no way I can run that editor, let alone the game.
Crysis editor
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I just got a 22" widescreen myself at home some weeks ago and it only felt big for a week or so. Don't get me wrong, it's still nice, but you do indeed get user to larger screens very quickly.
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Agree. Got a 24" Dell on Friday. After p[laying Company of Heroes on it all weekend it already seems normal.
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Stop being so awesome crysis

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Man I can't wait to move on from HAMMER, and source all together. Soon I suppose... soon ;o
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Brushwork possible with that editor?
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There should be more infomation on Cryengine 2 and Sandbox 2 becoming available during the upcoming days, now that the GDC has started (we sent some people there to demonstrate the technology and tools).
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Quote from ReNo
I used to run dual screen - one 19" CRT and one 17" CRT - but these days I couldn't put up with the tiny amount of desk space that left me with. It was a handy thing to have, especially for coding I found, but I've gotten used to being without it again.
LCD is your friend.
dualscreen is a must these days. -
I would rather have two 17" screens than one 24" widescreen monitor any day. It makes working with multiple applications sooooo much better.
For video editing...you really need dual 24" or dual 30" as my cousin has on his MacPro for use with Final Cut and Avid if necc. He could even go to quad screens, but he doesn't quite need that yet.
dualscreen4lif
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Quote from Izuno
I would rather have two 17" screens than one 24" widescreen monitor any day. It makes working with multiple applications sooooo much better.
For dev yeah certainly, but for home I'd rather just have one large panel to game on. Got dual 21"s in the office one 24" at home. Of course I'd happily go to dual 30"s at home, but sadly the missus would kick me in the nuts (at best).
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seir - that's what sandbox 1 was like and i thought it to be it's biggest mistake - it is much easier to get into the real work for a map if you can edit at least the easy part of the architecture directly instead of modelling every fart in an extra app.
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Quote from e-freak
seir - that's what sandbox 1 was like and i thought it to be it's biggest mistake - it is much easier to get into the real work for a map if you can edit at least the easy part of the architecture directly instead of modelling every fart in an extra app.
So now that all engine features and tools are pretty much public knowledge, I can tell you that we have a "solids tool". It is very similar to what HL designers refer to as "brushes", so yes - that is possible with Sandbox 2. Internally it is only used for whiteboxing and gameplay prototypes though, you won't find any solids in the game. If you can't live without your brushes though - knock yourself out

Check http://crysis-online.com/ for more articles and new videos..
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sweet jesus, the GDC level Editor Tutorial. Holy crap I exploded 3-4 times while watching that. Making Caves, just messing with roads, and its in game editor kicks the crap out of unreal's.
It looks like it just allows designers to make a game -
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I just watched a video from GDC of Sandbox 2 and damn it's impressive! They just had so frikkin many incredible things going on. Realtime day/night simulation, realtime shadows, incredible road tools, incredible cave creation, etc. etc. Just one or two of all those features would make it a winner.
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This engine/editor is sick, SICK I TELL YA!
/me looks sad at Frie with jealousy
Must be fun to goof around with that stuff, if setting up AI is as flexible as everything else.
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Must be fun to goof around with that stuff, if setting up AI is as flexible as everything else.
Definitely, our visual scripting tool "flowgraph" is quite powerful, but there is hardly any time for goofing around :\
The editor and other tools have also come a long way, let me assure you working with a "work in progress" engine/tools + a WIP game isn't always fun

But now that the tech is available we can finally start making the game WHOOPS!!


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where do i get this level design video ?
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