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Crysis editor

  • Nysuatro
  • March 4, 2007 at 7:13 AM
  • MJ
    • March 6, 2007 at 5:35 AM
    • #21

    no way I can run that editor, let alone the game.

  • mjens
    • March 6, 2007 at 6:54 AM
    • #22
    Quote from KoKo5oVaR

    The big problem with large TFT screens is that it will become impossible for you to use an old 15" after you get used to such large screens

    2x 17" will be good I guess but 15" is realy to small

  • Zacker
    • March 6, 2007 at 9:26 AM
    • #23

    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.

  • JamesL
    • March 6, 2007 at 9:32 AM
    • #24

    Agree. Got a 24" Dell on Friday. After p[laying Company of Heroes on it all weekend it already seems normal.

  • Minos
    • March 6, 2007 at 11:52 AM
    • #25

    Stop being so awesome crysis

  • Wesley Tack
    • March 6, 2007 at 11:55 AM
    • #26

    Man I can't wait to move on from HAMMER, and source all together. Soon I suppose... soon ;o

  • e-freak
    • March 6, 2007 at 3:27 PM
    • #27

    Brushwork possible with that editor?

  • FrieChamp
    • March 6, 2007 at 8:35 PM
    • #28

    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).

  • Skjalg
    • March 6, 2007 at 8:36 PM
    • #29
    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.

  • Izuno
    • March 6, 2007 at 8:43 PM
    • #30

    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

  • mjens
    • March 6, 2007 at 10:17 PM
    • #31
    Quote from e-freak

    Brushwork possible with that editor?

    I guess terrain is from heightmap + changes in editor. The rest of map is as objects (meshes) exported form max/maya.

  • JamesL
    • March 7, 2007 at 9:48 AM
    • #32
    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).

  • e-freak
    • March 7, 2007 at 2:15 PM
    • #33

    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.

  • FrieChamp
    • March 8, 2007 at 8:53 AM
    • #34
    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..

  • Mojo
    • March 8, 2007 at 4:52 PM
    • #35

    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

  • El Moroes
    • March 8, 2007 at 10:52 PM
    • #36

    Just IMPRESSIVE !

  • Zacker
    • March 9, 2007 at 10:20 AM
    • #37

    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.

  • Mazy
    • March 9, 2007 at 10:49 AM
    • #38

    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.

  • FrieChamp
    • March 9, 2007 at 12:00 PM
    • #39
    Quote

    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!!

  • Warby
    • March 9, 2007 at 12:05 PM
    • #40

    where do i get this level design video ?

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