TonViper
Rear Admiral
Having problems getting my UV map to play ball with the HW2 editor, I went back to basics and took some more screenshots of the mod. The new shaders just got an upgrade and look even more impressive than before.
You really have to see them in action to get the full effect though. If the mod is properly integrated with the shaders, energy shots light up the ships as they pass close by.
Also, since the AI doesn't work in the mod, I've reactivated the Hiigaran and Vaygr sides temporarily. To get some combat going, those shots are of a fight, Confed vs. Vaygr. I've tried keeping the Vaygr out of frame, so that isn't readily apparent.
You really have to see them in action to get the full effect though. If the mod is properly integrated with the shaders, energy shots light up the ships as they pass close by.

Also, since the AI doesn't work in the mod, I've reactivated the Hiigaran and Vaygr sides temporarily. To get some combat going, those shots are of a fight, Confed vs. Vaygr. I've tried keeping the Vaygr out of frame, so that isn't readily apparent.

. I think however we should adjust the strategy here. since i was anyways revamping ships for the existing mod, what you say we join forces and revamp the existing mod to all its glory. The new concordia will look much better with those new shaders. what do you think? i can pass you the newer high res - more accurate models - and you can do the texturing and shaders and we can start on V2 of the mod. PM me to talk this over more. Also ive been working on an excal myself but thats more for the cinematic intro. Id love to help with your modeling process any ways i can, this way we can really bump the mod to a whole new level. BTW i noticed that you are working with a much older version of the mod, the AI and stuff got sorted out in the newer version. PM me if you are interested we can talk this over. Excellent work! Im very excited abt this. 