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Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Sun Jul 15, 2012 6:41 pm
by THEWULFMAN
The Admins have never once seemed to mind what music we put in our mods. On the scale of things. it's pretty small. So you should be okay, especially since the music is from KotOR.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Mon Jul 16, 2012 2:01 am
by AirspeedRedux
I think RattleandHum hit the nail on the head for music. Glad it's going to be in-universe stuff! (IF you use it, Yuke).
On another note, this map improves with every single update, hats off to you Yuke, you really give these things your all!
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Mon Jul 16, 2012 2:41 am
by Marth8880
I'm using a number of sounds
and music tracks from Mass Effect and nobody's complained, as has WULF with TCW, and nobody's complained about that either; I don't think it should matter if you use a couple music tracks from another Star Wars game.
EDIT:
HAHA, I meant to submit this message HOURS ago!

Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Tue Jul 17, 2012 6:23 pm
by AQT
@Yuke: Do you plan on adding something like the cardboard cutout of background buildings in the stock Coruscant map? I think that would work very well with this map.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Tue Jul 17, 2012 6:38 pm
by yuke5
I have buildings in the far background. However, I don't have the cutouts. I've been looking into how to add them, but I can't find exactly how in the Coruscant assets. Do you know how?
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Tue Jul 17, 2012 6:46 pm
by AQT
They should be this part of the stock .sky file:
cor1.sky wrote:Code: Select all
DomeModel()
{
Geometry("cor1_sky_buildings_1");
}
They will also appear beneath the default terrain level, but the following lines will translate them up to a reasonable position:
Code: Select all
Offset(290.0);
MovementScale(0.995);
Just add these right under the Geometry line.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Tue Jul 17, 2012 6:51 pm
by yuke5
Oh those. I have them, but they're far off in the distance. I'll add those lines you gave me and try to move them in closer.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 6:49 am
by DarthD.U.C.K.
it looks much better with these glowy signs!
one thing i couldnt put my finger one at first: overally the environment ist pretty dark. i know its supposed to be evening/night but rends' textures are rather dark which works with a bright setting but when the global light is dark too they look too dark in my opinion. in the movies the building are silver/bright grey at day.
i think with generally brighter textures and some nice bright specular the map could look more unique and less like the cityatnight-maps that have been made before.
thats just a suggestion, maybe im the only one who'd like a brighter night-map.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 10:04 am
by yuke5
I'll see what I can do. The thing is, a lot of the glow can't be properly showcased when it's daytime. What if, as a compromise, I'll see if I can get a dawn sky working in a different game-mode. Then, if it looks good, I'll add it in as a random sky.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 10:10 am
by DarthD.U.C.K.
i dont mean that it should be daytime!
i meant the buildings could be brighter since they are in the movies and it would make the map less "sallow"(excuse the expression) set the map apart visually for other city maps with rends assets.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 10:14 am
by yuke5
Ohhhhh...Okay.Yeah, I can definitely do that. What would be the best way? Brightening the tga files, right? Or is there something that should be done to the models themselves?
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 10:32 am
by DarthD.U.C.K.
yes, brightening the textures would be they way. id do it through "value" (in gimp) so that the contrast is preserved.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 11:29 am
by JAWSFreelao
Another little detail that isn't required but would be cool: Have the glow from the signs reflect on the metal ground slightly.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 11:32 am
by DarthD.U.C.K.
thats not exactly possible. all you can do is to place a light with the color of the sign in it and yuke has done that already.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 11:45 am
by JAWSFreelao
DarthD.U.C.K. wrote:thats not exactly possible. all you can do is to place a light with the color of the sign in it and yuke has done that already.
Righttt..... I forgot all the little things that makes BF2 limited.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 12:39 pm
by THEWULFMAN
I love Zero but its lighting is dr pepper.
I think this map is going well so far. And if I wasn't so lazy nowadays, I'd have gotten all those normal maps done.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 1:20 pm
by RattleandHum1988
THEWULFMAN wrote:I love Zero but its lighting is dr pepper.
I think this map is going well so far. And if I wasn't so lazy nowadays, I'd have gotten all those normal maps done.
Off topic-
as well as the Clone Wars mod we're all so eagerly anticipating?

Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 1:31 pm
by yuke5
THEWULFMAN wrote:I love Zero but its lighting is dr pepper.
I think this map is going well so far. And if I wasn't so lazy nowadays, I'd have gotten all those normal maps done.
Don't worry about it, man; you're plenty busy.
Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 1:43 pm
by THEWULFMAN
RattleandHum1988 wrote:Off topic-
as well as the Clone Wars mod we're all so eagerly anticipating?

Yeah,
that. I haven't worked on it in awhile. Life has been complicated, busy, and hell. No, no one needs to worry.
My inactivity isn't entirely born of my laziness. Not really. I say that as short hand, but it's not actually the truth.
But
anyway. Let's focus on yuke's great map.

Re: Coruscant: Skyline [Glow and Other Stuff (7/10/12)]
Posted: Wed Jul 18, 2012 3:43 pm
by yuke5
Well, I've got good news and bad news. The bad news is that I've got a bunch of stuff to do, so the map won't be released soon. The good news is that I have made some headway, and I have a list of everything that will be done (and has been done)
THE LIST(can also be found on front page):
KEY:
[ ] = Not Done
[X] = Done
[O] = In Progress
1. Add
THIS song to the restaurant. (They're playing some old school hits.)[O]
2. Add Phase 1 Clone Troopers (Hunt Mode) [ ]
3. Add Campaign [O]
4. Loading screen [X]
5. Gangster Side [O]
6. Dark Times Hunt Mode (Special Leader Units) [X]
7. Add Capture the Flag to all eras [O]
8. Speeder Environmental Soundstream [O]
9. Clone Wars Sides [O]
10. Wave Mode [ ]
11. Brighten up all of Rend's Buildings [O]
Off the top of my head that is all I can think off. Anyways, I'm going to be busy, but any suggestions for gamemodes, units, whatever you can think of, are welcome.