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Crysis editor

  • Nysuatro
  • March 4, 2007 at 7:13 AM
  • Fletch
    • March 13, 2007 at 5:49 PM
    • #61

    Too bad that only the top 1% of computer owners can actually run Crysis.

  • Izuno
    • March 13, 2007 at 5:54 PM
    • #62
    Quote from Fletch

    Too bad that only the top 1% of computer owners can actually run Crysis.

    I have been owned.

  • Gorion
    • March 13, 2007 at 6:20 PM
    • #63

    well, gamespot said that it "could" run on 3 years old computers, but when did min specs told the truth..

    oh btw, i don't know if these have been posted..

    http://www.crysis-online.com/Media/Videos/#HDVideo

    allthough it seems to be down atm..

    here a mirror for a low-res version (especially the tech trailer @ the end is wtf MELTDOWN)

    http://www.flabber.nl/archief/019608.php

  • KungFuSquirrel
    • March 13, 2007 at 6:50 PM
    • #64

    Well, scalability for the game is one thing, but I imagine FrieChamp hates the idea of editing on a min spec machine...

    I mean, Q4 runs on GF4s, but running the editor on a 4 is the most painful process known to man.

  • Thrik
    • March 13, 2007 at 7:38 PM
    • #65

    You're right Izuno, and convoluted as my post may have been that's pretty much the core idea I was trying to get across -- the importance of a level designer's artistic design and fun gameplay skills rather than the ability to work with a specific tool.

    This has of course always been true to an extent; as already said, experience will always prevail. But if the hurdle of complex tools was lessened, more time could be spend nurturing and exploiting that artistic and gameplay experience rather than trying to apply your prior tools/technology experience to a new environment.

    There'll always be a degree of skill when using the tools, of course. What I'm getting at is that I think the accessibility of them will eventually become more so than any of us could have imagined a few years ago; once again, analogous to picking up a piece of clay.

  • Taylor
    • March 13, 2007 at 8:13 PM
    • #66

    Edit: Bah, not deleting it because some people might've read it.

    Generic trite post about everyone will just end up remaking CS and DoD no matter what you give them was here.

  • FrieChamp
    • March 14, 2007 at 9:06 AM
    • #67
    Quote from KungFuSquirrel

    Well, scalability for the game is one thing, but I imagine FrieChamp hates the idea of editing on a min spec machine...

    Everybody please stop posting such horrible ideas. The mere thought gives me the creeps.

    One comment on the "tools experience <> creativity" discussion:

    The more experience you have in this industry, the higher the position is you fill out, the less you will have to care about the software tools that are used to make the game.

    A lead designer doesn't qualify himself by the experience he has in Sandbox/UED/etc. and an art director doesn't by his experience in Max or whatever.

    Of course you need extensive knowledge in these tools, but it is knowledge that comes during the years of working your way up and after all - everybody can learn the tools. Some take longer to pick them up, some may learn them faster, but the real key to success in these creative fields is...well, creativity. If you don't have good ideas, you will most likely not be a good designer. If artistic creativity and imagination are not your strengths, the art director position may not be the job for you.

    But when we are talking about "getting your foot in" - I suggest to master one tool instead of trying to learn as many tools as possible. Make one really cool level to demonstrate your experience with the engine/editor and that you understand what the gameplay ingredients for a fun level are. New ideas are (obviously) always good. If you already know which company you would most preferably work for - use their engine/tools.

    I think as asset creation is getting more and more complex, the less custom content we will see. I think this was already apparent in FarCry as well as HL2.

  • Rick_D
    • March 14, 2007 at 2:56 PM
    • #68

    Well, look at the CSS community- there are shitloads of custom models, both player and weapons that have been released - they may not be perfect or well-optimised but people are still stepping up to the challenge. The next gen just brings a longer process of getting your shit into the game, whether that's a bad thing I don't really know, I don't think it is, it just makes the final result that much sweeter

  • IR
    • March 14, 2007 at 4:11 PM
    • #69

    though asset creation has become "more complex" certainly doesnt mean it has to be a pain in the ass. the main reason why custom content for hl2 is slim is because valve just never bother to make it easy to handle, not sure how many of you tried unreal3 but you'll know what im gettin at.

  • Gorion
    • March 14, 2007 at 5:23 PM
    • #70

    FrieChamp, you couldn't possibly told us the specs of the system your working on, or give a range of what your working with?

    i just watched the HD tech trailer (res: 12xx X 7xx), and it's really (really!) advanced almost photographic

  • FrieChamp
    • March 15, 2007 at 8:42 AM
    • #71
    Quote from Gorion

    FrieChamp, you couldn't possibly told us the specs of the system your working on, or give a range of what your working with?

    Oh I definitely could, but it would be just a matter of time until I had a poisoned arrow in my back.

    EA ninjas are everywhere

  • mjens
    • March 15, 2007 at 11:32 AM
    • #72
    Quote from FrieChamp

    Oh I definitely could, but it would be just a matter of time until I had a poisoned arrow in my back.

    EA ninjas are everywhere

    If there aren't many changes from GC2006, the specs of the system aren't so big as many guys think

  • narby
    • March 15, 2007 at 8:16 PM
    • #73

    I'm gonna punch friechamp in the balls next time I see him.

    Or poop on his desk.

  • FrieChamp
    • March 15, 2007 at 9:13 PM
    • #74

    Oh great, not again

  • Gorion
    • March 22, 2007 at 9:33 PM
    • #75

    I found a video, 10 mins ingame with this is as the system they were playing on: (quote)

    "The play by the way ran on a core 2 duo X6800 (2.93 GHz) including a Geforce 8800 GTX, without FSAA and AF. To see is according to Cevat Yerli of the Direct-X-10-Modus."

    movie can be downloaded here:

    http://www6.incrysis.com/incrysis_dot_c ... 7march.zip

    or

    http://www2.incrysis.com/~mattd/incrysi ... 7march.zip

  • dux
    • March 22, 2007 at 10:28 PM
    • #76
    Quote from Gorion

    I found a video, 10 mins ingame with this is as the system they were playing on: (quote)"The play by the way ran on a core 2 duo X6800 (2.93 GHz) including a Geforce 8800 GTX, without FSAA and AF. To see is according to Cevat Yerli of the Direct-X-10-Modus."

    Oh, nice. A system everyone has, and can afford.

  • Thrik
    • March 22, 2007 at 10:58 PM
    • #77

    You don't have to run it on full graphics, though. Would you prefer that they stuck a hard cap on the hardware so the game simply looks worse and is incapable of looking better, or would you prefer they designed it so it can blossom as mid/late 2007 hardware becomes more affordable and thus can be enjoyed more by those who actually have it? Bear in mind it's not even coming out for a few months.

    It might be a little frustrating for hardware enthusiasts to never be able to run games on full settings for long, but it's just a sad reality of the industry. PC games have historically been a bit ahead of their time -- it's the beauty of being able to adjust graphics settings. I severely doubt Crysis will break tradition and not be capable of running smoothly on lesser machines, even if severely cut down visually.

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