Coruscant: Skyline[Release]

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Locked
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Coruscant: Skyline [Update 6/29]

Post by AQT »

Looking very nice, Yuke! :thumbs:
yuke5 wrote:Also, I have added plenty of "omni" and "spot" lights around the map where they are best suited, so there are various colors sprouting throughout the map. Mostly, they are located near scrolling text and ads, so it appears as though they are glowing. For example, in the picture above, the clone is standing near a big huge pillar of text which radiates a red light.
I think you should consider making the actual advertisements and scrolling text glow, too, in addition to the nice lights you already added. It's not really hard to do, and it'll make the place more vibrant.
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: Coruscant: Skyline [Update 6/29]

Post by yuke5 »

Okay, searching on the internets. I'll figure out how to add glow flags to materials. I'm guessing I'm going to have to do this in blender, because this isn't important enough to import with a trial version of XSI. I'll see what I can do. I have very, very, very, very, very little modeling experience (I have messed around in XSI a couple times, but that's about it.)
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Coruscant: Skyline [Update 6/29]

Post by AQT »

Modeling experience?! Look at me! I don't have any modeling experience, yet I can add glow to most existing models in an instant! Just use a hex editor, and you'll be fine! :D
Hidden/Spoiler:
Sorry, not to sound like I'm bragging, but it's actually very simple to do without modeling experience. :wink:
Have a look here:
And here's the specific part that you need:
AceMastermind wrote:List of unknown hex found 5 places after ATRB in various msh files:

Hex/My best guess
...
49 = ?
...
That value combines transparency with glow. It's found in the stock CTF vortex model. Or you can do 48; it works either way.
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: Coruscant: Skyline [Update 6/29]

Post by yuke5 »

Okay, got it. Thank you! I'll be sure to see if I can get that working. Hopefully, if it works, I'll update with some pictures.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Coruscant: Skyline [Update 6/29]

Post by Anakin »

but this only works for a complet tga file right?

(you can use MshTool too ;) http://www.gametoast.com/forums/viewtop ... 64&t=14857)
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Coruscant: Skyline [Update 6/29]

Post by THEWULFMAN »

Actually no, Anakin(German), MshTool can't be used to add this specific material flag (49).

If you're wondering why, my circle of friends and I add (German) after your name to avoid confusion with the other Anakin.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Coruscant: Skyline [Update 6/29]

Post by Anakin »

mh i think i should read this tut, too maybe i can find some interesent informations.

Can you maybe explain me via pm what a flag is does, what i can do with this? i do not want to bumb this topic
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: Coruscant: Skyline [Update 6/29]

Post by yuke5 »

I'm still working on the glowing materials. I have a lot of trouble with hex editors. :? I'm sorry guys, I'll keep on trying 'till I nail it. In the meantime though, I do have a couple of updates...

DARKTIMES II: RISING SON


Coruscant: Skyline is now compatible.
Hidden/Spoiler:
ImageImage
CIS UPDATE

So far, not much has been done of the CIS side...so far. However, we do have a new unit which replaces the Magnaguard:

The Super Battledroid:
Hidden/Spoiler:
Image
The Super Battledroid has twice the health of the standard unit, but moves very slowly and has slow yet high damage wrist blaster.

In the meantime, expect an update on the gangster side. So far not all the models are as I would like, so they're subject to change.

Also, I would be very interested in ideas you guys have for classes. I think I might attempt to make a riot trooper, but that is all I have swimming in my noggin.
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
Contact:

Re: Coruscant: Skyline [Update 6/29]

Post by ARCTroopaNate »

I would add in the Riot Trooper for the Republic, and maybe a BX Commando Droid (The ones on Lola Sayu, with the shields) They'd be good counters cause they both have hand-held shields, so like a seventh class, a shield class, maybe 10 Points to Unlock.

Something like

Blaster Carbine/Rifle
-Hand Held Shield
-Stun Baton
-Thermal Detonators

Also, I assume you're using the B1 Battle Droid as the CIS Rifleman?
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: Coruscant: Skyline [Update 6/29]

Post by yuke5 »

I like your ideas! I'll see what I can do. Also, don't worry, the B1-Battledroid is the rifleman unit.
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
Contact:

Re: Coruscant: Skyline [Update 6/29]

Post by ARCTroopaNate »

Thank you, glad to be of service Captain. :clone:
User avatar
willinator
Major
Major
Posts: 517
Joined: Sun Mar 13, 2011 3:11 pm
Projects :: [Coming of the Sentinels]
Games I'm Playing :: SWBF2 Minecraft Halo
xbox live or psn: PC pwns all!
Location: The rings of Saturn...

Re: Coruscant: Skyline [Update 6/29]

Post by willinator »

I've always wanted to see a unit with a riot shield. I'll pm you the details.
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: Coruscant: Skyline [Update 6/29]

Post by yuke5 »

Image

Just another quick little update. The unit pictured above is the Republic hero, Commander Fox. I'm going to dirty up and tweak his skin a bit, as well as provide new weapons.

