 1:38 pm

"The feature" is still upcoming. Up next is the slow agonizing wait for us to tweak existing features before CnlPepper finds the time to finish one of the many models he's working on.

Keep in mind, he's a busy man. I imagine if he slacks off at work, we risk stuff blowing up, so that has to come first. ;)

As it is, he's the only one on the team with the skills to bring a model from eyecandy level to fully functional deathbringer ingame, so it's slow going.

User avatar
CnlPepper
Posts: 1621
Joined: Mon Oct 23, 2000 12:00 am
Location: Oxford, UK
Contact:

Post by CnlPepper » Wed Dec 16, 2009 2:10 am

I've just added my interpretation of epsilon 3 to the SVN, its been added to the epsilon map:

Image Image Image
(click pics to open full image)

User avatar
TheOneNamedViper
Posts: 6859
Joined: Sat Dec 30, 2000 1:00 am
Location: Denmark
Contact:

Post by TheOneNamedViper » Wed Dec 16, 2009 9:38 am

Looks like you're faster than I am. I still haven't decided on where to place the player spawns for the new version of the map.

P.G.C.
Junior Member
Posts: 129
Joined: Wed Dec 05, 2007 3:54 am
Location: UKRAINE , Kiev
Contact:

Post by P.G.C. » Mon Dec 21, 2009 9:08 am

Guys you good fellows! Excellent work of model ;)

User avatar
maxdamage
Posts: 2542
Joined: Tue Sep 02, 2003 12:00 am
Location: Gauteng, South Africa
Contact:

Post by maxdamage » Tue Dec 22, 2009 12:54 am

Stunning!:thumbs:


:Max:

Post Reply

Return to “Babylon 5: War Without End”