Announcing Coruscant

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Rends
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Post by Rends »

that´s a more advanced version .not the beta but also not the final version. Speeder textures are still in work
fruitymarshmallow

Post by fruitymarshmallow »

wow thats nice! I love how it blends with the background!
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Post by ShadowHawk »

Well to help rends, The ramp that you have going to the building, an arcutect would use an existing beam as a hardpoint for it. In this case it would be the window sills. That would add to the "realism" because the eye will catch that as a fault. Just a little suggestion.
fruitymarshmallow

Post by fruitymarshmallow »

does that hallway lead anywhere or is it just a hallway of death?
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Post by Rends »

ShadowHawk wrote:Well to help rends, The ramp that you have going to the building, an arcutect would use an existing beam as a hardpoint for it. In this case it would be the window sills. That would add to the "realism" because the eye will catch that as a fault. Just a little suggestion.
Shadowhawk, i know what you mean but show me any architect who creates the whole area within 30 days ;-)
to tell the truth. i started this map early this years and created a few skyscraper hulls (including Padmes builduing you mentioned) But then i put the project aside and waited for the modtool addon wich never came until i realized that the addon worked with the 30 days XSI trial. So i started this map again and created all stuff within 30 days! Sure there are still some glitches here and there and i would change them but i can´t anymore. This is also my "learning XSI" map so at the end of the 30days i was a much better modeller than at start.
But i guess this will not only my first map made from scratch but also my last one. So once this map will be released you will see me back as player but no no longer as modder.

fruitymarshmallow ,
the hallway leads to Padmes office.
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Post by JabbaLovesLava »

WHAT!!! no more maps from you!!! Your maps are great. Also you could make models in XSI 4.2 modtools and then send it to someone else, then they export it for you :) Seriously, if you are gonan drop modeling, then at least make more maps like abridon, which look like new material because of the texture. I still love that map, as well as all you other maps. Maybe you can continue with the bounty hunter's.
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Post by Rends »

JabbaLovesLava wrote:... Also you could make models in XSI 4.2 modtools and then send it to someone else, then they export it for you :) ...
If it would be that easy but it isn´t.
Example: sat and me are currently working at the last speeders fixes. Even if there are only small fixes todo we shared the files about 10 times in the last 2 days and it´s not done yet.
So at the end it´s frustrating for me and nerving for him and i´m talking about 2 files only!
The whole Coruscant map comes with over 70 new Objects! so you see it wouldn´t be possible to create maps this way. And if you have created your "own" map one time you would never go back to the assets. they are great for sure but they didn´t folow your imagination (at least not mine)
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Post by ShadowHawk »

I feel your pain. At least you learned more than I. :( It is not bad for thirty days work, though. Well, since you made a bran-spanking-new map, you could write a step-by-step tutorial on how you did it. If you write the instructions, I can take the screens from XSI so it will be easier to understand. It would greatly help the community and I would be glad to help you do it.
Lord-Bandu

Post by Lord-Bandu »

Maybe i could help you export stuff . maybe give me batches of file to export for you . The thing is , when iv imported other peoples textured xsi objects the texture never shows up .


if you can sort this then im sure i can help you get you models in game
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Post by ShadowHawk »

The material files must be located in the same dir as the .xsi file. I ran into a simular prob and I figured that out by accident. Another way is to assign the textures again. The UV map should still be intact so everything should be in the right place.
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Post by Rends »

i just PM it to Bandu but here again:

Hi Bandu,
here how you load the missing textures:
1:Run XSI and load the object and select it.
2.Switch one window to texture editor.
3.In this window choose File->clip properties from the menu
4. In the popup window you may scroll down to "general"
Below you see the texture path. click on the "..." butoon and direct the link to the texture on your harddisk.

Done

Ok,now let´s don´t hijack this thread with XSI problems ;-)
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Post by ShadowHawk »

lol. good suggestion. BTW, may I test the map. I have access (being an admin and all), but since I'm not a GT member, I thought I should ask you first.
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Post by Rends »

what admin and no GT clan member? Guru must have been ill the time he gave you admin rights ;-)
Just kidding sure if you have access i would be glad if you can test it.
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Post by Delta_57_Dash »

aww... I luv your maps Rends... if you aren't gonna do anymore new maps, then plz continue with the Bounty Hunter maps... I play those often
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Post by Ace_Azzameen_5 »

Rends. . .I was thinking, that this would make a good bounty hunters map, because models fill the map, a grapple would work everwhere. It would be neat. YOu could swap the rebel side for the bounty hunters side, re release it as Bounty Hunters:Uprising or something. . .sorry for spelling...I am a little tired.
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Post by ShadowHawk »

Rends wrote:what admin and no GT clan member? Guru must have been ill the time he gave you admin rights ;-)
I was admin before the formation of the clan. I just help out to keep things organized and basically police the forums. Also I take care of the downloads section when people actually send files to [email protected] . To sum it up, I am a college student with too much to do right now to participate in a clan.
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Post by Delta_57_Dash »

ahh! shadow has 666 posts!!!
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Post by ShadowHawk »

time to change that ;).
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Post by Delta_57_Dash »

lol
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