EDIT: I also haven't forgotten my promise to make stuff glow! It's just really difficult for me, but I'm learning to hex edit. I managed to hex edit an EP3Trooper model to take a different skin, so I guess it's a step in the right direction.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Coruscant: Skyline [Update 6/29]

Post by AQT »

Nice updates, Yuke! That clone trooper skin looks awesome. :D
yuke5 wrote:I also haven't forgotten my promise to make stuff glow! It's just really difficult for me, but I'm learning to hex edit.
Is it really that hard to change a single value via your keyboard? :o Just because you are using a hex editor it doesn't mean this has to be a difficult task. You change things, single values all the time via a keyboard with ease, whether it would be in lua files or ODFs. I think you are just overthinking this... Heck,
yuke5 wrote:I managed to hex edit an EP3Trooper model to take a different skin, so I guess it's a step in the right direction.
That requires changing more than one value and would be considered a much more "complicated" thing to do, but you managed to do it. :wink:
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Coruscant: Skyline [Update 6/29]

Post by DarthD.U.C.K. »

wow, thats a really nice start!
I agree with AQT: make it all glow! as colorfull as possible. from the lighting it seems like you are going for a nighttime setting and imho the most charactertistic thing for coruscant at night are the glowy advertisements etc. for the advertisements close to the battlefield you could place lights in them so that they environment and units are lit by them.
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: Coruscant: Skyline [Update 6/29]

Post by yuke5 »

GLOW UPDATE


I've finally got the glow working. :D Turns out I was just modifying the wrong value. :? Anyway, I've been hex-editing like a madman. Essentially, if it was plausible that it would be glowing, it has been made to glow.
Hidden/Spoiler:
ImageImage
Image
You guys were right, things look better with glow. I'm going to see if I can find a way to tone it down a little bit, but right now I'm just happy everything is glowing.

Engineer Update


I have modified the engineer units for both sides. As of now, both engineer units no longer have spammable det-packs. Instead, they have specialized grenades. The Clone Engineer has an EMP Grenade, and the Droid Engineer has a radiation grenade. They both do less damage to their respective allies, stick to enemy units, an do not affect buildings.

The Clone Engineer also no longer has a shotgun, but instead uses an arc caster. However, the gun has been balanced out so that everything is still balanced. The Arc Caster has less range, a slower fire rate, and less ammo per clip. However, due to the nature of the arc caster, any unfriendly unit nearby is automatically targeted, and any unit (except for SBD's) caught in its range is destroyed. The arc caster also destroys the Droideka's shields. In order to counter the aggressive nature of the Republic Engineer, the unit's health is 300, like the sniper. Pictures are below:
Hidden/Spoiler:
ImageImageImage
Other Stuff


A custom campaign is currently in the works. The protagonist is "Spade", a member of the 41st Elite currently planetside, awaiting deployment to Kashyyyk. He volunteers to help the Coruscant Guard in a major attempt to wipe out multiple local criminal confederacies with one swipe. However, things quickly get out of hand. So far, a couple objectives have been made, and serious problems have been overcome (thanks AQT and Kino). It's not going to be anything too ambitious, but I hope to have it be a little lengthy, but not anything of Mav or AQT proportions.

A non-aggressive, civilian side is also in the works. However, it will only be present in campaign for atmospheric purposes.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]

Post by AQT »

Finally! Great work, Yuke! It's all looking good! :D The glow currently seems a little intense on some of those advertisements, in my opinion, but you can easily lower them using an alpha layer on the texture. (See post.)

Also, I bet you can also add glow to those street lamps as well. ;)

Nice unit updates, and I'm looking forward to seeing more of this campaign you are working one. :)
User avatar
The Nasal Abyss
1st Lieutenant
1st Lieutenant
Posts: 428
Joined: Sun Sep 14, 2008 12:55 pm
Projects :: Currently Working on an Indie Game
Games I'm Playing :: Splatoon 2
xbox live or psn: Stm: Tight Verbage

Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]

Post by The Nasal Abyss »

Is there any texture definition on the building in picture 2 at all? :?

Other than that, the ads look much better and more vibrant than before. Great change!
RattleandHum1988
Private
Posts: 40
Joined: Mon Feb 27, 2012 4:26 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]

Post by RattleandHum1988 »

Wow Yuke, looking really good! Love the glow on the advertisements, starting to really look like Coruscant! :) I'm going to be a +1 on AQT's suggestion of adding some glow to the streetlamps, that would look super cool too! Sides sound great too.

Also, the campaign thing sounds really cool, especially with the inclusion of the civilian side. Sounds awesome!
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]

Post by Maveritchell »

AQT wrote:The glow currently seems a little intense on some of those advertisements
Seconded - and another easy way to force the glow lower is to turn down the saturation and/or brightness of the texture.

Don't forget soundstreams/sound effects for your world. It's important that this kind of map sound busy and not just look busy (this is a big thing some other big city maps are missing)!
Locked