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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • selmitto
    • February 8, 2012 at 1:02 AM
    • #9,061

    That's an interesting discussion.

    Our industry lacks some position definitions that are written in stone.

    I heard that in VALVe they don't even know what their fixed position is. Or maybe that was some joke that Gabe did in a Steam Cast.

    Maybe because they are proactive and won't refuse to do any task because "it's not my role, get out".

  • -HP-
    • February 8, 2012 at 11:08 AM
    • #9,062
    Quote from tofu

    *tries to recall the last time he saw a level artist optimize at Crytek*...

    [Blocked Image: http://geeks-have-feelings-too.net/contents/images/house-gif.gif]

  • Vilham
    • February 9, 2012 at 2:13 PM
    • #9,063

    not mine but

    [Blocked Image: http://i.imgur.com/FwtdC.jpg]

  • Marvin.Star
    • February 9, 2012 at 8:19 PM
    • #9,064

    That's pretty impressive... where did you find those images?

  • Froyok
    • February 9, 2012 at 9:44 PM
    • #9,065

    Old advertising/buzz for crysis 1.

    http://www.incrysis.com/forums/viewtopic.php?id=8497

    https://www.google.com/search?q=crysis+ ... x-a&sout=1

  • Pampers
    • February 9, 2012 at 11:35 PM
    • #9,066

    [Blocked Image: http://i.imgur.com/T7YI8.jpg]

  • Sentura
    • February 10, 2012 at 1:58 AM
    • #9,067

    lmao

  • PaulH
    • February 10, 2012 at 9:27 AM
    • #9,068

    Went back to this last night to finish it off

    [Blocked Image: http://img684.imageshack.us/img684/5203/31694028.jpg]

  • The Vulture
    • February 10, 2012 at 9:47 AM
    • #9,069

    Nice stuff! How come you're using CE2 though? Figured you'd be using CE3 if you work at Crytek.

  • PaulH
    • February 10, 2012 at 9:56 AM
    • #9,070

    Thanks, am using it for the vegetation, there's not so much for C2

  • -HP-
    • February 10, 2012 at 10:00 AM
    • #9,071

    Nice stuff Paul!

  • The Vulture
    • February 10, 2012 at 11:46 AM
    • #9,072
    Quote from PaulH

    Thanks, am using it for the vegetation, there's not so much for C2

    Yeah, I secretly like CE2 more than 3, more vegetation is just one reason out of several. But I really need to get something done in CE3 as well. [Blocked Image: http://www.gamereactor.se/lay/smil/doh.gif] But if you want to use C1 vegetation in CE3 you can pretty easily import it.

    Feels like I need to contribute a little... Here's a few shots of my level I've been working on.

    [Blocked Image: http://img220.imageshack.us/img220/8733/00025a.jpg]

    [Blocked Image: http://img196.imageshack.us/img196/850/00038py.jpg]

    [Blocked Image: http://img545.imageshack.us/img545/9574/00036t.jpg]

  • PaulH
    • February 10, 2012 at 11:51 AM
    • #9,073

    Thanks HP

    @Vulture - I think i asked around here a while back about importing vegtation from CE2 to CE3 and some of the guys seemed to think that there'd be shader related issues as the shaders were all re-worked for Crysis 2. So I gave up on that and went back to CE2 for now.

    Levels looking nice, is it an extension of your harbour map? I'd mix up the ground vegetation a bit on the 2nd shot also for variation

  • Corwin
    • February 10, 2012 at 12:10 PM
    • #9,074
    Quote from PaulH

    @Vulture - I think i asked around here a while back about importing vegtation from CE2 to CE3 and some of the guys seemed to think that there'd be shader related issues as the shaders were all re-worked for Crysis 2. So I gave up on that and went back to CE2 for now.

    Yeah, in my understanding, textures/materials would be screwed up, both because shaders have since changed and the resource compiler is quite different too so you'd need to get your hands on the .tif files and generate the .dds files again.

  • The Vulture
    • February 10, 2012 at 1:01 PM
    • #9,075

    I think the vegetation might not behave as they do in CE2 (because of missing shaders etc), but visually they can definitely look the same. All C1 textures are available so it's not a problem generating them to work in CE3. You do however need to rework the materials in the engine because otherwise it'll look really washed out and pale.

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  • Vilham
    • February 10, 2012 at 3:51 PM
    • #9,076

    I didn't attempt to move my level at an early stage over to CE3 because I didn't think the veg would be available to use.

  • The Vulture
    • February 11, 2012 at 11:19 AM
    • #9,077
    Quote from PaulH

    Levels looking nice, is it an extension of your harbour map? I'd mix up the ground vegetation a bit on the 2nd shot also for variation

    Thanks. Actually it is my harbor map. It's a 4096x4096 heightmap, so it's pretty big. Trying to fit a fair amount of different environments in there for variation.

    Thanks for the crit, I'll see what I can do! What kind of vegetation do you think would fit? (:

    EDIT: New screenshot.

    [Blocked Image: http://img818.imageshack.us/img818/6928/00369.jpg]

  • Marvin.Star
    • February 11, 2012 at 9:56 PM
    • #9,078
    Quote from Pampers

    [Blocked Image: http://i.imgur.com/T7YI8.jpg]

    LOL LOL LOL! I won't lie your addition to this earned a real laugh

  • sarge mat
    • February 15, 2012 at 3:10 PM
    • #9,079

    [Blocked Image: http://dl.dropbox.com/u/1905266/WOLD_StoryChallenge2/WOLDStoryChallenge2_15_02_2012_Screenshot1.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/WOLD_StoryChallenge2/WOLDStoryChallenge2_15_02_2012_Screenshot2.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/WOLD_StoryChallenge2/WOLDStoryChallenge2_15_02_2012_Screenshot3.jpg]

  • Vilham
    • February 16, 2012 at 12:15 AM
    • #9,080

    I feel like the ambient lighting needs to be darker. The lights in the scene aren't contrasted enough because the scene is already very light.

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