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About ShiftZero

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    ARMD Deck Swabber

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  1. Still rolling... It is a real time consumer for Cooper to make that version of the SDF-1, and it is still not finished, but she already looks super sexy See you next time !
  2. And as promised, here's the final result for the ARMD from DYRL In game The last one is just my face when I was looking at these sreenshots See you around people !
  3. All right people, let's roll for another round with some news about the mod's current progression and, as usual, visuals are more speaking than words, so there we go ! The ARMD from Dyrl is almost done and looks already gorgeous, have a look by yourself : I'll post pictures of this ship in-game as soon as I can grab some, can't wait to see her in space. And aside of that, Cooper has started to work on texturing/coating the SDF-1, but I only managed to get a "shoulder" to show you... All the coating's different tones give the whole thing a very realistic look even if the result is not final, what do you think ? and last, the same part but with the arm where the ARMD is supposed to dock + articulated double laser gun That's it for today folks, hope you enjoyed what you saw and expect the next update to be a BMF one ^^ (no, there is no ETA for now) 'til then, have fun ! See you around guys !
  4. Thanks man Regarding transformation capability, it's hard to say right now, it will greatly depend on where the turrets are placed upon the ship. If they are on a "movable" part of the ship during transfo process, it could be problematic (the same issue Cooper encountered when he started to animate the SDF-1 from the TV-show). If you've watched our old video archives, you might have noticed his early work about its transformation. Things were progressing pretty smoothly and then, homeworld was patched and Cooper had to start over but this time rules had changed. In this case, there are two possibilities, either Cooper will have to define this turret as a decoy and make it totally useless in combat or he will have to make the SDF-1 non-tranformable to keep turrets functionalities. I'd like to tell you yes, but even I don't know if this will be a "reality" or not, you know Cooper like to surprise people and I'm not exempted from that ^^ As far as I know, he already began to animate the SV-51 but he was kind of "secretive" about his work and I think he would prefer to achieve this before starting anything else. Anyway, be sure I'll let you know as soon as I get more details See you around guys !
  5. Hello there people ! So, here come some news about the mod's current progression. First, I'm glad to announce that Cooper finally found a way to make transparent textures, as it was a major blocking issue to achieve the Megaroad. It will allow us to enjoy the full city under its dome ...and, now you know the guy, he thought he wasn't going to stop at this point and decided to make the entire main deck for the DYRL version of the SDF-1 ! Let me show you how it looks in its early stage View from distance Closer look You'll certainly recognize the area where Minmay is supposed to sing during the battle vs Gorg Bodolzaa, some good stuff might come out of all this, just saying ^^ I don't have much more to give you guys but we will discuss on discord with Cooper in a couple of weeks, I'll get back around with more stuff to share, until then have fun ! EDIT : Just in case you've missed it on Steam, here's the baby This time I'm leaving, bye folks !
  6. If I remember correctly Cooper is using Blender for modeling, Quixel for normal mapping and 3Dcoat for texturing but you will need his final word on this, there is ton of tools he also uses I don't know about...and good luck for your Stellaris mod !
  7. Thanks guys, I'm pretty sure Cooper will appreciate your support for his hard work Let me show you how hard working he is. Below you can see his current tests for the VF-0's afterburner effects (Yes, we know it is not possible in space because there is no air to compress and ignite, but with a map located in atmosphere it would work ^^) You may have noticed the dark area just behind the cockpit in screenshots from previous posts, it is a shader related issue (supported by his coating software but not by the game engine) that Cooper should crush soon. He still has some tests to do regarding that matter to find a supported shader for both supports, but it shouldn't be a big problem. He's also working on the animation sequence for the SV-51, but I will keep my mouth shut about this cute little baby, to keep the surprising effect intact See you around folks and have a nice WE !
  8. Greetings Officers Below you'll find the last report about Cooper's activity, mainly composed of high-security rated pictures His recent moves suggest that something is under way and we have to investigate further. We'll keep you informed on anything coming back from our undercover agent Hope you'll enjoy this super magnificent (and I'm totally objective here) VF-0A 'Shin' !! See you around guys
  9. I might have a little something for you guys... Cooper is still working on the "MACROSS 0" part for the mod, it may take longer than expected because he is currently following a professionnal formation and he doesn't have much time remaining to continue the mod...I know, it's hard...but things are progressing nevertheless. See you on time !
  10. Not that much at the moment I'm afraid...with the end of vacations and IRL stuff, things are progressing very quietly for now. Cooper told me he should be back on track for october/november so I guess we just have to be patient for a little while, but trust me to keep you guys informed when new content is about to arrive. See you soon folks !
