A few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant.
It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender.
The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod.
But, it might end up being an overhaul for the Coruscant mod, only time will tell.
For reference, here is a screenshot of the original level.
And this is how it looks now.
So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely.
I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant.
It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures.
While it's not perfect, it was the best I could manage with the geometry and textures available to me.
I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant.
As seen here, there were no barriers at three of the edges of the landing pad, but I added them in.
The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows.
And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource.
Though I am hoping to fix the current issues and get it in-game!
Thor110