Page 3 of 6

Re: Coruscant: Freighterport

Posted: Tue Oct 27, 2009 7:14 pm
by RC-1207
timusafa wrote:
Rends wrote:While i´m still modelling the port area i´m open for ideas.
Feel free to post your suggestions!
Hey Rends, the concept looks amazing and if it is anything like your other maps then it will be jaw-dropping.

I know you have most likely gotten the general layout of your map done, but I just had one suggestion/idea. What if you made two docking platforms (1 for each faction) and you had to use airspeeders/transports to get to the enemy's platform? Kind of like a space map I guess... I just imagine that is what an attacking team would have to go through in the heights of Coruscant. Your enemy is on the landing platform across from you, so you call in an LAAT to transport you over there. Once you secure a CP on the outside then you can assault into the complex.
Also, the AI is to stupid to actually know how to land a Laat/i, much less fly it right. If you had played Republic Gunship Down (Blackhawk Down copy????) or Capital Strike then you would see that AI can't use ships right. While the concept would work in MP, the concept would be defeated because of those kriffing mines. Anyway, nice idea though.

Re: Coruscant: Freighterport

Posted: Tue Oct 27, 2009 7:18 pm
by Rends
Got a cold so i couldn´t do what i wanted last weekend. Anyway here are the first ingame images of the buildings from my testmap. Some stuff isn´t uvmapped yet so it appears black in game.
The center building with one of the cranes:
Image

The location Padme and anakin landed with the airbus:
Image

From different directions:
Image

Image

2 open entries at the edge of the map:
Image

Indoor behind the garages:
Image


Hope you get an imagination how the map will look like. Hope to finish uvmap next weekend.
Once done i will go one texturing and place them in it´s own map.

Will reply to some of your (nice) ideas later.

Re: Coruscant: Freighterport

Posted: Tue Oct 27, 2009 7:58 pm
by fiddler_on_the_roof
wow! :eek: looks really good! can't wait to see more

(yay, another great Rends map :D )

Re: Coruscant: Freighterport

Posted: Tue Oct 27, 2009 9:47 pm
by 501st_commander
:shock:
fiddler_on_the_roof wrote:wow! :eek: looks really good! can't wait to see more

(yay, another great Rends map :D )
QFT

Re: Coruscant: Freighterport

Posted: Tue Oct 27, 2009 9:51 pm
by biohazard
Absolutely cannot wait to play!

Re: Coruscant: Freighterport

Posted: Tue Oct 27, 2009 10:54 pm
by The Nasal Abyss
So this is in all one piece? as in, all one uv map? Dang man.

But the map looks great, and I can't wait to see it finished.

PS: By the way, when you go through the texturing process, do you just take cuts from stock textures, find them online, or draw them yourself?

Re: Coruscant: Freighterport

Posted: Wed Oct 28, 2009 9:05 am
by Rends
The Nasal Abyss wrote:So this is in all one piece? as in, all one uv map? Dang man.

But the map looks great, and I can't wait to see it finished.

PS: By the way, when you go through the texturing process, do you just take cuts from stock textures, find them online, or draw them yourself?
No it´s not one piece. For the testmap i merged it into one big object but in XSI there are several objects (50 right now).
Some of them will be merged into bigger objects at the end.
Plan is to do most of the textures myself and few from the assets if needed.
If i need a wall texture for example i´m searching my concrete and metall texture folders. Once i found something i could need as base i tweak the colors. Next i´m looking for different structures, dirty parts rust an so on. PSP can clone and overlay them to the final texture from different images very easely. Once i´m happy with the final texture i go on and create imprints edges ect... well the stuff i think would fit on the texture. I for mysef find texturing very time consuming. Example:If i need 1 hour to create an object (3Dmodel, collisionmodel, shadowvolume and lowrez version) i need 20mins for uvmapping but 3-5 hours for the final textures.

Re: Coruscant: Freighterport

Posted: Wed Oct 28, 2009 9:14 am
by FragMe!
Looking excellent Rends, and I agree with your method it is much easier to basically build the whole map in XSI the break it down to nice bits that you know will fit together better once you get it into ZE. Also given what you say about how long each part takes, definately while shape contibutes it is the texturing that can make or break a models appearance.

Keep up the good work!

Re: Coruscant: Freighterport

Posted: Wed Oct 28, 2009 1:10 pm
by [Skirata]Darman[M]
Wow... make a Coruscant environment, some crates and barrels and locals and you got a great map
AWSOME!!! :bowdown:

Re: Coruscant: Freighterport

Posted: Wed Oct 28, 2009 3:14 pm
by Lord Bardar
so will you have ships flying in and out of the station?

Re: Coruscant: Freighterport

Posted: Wed Oct 28, 2009 5:14 pm
by Rends
Lord Bardar wrote:so will you have ships flying in and out of the station?
As animated props? Possible. Flyable ? No.

Re: Coruscant: Freighterport

Posted: Thu Oct 29, 2009 12:02 am
by Lord Bardar
yes i meant as in animated background prop stuff, to fit in with the coruscant skyline traffic thing. will you also do what you did with mos eisley and have local citizens walking around?

Re: Coruscant: Freighterport

Posted: Thu Oct 29, 2009 3:22 pm
by Faceman2000
If you do have civilians, could they be enemies to at least one team? It was frustrating on Mos Eisley because I was torn between getting points and pointlessly killing civilians.

Re: Coruscant: Freighterport

Posted: Thu Oct 29, 2009 5:33 pm
by Rends
Well i havn´t thought about adding civillians yet and i guess that there won´t be any except few droids (maybe).

Re: Coruscant: Freighterport

Posted: Fri Oct 30, 2009 2:18 pm
by Lephenix
I have an idea, you can make dexter for your map with his restaurant, that would be brilliant

Re: Coruscant: Freighterport

Posted: Fri Oct 30, 2009 2:21 pm
by Nihillo
Lephenix_dor wrote:I have an idea, you can make dexter for your map with his restaurant, that would be brilliant
Except his restaurant is not in the Freighterport, it's somewhere in the lower levels.

EDIT: ok, Wookiepedia says that Dexter's Diner is somewhere in the upper levels, in a place called CoCo town; still, these locations aren't related.

Re: Coruscant: Freighterport

Posted: Fri Oct 30, 2009 3:07 pm
by Lord Bardar
Rends wrote:Well i havn´t thought about adding civillians yet and i guess that there won´t be any except few droids (maybe).
that's crazy, it's coruscant. always full of people, like NYC.

Re: Coruscant: Freighterport

Posted: Fri Oct 30, 2009 3:45 pm
by Darth_Spiderpig
Yes, but with a few more people, so like 6 billions :lol:


@Rends: the texture you have done yet looks good, the rest is just lol ( like Decke, Pfeiler Seite,.. :lol: ) :thumbs:

Re: Coruscant: Freighterport

Posted: Fri Oct 30, 2009 3:46 pm
by DarthD.U.C.K.
do you want to fight in a freighterport thats crowded like a center of a big city?

Re: Coruscant: Freighterport

Posted: Fri Oct 30, 2009 3:53 pm
by Darth_Spiderpig
:? Nope, not really. :lol:

You are right as always, Darth D.U.C.K