Christophsis

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Major
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Christophsis

Postby SpartanA259 » Tue Jan 24, 2017 2:55 am

Christophsis: Crystal City

With Orion on the backburner I decided I'd try building Christophsis again. After pushing through my problem with the street textures, I've managed to actually put together something. This map uses elements from the battle in the movie, the episode "The Hidden Enemy", and concept art. I did try my best to add enough cover and debris so it's somewhat similar to the movie. This means there's more debris further into the city and near the Republics CP's while there is less around the CIS's and outside the city. I did need to make piles of rubble instead of that wall they had in the movie just so troops and armor could maneuver through it.


Screenshots
Hidden/Spoiler:
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It's turquoiseish... Sickenly turquoiseish



[To Be Done]
Add Vehicles
TCW Units
Improve Crystal Textures - If anyone can give me a bit of advice on how I can make the textures look closer to the style on the show it'd be greatly apprectiated
Change street lamps so they are off during the day
Random Lighting - Day/Night
Real Working Lights for the street lights
Fix View Distance - Buildings don't appear properly and objects flash alot
Re-Texture crates (this one is very important, believe me)
Better lighting
And a bunch of other misc stuff...



Comments, advice and criticism appreciated

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Re: Christophsis

Postby AnthonyBF2 » Tue Jan 24, 2017 4:09 am

Good thing I like things that are sickenly turquoiseish...

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Re: Christophsis

Postby ARCTroopaNate » Tue Jan 24, 2017 10:12 am

Map setup looks very faithful, and it looks like a good start, but I'd suggest trying to work on the ground texture to make it look a little more detailed. The polygons seemed big to me initially but they seem to be accurate in size after looking at ref pictures, but I still think the ground texture could use a little more detail work, scratches on the ground etc. Good start to the map though!!

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Re: Christophsis

Postby thelegend » Tue Jan 24, 2017 3:21 pm

Looks very good so far. Did you consider adding interior rooms as well such as corridors, broken and collapsed rooms and maybe even tunnels?

For the crystals. You could make them clean by adding an env. map to them which reflects a typical crystal material. Or maybe less transparent but more "rougher" by adding some scratches.

One tip for the ground: You could download a tile-able ground texture which looks close to a rough, metal ground like in the movie. Then add some hexagons and maybe give it another texture. Also make the hexagons outlines a little bit darker and then: Give them a normal and specular map. Making the inner hexagons brighter (specular map) and the outlines completely black. In CW it looked like this: http://vignette2.wikia.nocookie.net/sta ... 1013044729

Rendered a good specular map would look a lot like this: http://media.moddb.com/images/mods/1/15 ... topsis.png

Better would be a very rough normal map which gives the ground a more "dirty" and "used" feeling...because of the battle and so on.

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Re: Christophsis

Postby SpartanA259 » Wed Jan 25, 2017 5:26 am

AnthonyBF2 wrote:Good thing I like things that are sickenly turquoiseish...

This is good, yes?

ARCTroopaNate wrote:Map setup looks very faithful, and it looks like a good start, but I'd suggest trying to work on the ground texture to make it look a little more detailed. The polygons seemed big to me initially but they seem to be accurate in size after looking at ref pictures, but I still think the ground texture could use a little more detail work, scratches on the ground etc. Good start to the map though!!

Yeah these ground textures were being used as more of a base just so I could position certain objects and I could scale the texture so it would be close to how big the hexagons are on the show.
And since you mentioned hexagon sizes I did go and compare a recent picture I have to a ref picture and it does seem they might be a bit big.
Hidden/Spoiler:
Image
Tilerange 7 (Current Size)
Image
Tilerange 5
Image


thelegend wrote:Looks very good so far. Did you consider adding interior rooms as well such as corridors, broken and collapsed rooms and maybe even tunnels?

For the crystals. You could make them clean by adding an env. map to them which reflects a typical crystal material. Or maybe less transparent but more "rougher" by adding some scratches.

One tip for the ground: You could download a tile-able ground texture which looks close to a rough, metal ground like in the movie. Then add some hexagons and maybe give it another texture. Also make the hexagons outlines a little bit darker and then: Give them a normal and specular map. Making the inner hexagons brighter (specular map) and the outlines completely black. In CW it looked like this: http://vignette2.wikia.nocookie.net/sta ... 1013044729

Rendered a good specular map would look a lot like this: http://media.moddb.com/images/mods/1/15 ... topsis.png

Better would be a very rough normal map which gives the ground a more "dirty" and "used" feeling...because of the battle and so on.

The problem I kinda run into with interiors is that these buildings don't have any. These are just the ones Forcemaster released. I can see if I can find something to re-texture in the game's assets that will fit though.


Also, thanks for the texturing tips guys.

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Re: Christophsis

Postby MikeTheBeast55 » Wed Jan 25, 2017 6:04 pm

What made you want to do a recreation of the Christophsis map? Sorry if this sounds like a rude way of asking the question but ForceMaster's map seemed (in my opinion) like a very well created recreation of the actual battle scene from the movie and the episode. If you are trying to make it more like the episode or movie then I would definitely suggest what TheLegend has but you say you have problems making the corridors due to some issues. Still this is a very well made map so far and I definitely will download this if I get the chance once it is released.

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Re: Christophsis

Postby Delta-1035 » Wed Jan 25, 2017 6:45 pm

MikeTheBeast55 wrote:What made you want to do a recreation of the Christophsis map? Sorry if this sounds like a rude way of asking the question but ForceMaster's map seemed (in my opinion) like a very well created recreation of the actual battle scene from the movie and the episode.

So what? If he wants to make his own, just let him be.

We have like thousands and thousands of clone wars mods\eras and like a billion of geonosis maps, but that has never stopped anyone to make their own - which is good, anyone can do whatever they want, with their own style.

I can't really see the point of you comment, sorry, but maybe it's just me.

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Re: Christophsis

Postby Isaac1138 » Wed Feb 01, 2017 10:38 pm

My recomendation for this map would be: Make the streets longer than the previous version, make it so that you can go inside the crystal buildings (like in the CW), also (this could be a different map) but include the clone base in the Episode "The Hidden Enemy".

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