[TUTORIAL] oldHOD to nuHOD with Nathanius

Hi all,

I have done up these videos to help with potentially getting more people helping with STCR, a step-by-step from the old HW2 ship folder to seeing the ship in HWR would have been something that I would have liked when I was just getting started with 3DsMax in February :stuck_out_tongue:

Please forgive my unskilled presentation style!


Ship:

Required software:

  • 3DsMax (I used 2015)
  • Paint.Net
  • Photoshop (I used CS5)
  • Notepad++
  • HODOR
  • Homeworld Remastered

Video 1:

  1. Start with HW2 ship folder
  2. Export to working directory
  3. Change over one set of textures

Video 2:
4. Import OBJ into 3Ds Max
5. Show the MaxScript - by EchoRed
6. Set up LOD 0
7. Add the missing scar tags – _TAGS[DoScar]
8. Set up the collision mesh, shield joint and shield collision mesh
9. Reset Xform


Video 3:
10. Set up the materials
11. Import the textures
12. Rename the textures – IMG[XXX_DIFF]_FMT[8888]
13. Make the textures visible on the model


Video 4:
14. Segment off the badge squares
Thank you to @herbyguitar for these steps!


Video 5:
15. Set the badge square materials
16. Set the badge square channels
Thank you to @Dom2 for these steps!


Video 6:
17. Add one marker, show pivot
18. Add one NavLight
19. Add Capture Point
20. Add Experience subsystem
21. Add Repair point
22. Add weapons joint


Video 7:
23. Export to DAE
24. Set up HODOR script
25. Run HODOR
26. Replace the HOD with the nuHOD

BAT file example:

“D:\Game Files\Steam\steamapps\common\Homeworld\GBXTools\HODOR\HODOR.exe” -script="%~dp0kng_TNG_flagship.hodor"

HODOR file example:

## ## ## ## ## ## ## ##

= -$SHIP_NAME=kng_TNG_flagship

## ## ## ## ## ## ## ##

= -$HWRM_BASE=D:\Game Files\Steam\steamapps\common\Homeworld
= -$STC_SOURCE=G:\Games\Homeworld 2\Modding Tools\HW2TREKMOD\Source Files\Ship mesh and texture files\Ship Files
= -$STC_HWR=G:\Games\Homeworld 2\Modding Tools\HW2TREKMOD\HWR

## ## ## ## ## ## ## ##

= -$SHADER_MAP=$[HWRM_BASE]\GBXTools\HODOR\SHADERS.MAP
= -$SHADE_OPT_LOADDAE=ForceMAP
= -$HOD_SAVE_OPTS=ForceScars FilterScars=thruster,bay
= -$CONVERT_IN=$[STC_SOURCE]$[SHIP_NAME]$[SHIP_NAME].DAE
= -$CONVERT_OUT=$[STC_SOURCE]$[SHIP_NAME]$[SHIP_NAME].HOD

## ## ## ## ## ## ## ##

= -do=convert
= -action=null
= -wait

8 Likes

Outstanding!!!

1 Like

This is great! Tutorials are the lifeblood of the modding scene… :+1:

3 Likes

Playlist: https://www.youtube.com/playlist?list=PLegPn2EJQxsjOhxpU4TJ6KPUS3QdVUbt3

2 Likes

There are more “complete” tutorials that I would like to do:

  1. Dockpaths (easy, already got some working)
  2. Engine trails for fighters (easy, already got some working)
  3. Engine glows for big ships (not really used in Trek, but still cool)
  4. Animation (no {redacted} idea. Zilch. Nada. I am using old *.mad files until further notice)
1 Like

I can’t read the text in those videos at 1080p. That kind of limits their usefulness.

The vid goes up to 4K it looks like. Also, it’s legible for me at 1080p…are you sure you have it set to the highest quality?

What he said :point_up_2:

It’s set to Auto (1080pHD).

It’s mainly the 3ds max portions that are illegible.

No that’s right, I can barely read it on my own screen since it’s so big :laughing:

Does this work with the new 2.0 Homeworld update?

HOD creation is unchanged from before

Awesome guide and videos. Thanks!

1 Like