  11. Yes, Shin's VF-0A, the VF-0D and the SV-51 are currently in Cooper's forge. The Megaroad is also being worked on at the moment. Althought Cooper asked me not to share his last screenshots, here's only one of the SV-51 because she is already hot as Hell and that cannot go to waste Of course, the model is far from finished and if you look closely you'll find some flaws, but now you can have a quick look at what's next on the schedule
  12. Rev 0.2.4 [U.N SPACY] * New ship model for the ARMD-1 (concept design that didn't appear in TV show) * New ship model for the ARMD-2 (original design and weaponry from TV show) * Adding missiles for ARMD ships as seen in TV show * ARMD-2 cruiser has now docking capability for VF1J GBP 1S & VF-1A Gerwalk RMS units * Animation parameters have been modified for "VF-1A Super" to keep them from launching their animation sequence during combat * SDF-1 runways for fighters and corvettes have been modified to avoid the congestion effect when the structure is moving. (only two runways might stay blocked but it shouldn't be that much of a problem since those become active only when the first 4 runways are already in use) * SDF-1 Re-entry path has been modified for the Armored Valkyrie (VF1J GBP 1S) to prevent the Daedalus gate from being blocked * Building process has been tweaked to improve dynamism [Zentradi] * New "High Manoeuvrability" missiles have been added * Adding Heavy multi-warhead type 2 missiles * Adding anti-ship type 2 missiles for warships * Adding anti-air defence missiles for Zentrans' capital ships * Visual improvement/optimization for the Quiltra Quelamitz & Quiltra Quelamitz green * Mega cannon VFX have been modified for Quiltra Quelamitz & Quiltra Quelamitz green to enhance visual and its damages have been increased * Former anti-ship missiles have been removed on Quiltra Quelamitz class ships * Adding main weapons to the Thurvel-Salan - 3 ion beam turrets (for now) * Overall weaponry optimization for Quiltra Quelamitz, Thurvel-Salan & Picket patrol class ships for better efficiency * Meshes optimization and textures adjustment for the following ships : -Thurvel-Salan -Thurvel-Salan-Purple -Quiltra-Queleual -Queadol-Salan -Picket-Patrol -Picket-Patrol-Purple -Queadol * Crash related to Britai Kridanik's Nupetiet-Vergnitzs has been solved * Required building time and RU cost have been reduced for Zentrans' capital ships. They are now 25% cheaper and faster to be built (except for the Nupetiet-Vergnitzs which has kept the same building requirements) [General modifications] * Some units names have been shortened to allow a proper quantity display during the building process * Penetrating factor has been improved for all missiles to increase realism and efficiency * Addition of New colors for explosion VFX to diversify the ammo types * "UIFix" integration that allows to conceal musics player controls if players want to (huge thanks to Shadowwinterknig) - Important Note : If your launcher seems to be frozen, don't shut it down. It is simply making a copy of the steam mod file to your HomeworldRM directory. If you close your launcher at this point, the file will be corrupted and the mod won't work. The game will return a general failure error in that case.
  13. As promised, those are few in-game pictures of the ARMD1, without sub-system And with sub-system tadaaaa ! For now Cooper is having some rest (and we'd all agree to say he deserves it), still he's currently trying to figure out the cause of the recent crashes we heard about. We'll let you know for the next step, see you !
  14. Hey people, here we go again for our weekly dose of Macross ! So, below you'll find few pictures of the revamped ARMD2, with more detailled textures and new weapons (like these powerful missiles we can see in the first episode from the TV show) and some additional cannons to make it more punchy in combat. I must say that Cooper did an incredible jod on that one. I should get my hand on the ARMD1 during the afternoon, I'll get back here to show you that little baby...but for now, enough talking, let's just have a closer look : The empty space at the bottom of the ship should be used for sub-systems that will appear once built and will be destroyable like any other sub-systems, but since Cooper is currently working on this, I don't want to give too much details before that feature is actually ready Cooper even made a little video to show how much that beast has been beefed up for combat, here it is : So, that's it for now, I will be back soon with some screenshots of the ARMD1, see you guys !
  15. Some issues that could eventually break your on-going games have been fixed, here's the details : Hotfix 0.2.3a "HoldSlot" parameters have been modified for UNS and Zentrans to fix a waste of slots with docked fighters Building process has been desactivated on the Nupetiet-Verginitz to prevent the game from crashing (This is a temporary fix until Cooper gets more time to take a closer look on that issue) Thank you "thegametiper" for the heads up
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