Coruscant: Skyline[Release]

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

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DarthD.U.C.K.
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Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Post by DarthD.U.C.K. »

good job! the cirtyscape looks nicely "busy" now. i still think some buildings, especially rends' could use some brightening with maybe a little more color and contrast.
for example in the third shot the buiödings are difficult to discern from eachother on first glance.
the rodian gunslinger is cool, but can rodians be proper "gunslingers"? greedo didnt seem to manage that well... :P
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Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Post by kinetosimpetus »

Maybe Greedo was a Don Knotts level gunslinger. Humans have different skill levels, so there could still be John Wayne gunslinger Rodians.
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Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Post by Cleb »

You're welcome! :wink:
I also found this buried deep in the forums, it's more of a tutorial on how to create a campaign and doesn't have a lot of functions, but maybe it still will help you:

http://www.gametoast.com/forums/viewtop ... =27&t=9323

EDIT:

Just noticed it's in the FAQ :shock:
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Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Post by yuke5 »

@ Kinos

Is that a "The Shakiest Gun in the West" reference? :lol: Yeah, I always imagined that Greedo was more of a bounty hunter way out of his league. When I think of Rodians, I think of that one crazy guy who fought in the arena at Taris.

@ Cleb
I was aware of the existence of that one thread, but thanks a bunch for going through and finding it. I think I have enough materials to reference at the moment, so no need to worry yourself. Thanks for all the searching though, I honestly appreciate it.
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Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Post by kinetosimpetus »

:wink: :yes:

and... Twitch!

Heh, that's kind of funny.
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Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Post by Anakin »

wow the new pics are really great :D
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Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Post by yuke5 »

Hey guys, guess what?

New Building


Cress Albane decided to scrap the old warehouse building and replaced it with a new building which is more spacious and easier for A.I. to navigate.
Hidden/Spoiler:
ImageImageImage
I have also edited the middle platform slightly with the addition of two construct-able turrets.
Hidden/Spoiler:
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A new gamemode havs been added, classic conquest, for both eras. If you don't like the custom sides, or just feel like playing vanilla conquest, you can.
Hidden/Spoiler:
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Last edited by yuke5 on Sun Sep 23, 2012 5:50 pm, edited 1 time in total.
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Re: Coruscant: Skyline [Update][9/23][New Building and Stuff

Post by TWINKEYRUNAWAY »

:yes: I am loving the feel and vibe from the pictures. I think this would constitute as one of the best looking courasuant maps.
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Re: Coruscant: Skyline [Update][9/23][New Building and Stuff

Post by AQT »

Looking great, Yuke and Cress. :D
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Re: Coruscant: Skyline [Update][9/23][New Building and Stuff

Post by Marth8880 »

First off, everything is looking REALLY good. :o

I don't know if you've done anything with this yet, but what's happening in the skydome? Unless everyone in the district (or whatever) died all of a sudden :lol: , there should be distant glowing yellow/gold streams of lights flying slowly across the sky in traffic lane-looking formations in order to simulate the visual effect of speeders flying in the background.
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Re: Coruscant: Skyline [Update][9/23][New Building and Stuff

Post by yuke5 »

That is a very good point. I wonder how it could be done, though. Would you take a largish, rectangular prop, make it glow, and then use that as a skydome object of something?
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Re: Coruscant: Skyline [Update][9/23][New Building and Stuff

Post by Marth8880 »

You'd basically just model some props that glow (or are vertex-lit with bright colors) and set them up the same as you'd set up skydome flyers.


EDIT:

Actually, come to think of it, you could just make the props have scrolling textures and have them not move inside the skydome. :o If you want, I could probably model this for you.
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Re: Coruscant: Skyline [Update][9/23][New Building and Stuff

Post by yuke5 »

This is going to be a big ol' update

Visual Update


The clone trooper model being used has been changed:

Credits:
Deviss for putting Darth D.U.C.K.'s clone assassin helmet on the body of RepSharpshooter's and FragMe!'s HD clone trooper body. Icemember for the clone accessories (i.e. pauldrons, etc.), and AQT for hex editing those accessories and capes onto the model Deviss kitbashed.

I really think the models are an improvement. They're shinier, they look more specialized, and I just like them more. I did have to make a new skin to accommodate the new model, so no battle damage has been added yet.

Clone Trooper:
Hidden/Spoiler:
Image
Clone Rocketeer:
Hidden/Spoiler:
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Clone Marksman:
Hidden/Spoiler:
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Clone Engineer:
Hidden/Spoiler:
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Clone Commander:
Hidden/Spoiler:
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Clone Jettrooper:
Hidden/Spoiler:
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Clone Gunner:
Hidden/Spoiler:
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I've also re-done a couple skins for the Gangster side, giving them all a basic red and grey/black color for a sense of unity.
Hidden/Spoiler:
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Image
The BX-Droid Commando has also been re-done. He no longer has a disguise kit. However, he does have two new weapons, a sword, and an underbarrel mortar launch AND a new skin (made by me, edited from Kino's original and using a brush from Wulf's brush pack)
Hidden/Spoiler:
Sword
Image
Mortar
Image
Skin
Image
Well, that about wraps it up for tonight. Now, I'm off to bed. :sleep:
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Re: Coruscant: Skyline [Update][9/27][Visual Update]

Post by THEWULFMAN »

Looking good Yuke.

One suggestion, reduce the saturation on the blue markings that the BX has, by about 25% and it will look better in my opinion.


/EDIT

Oh, and any paticular reason you aren't using the capes on the Sniper and Commander? :o
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Re: Coruscant: Skyline [Update][9/27][Visual Update]

Post by Anakin »

---------
|I Like| <- *Klick*
---------

-----------
|I LOVE!| <- *Klick*
-----------

These new pics look AWESOME keep on doing this :D i hope you have the time to finish this. You may notice i didn't have enought for my RC mod.
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Re: Coruscant: Skyline [Update][9/27][Visual Update]

Post by AQT »

Good to see you have implemented the new models, Yuke. :)
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Re: Coruscant: Skyline [Update][9/27][Visual Update]

Post by yuke5 »

Thanks for all the positive comments, guys!
THEWULFMAN wrote:
Oh, and any paticular reason you aren't using the capes on the Sniper and Commander? :o
Oh wow, brain fart. Yeah, I had the lines calling for capes commented out. I've added them back on.
Hidden/Spoiler:
Image
Also, I'll follow through with your suggestions regarding the BX Commando Droid.
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Re: Coruscant: Skyline [Update][9/27][Visual Update]

Post by Anakin »

you command the lines out? have you cama msh addons you can call with the msh addon command? were do you get it? can i have? :P
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Re: Coruscant: Skyline [Update][9/27][Visual Update]

Post by THEWULFMAN »

Anakin wrote:you command the lines out? have you cama msh addons you can call with the msh addon command? were do you get it? can i have? :P

ಠ_ಠ

No, Anakin. There are no cloth addons like that, it's impossible. He was talking about the ClothODF line in the ODF, which he forgot to add. The cloth kamas are hex edited on. Usually AQT does it, since he's really good at it.
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Re: Coruscant: Skyline [Update][9/27][Visual Update]

Post by Anakin »

:( i tryed me on this, too but i totaly failed. the msh still works, and the game is stable but there is no cama. But if you say the cloth odf it's possible i forget this i think i'll ask aqt for it :D

i thought there is maybe the cloth addon like the jetpack addon from the skytrooper
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