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[Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

  • The Vulture
  • April 15, 2010 at 8:10 AM
  • -HP-
    • May 11, 2010 at 8:48 PM
    • #21

    Nope, you're only thinking in "one dimension" lighting wise. Lighting bounces around from surface to surface, the sun would hit the floor and bounce back into that cliff, almost like having a light in the floor, which is something you may use. Just place a light in the floor with a 180º angle shooting upwards, click on the light color eye drop and click on the floor to get the correct color, adjust the intensity and be amazed at the difference!

    We were using this technique to fake GI!

    No GI!

    [Blocked Image: http://i42.tinypic.com/2s6vr7q.jpg]

    GI!

    [Blocked Image: http://i40.tinypic.com/2z89oav.jpg]

    Another example:

    [Blocked Image: http://www6.incrysis.com/screenshots/cryengine3_global_illumination_on_off.png]

    Oh and about the watter, the fog is way too bright. Reduce the fog color multiplier AND make the color darker for a more realistic look.

  • arhurt
    • May 11, 2010 at 9:46 PM
    • #22

    HP knows his Crytek's

  • The Vulture
    • May 12, 2010 at 1:00 PM
    • #23
    Quote

    ":21psx7ql]Just place a light in the floor with a 180º angle shooting upwards, click on the light color eye drop and click on the floor to get the correct color, adjust the intensity and be amazed at the difference!

    That would be really cool, and I could do that just to see what it would look like, but I can't place light entities all around the level like that without risking performance issues. CE2 is still limited to only a few lights per scene. If I place too many light entities, things like roads and decals would start flickering.

    Is there any way to make it look better using the ToD tool?

  • -HP-
    • May 12, 2010 at 1:10 PM
    • #24

    Ah, that's right... I forgot that CE2 doesn't have deffered lighting!

    Yeah of course, make the color of the shadows a bit brighter so it doesn't look that much contrasty.

  • The Vulture
    • May 14, 2010 at 12:44 AM
    • #25
    Quote

    ":12ga72yv]Ah, that's right... I forgot that CE2 doesn't have deffered lighting! Yeah of course, make the color of the shadows a bit brighter so it doesn't look that much contrasty.

    Yeah, I was thinking it was strange. But you are doing it in Crysis 2? I thought CE3 had GI built in?

    ______________________________

    Here's a screenshot of the harbor, right where a jet crashed! I hope you like it! I can spot a few things that need fixing, but I won't say it because then you'll only focus on that.

    Anyway. Again, enjoy and hope you like it.

    [Blocked Image: http://img1.hugeup.com/f/05132010/fd602a3ba07d.jpg]

  • The Vulture
    • May 22, 2010 at 5:26 PM
    • #26

    No crits?

    Ah, well. I got another screen for those who's interested. Hope you like it.

    [Blocked Image: http://img1.hugeup.com/f/05182010/004511f.jpg]

  • The Vulture
    • July 23, 2010 at 4:57 PM
    • #27

    Hey, folks. I almost forgot about this place! Anyway, I have a ton of new content so I decided to showcase some of it. Enjoy! Please feel free to comment and tell me what you think!

    [Blocked Image: http://img18.imageshack.us/img18/5623/00016ao.jpg]

    [Blocked Image: http://img411.imageshack.us/img411/8458/00017n.jpg]

    [Blocked Image: http://img517.imageshack.us/img517/9429/00021z.jpg]

    [Blocked Image: http://img202.imageshack.us/img202/396/00022c.jpg]

    [Blocked Image: http://img197.imageshack.us/img197/2055/00019pv.jpg]

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    [Blocked Image: http://img143.imageshack.us/img143/6462/00018b.jpg]

    [Blocked Image: http://img571.imageshack.us/img571/4760/00037m.jpg]

    [Blocked Image: http://img6.imageshack.us/img6/4158/00038u.jpg]

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    [Blocked Image: http://img802.imageshack.us/img802/138/00040.jpg]

    [Blocked Image: http://img710.imageshack.us/img710/3353/00041p.jpg]

    External Content www.youtube.com
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    External Content www.youtube.com
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  • JeanPaul
    • July 23, 2010 at 7:57 PM
    • #28

    Personally, I think its way too flat. Crysis is this amazing engine for view distances, why hasnt there been a magnificently large cliff map or super vertical battle map? It looks good otherwise, maybe turn down the yellow in the distance fog

  • The Vulture
    • July 23, 2010 at 10:46 PM
    • #29
    Quote from JeanPaul

    Personally, I think its way too flat. Crysis is this amazing engine for view distances, why hasnt there been a magnificently large cliff map or super vertical battle map? It looks good otherwise, maybe turn down the yellow in the distance fog

    Thanks for the comment. However, what do you mean when saying flat? I mean, you shouldn't judge the map over a few screens. You do get to play at higher altitudes.

    Have you ever worked with the engine? If you have, then you'd know you can't really go crazy with view distance and still keep it highly detailed. Computers would burn. Terrain works as great occluders, which means I can spend more time on detail without risking performance drops. Having great view distances would require you to really set everything at really shitty view dist ratios (to keep performance stable) and that would just ruin the experience.

    I'm not sure why there haven't been maps like that. I guess AI navigation would be rather tricky, depending on how you're designing the map.

  • The Vulture
    • November 11, 2010 at 3:51 PM
    • #30

    Hey, guys. For those who are interested, I got a couple of new screens, though old for those who browse Crymod.

    [Blocked Image: http://img87.imageshack.us/img87/2509/00095.jpg]

    [Blocked Image: http://img443.imageshack.us/img443/3808/00103t.jpg]

    [Blocked Image: http://img514.imageshack.us/img514/9539/00096.jpg]

    [Blocked Image: http://img100.imageshack.us/img100/1339/00089.jpg]

    [Blocked Image: http://img190.imageshack.us/img190/1358/00090.jpg]

    Also got a new video showing some speedmapping, the creation of a scene (not finished in the vid).

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    That's all for now, enjoy and feel free to leave your thoughts.

  • The Vulture
    • November 18, 2010 at 6:56 PM
    • #31

    Any crits what so ever?

  • Corwin
    • November 18, 2010 at 7:16 PM
    • #32

    I love the screen underground with the tubes in front, really great atmosphere in there man! The first indoors one is very nicely detailed too, great job. The one that bugs me is the waterfall shot: the blue particles on one side look out of place, I believe a color closer to the rest of the waterfall (whiter/brighter) would make it blend together better. Cool stuff as usual!

    EDIT: oh, and on that indoors shot, I believe the two stools are a bit bright. I know they're like that in the game but since they're in the shade, you may want to duplicate the material and slightly darken it, just so they don't pop out compared to the immediate surroundings. Nitpicking really

  • The Vulture
    • November 23, 2010 at 4:13 PM
    • #33

    Thanks, Corwin, I really appreciate the crits! I will make sure to make the changes you suggested.

    By the way, I tried out Call of the Fireflies, and really loved it. Truly atmospheric stuff, man. Great work on that.

  • The Vulture
    • June 17, 2011 at 10:43 AM
    • #34

    Maximum bump! I made this video a few days ago, hope you like it.

    Make sure to watch in HD.

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  • Evert
    • June 17, 2011 at 10:51 AM
    • #35

    Nice stuff yo!

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