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winner_rex 07-29-2002 08:34 PM

WIP: Duel Coruscant (aka Coruscant done right)
Here's an in-editor shot. Every single texture is custom. The pad is based upon this screenshot for the upcoming game KOTOR


Emon 07-29-2002 09:06 PM

It looks like Coruscant done right but gone wrong. Good start.

winner_rex 07-29-2002 09:14 PM

What is that supposed to mean?

Emon 07-29-2002 09:28 PM

It means it looks like the pic you posted (reference one) but gone wrong. You should use some patches for those curve things, and use better textures, not the orange Bespin ones. Coruscant is mostly gray/light blue, the orange/purple sunset is what makes it do that. Colored lighting on light blue/gray textures would be best.

winner_rex 07-29-2002 09:34 PM

I tried using patch meshes but the textures distort quite a bit and it ends up looking much worse than brush based ones...
and there's always artistic license

Emon 07-29-2002 09:40 PM

Use the Patch Inspector, SHIFT-S if they are distorted, and make sure you're using GTKRad at least 1.2.9.

Artistic licsence, sure, but at least don't use those ugly brown textures.

Wes Marrakesh 07-29-2002 09:45 PM

looks good, but needs more color variation. leave the brown on some stuff, just use some other colors...

winner_rex 07-29-2002 11:11 PM

OK i've made the textures more grey/blue and I'm applying them now. Here are some shots of a test compile...

Eklin 07-30-2002 12:10 AM

Well, right now your screens aren't loading properly (for me anyway), but, looking at what you are basing it off of, if you can pull it off well, it'll be one hell of a fun duel map.

winner_rex 07-30-2002 02:41 PM

Ok, I did the basic lighting just to give an idea...same urls,

what does everyone think?

Jedi Howell 07-30-2002 03:07 PM

Looks good...although I don't remember the lights being so incredibly blue...

winner_rex 07-30-2002 03:20 PM

well thank Emon for that lol

Wes Marrakesh 07-30-2002 07:20 PM

about that skybox... will i have to make a shader for it? i think i do...

winner_rex 07-30-2002 07:25 PM

yes, but it's not hard.
Just use another one's code

Emon 07-30-2002 07:34 PM

Just lower the RGB values on the lights, scale them lower by like 1/2 or something. There ARE more shades of blue than just (0,0,255), you know.

phZ 07-30-2002 08:08 PM

hm. the pics dont load...

Wes Marrakesh 07-30-2002 08:10 PM

i'm lost with sky shader making... could you just send yours?

winner_rex 07-30-2002 10:30 PM

lightcolor ( .8 0.501961 0 )
q3map_lightsubdivide 512
qer_editorimage textures/skies/sky.tga
q3map_surfacelight 200
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
skyParms textures/cor/cor 512 -

Wes Marrakesh 07-31-2002 11:35 AM

ok... here's what i did:
i copied that and put it into skies.shader
made a folder called cor
put the 6 textures in cor
textured the sky with a shader called cor (like any other sky)
compile and run
i get the orange lighting, but there is no sky image. instead, the skbox walls are white. did you get this?
and thatnks for the sky + shader

winner_rex 07-31-2002 12:00 PM

put the shader by itself in cor.shader and put it in a .pk3
that should do it :)

Wes Marrakesh 07-31-2002 12:40 PM

hey thx for everything real nice shader

winner_rex 07-31-2002 01:09 PM

thanks, no problem

SunBurN 07-31-2002 02:43 PM

hey Winner, the pics look great! I was wondering though what speed system you are using for development? I notice that on all of your ss you have an FPS in the 90's usually and I have a very decent system and never seem to get out of the 60's. I am using the appropriate methods of caulking and good level design too on my maps. Anyways, just curious.

winner_rex 07-31-2002 04:19 PM

256 megs of ddr, 1200 mhz proc running at 900mhz (dont ask), geforce 3...does that help?

Eklin 07-31-2002 07:20 PM

Looks pretty good so far, but the textures REALLY need to be worked on. They need to a lot.... uh.... browner (if that's a word), like in the ref. pic.
And you DEFINITELY need a different skybox.
The sky is more pinkish in the ref. pic, and the clouds are a lot longer and cover a lot more area. And you should also show some of the far off buildings in the skybox as well.

winner_rex 07-31-2002 07:38 PM


Emon 07-31-2002 07:55 PM

Make all the textures as sort of a light gray and white, like a huge galactic city would have. Then use colored lighting to tint them, it'll look better. Like for a blueish sunrise you might want RGB light as (0, 0, 50)... Just something really small on the blue like 50 for a tint. Or maybe like 50 blue 20 green so it appears less purple. Maybe for a sunset do like 100 red, 50 green, 20 blue, I dunno, fool with them till you get a very slight blue/purple color.

What's really great about this method is that the outsides of all your buildings will be tinted from the sky, and the inside will be non-colored!

idontlikegeorge 08-01-2002 12:42 AM

yeah i hate the cheesy orange textures for cloud city - the city is WHITE, it just looks orange fromt he sky

winner_rex 08-01-2002 01:50 AM

Does anyone want to finish this map?
I honestly don't...I've got a billion ideas and I think that this is at the point where someone could easily drive it home so to speak.

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