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CryEngine 2: first mod images.

  • R_Yell
  • June 2, 2007 at 9:23 AM
  • R_Yell
    • June 2, 2007 at 9:23 AM
    • #1

    Seems someone got his hands over it. The environment is very nice, and the lighting superb. I was used to watch Crysis shots and this really impressed me.

    [Blocked Image: http://home.xtra.co.nz/hosts/polycount3d/OE2_template02.jpg]

    [Blocked Image: http://home.xtra.co.nz/hosts/polycount3d/OE2_template.jpg]

    [Blocked Image: http://home.xtra.co.nz/hosts/polycount3d/OE2_template151.jpg]

    http://forums.cgsociety.org/showthread. ... ge=5&pp=15

    BTW, this sounds a bit worse:

    Quote

    This will be hard to optimize for CryEngine 2 ^^ believe me...

    Can someone talk about that matter? Urban environments are quite common, hope CE2 does well there too...

  • Warby
    • June 2, 2007 at 10:11 AM
    • #2

    i really allways wondered about the versatileness of the cry engine so ... for a split second i was amazed that it isn't outdoor but if it runs like crap as he hints at ... that would be bad ( for the engine)

  • DelaZ
    • June 2, 2007 at 10:47 AM
    • #3

    http://www.imagtp.com/media/media.html

    [Blocked Image: http://img204.imageshack.us/img204/9186/imagtp02rc5.jpg]

    [Blocked Image: http://img149.imageshack.us/img149/2617/imagtp03es4.jpg]

    [Blocked Image: http://img204.imageshack.us/img204/7746/imagtp01lo0.jpg]

  • ifO
    • June 2, 2007 at 12:10 PM
    • #4

    Amazing stuff, I just don't ever see myself moving to an engine where I have to model everything in max.

    Lighting is amazing though. How doo they make it so dynamic and crazy defined and not whore on performance? Are there any articles on crytek's lighting tech?

  • dux
    • June 2, 2007 at 12:33 PM
    • #5
    Quote

    btw,these screens are taken with a crappy old radeon9600 card

    lol amazed it even runs.

  • Hourences
    • June 2, 2007 at 1:00 PM
    • #6

    Looks decent, but compared to most "next" gen stuff it doesnt look that different though.

    I only see shard shadows everywhere, can the engine even handle soft shadows that fade out dependent on the distance of the lightsource?

    Worst floor texture ever btw:)

  • ifO
    • June 2, 2007 at 1:42 PM
    • #7

    Isn't soft shadows one of its biggest advertising points?

    Quote

    Real Time Lighting and Dynamic Soft Shadows: CryENGINE™ 2 features natural looking light sources, and creates soft shadows that dynamically respond to natural movements. It includes high-resolution, perspective correct and volumetric smooth-shadow implementations.

  • Hourences
    • June 2, 2007 at 1:50 PM
    • #8

    Yeah, but would it run? UE3 can handle soft shadows too but Ive never seen any game that actually uses them since it runs so slowly.

    Same for all of the screenshots in this thread, Im not really seeing it anywhere, all shadows are sharp. Only the middle architecture image comes somewhat close, but it might also just be the ambient light doing it..

  • Defrag
    • June 2, 2007 at 1:59 PM
    • #9

    It's probably because his graphics card is archaic. To do efficient soft shadowing you need to be able to use dynamic branching to run only the expensive calculations where required (i.e. on the edges of shadows) which is a Shader Model 3 and above feature. As for the rest, I have no idea. It looks lovely regardless

  • GregBoffins
    • June 2, 2007 at 2:31 PM
    • #10

    Bleh, good art but the the engine will be limited to outdoor stuff.

    Super high resolution shadowmaps aren't enough to win me over.

  • Skjalg
    • June 3, 2007 at 12:20 AM
    • #11

    did crytech release an early version to some fanboys?

  • FrieChamp
    • June 3, 2007 at 11:12 AM
    • #12

    Yes CryteK did.

    Cryengine 2 has a lot more in stores than "just" outdoor stuff. I mostly work with interiors, the Alien interiors more specifically and there are some pretty cool things you can do. For everyone who ever wanted to build caves/organic interiors, the voxel technology makes that really easy for you.

    As far as lighting is concerned, the ambient maps really do wonders and make interiors (like the aircraft carrier or factories) look much more believable.

    I love the light beams that don't only cast a projected texture, but they are also affected by objects that cast shadows, so you can see the shaft being blotted out or split.

  • dux
    • June 3, 2007 at 11:42 AM
    • #13

    How will a 6800 gt cope with crysis?

  • Psy
    • June 3, 2007 at 12:03 PM
    • #14
    Quote from ifO

    Amazing stuff, I just don't ever see myself moving to an engine where I have to model everything in max.

    Qft.

  • Warby
    • June 3, 2007 at 12:37 PM
    • #15
    Quote from Psycho

    Qft.

    i assume you both mean any 3d app not just max right ?

    most game studios use only max or maya for their level geometry and i cant blame em it IS THAT MUCH BETTER ocne you are used to it.

    what really needs to be quoted for truth is the worst floor texture ever comment

  • ifO
    • June 3, 2007 at 1:48 PM
    • #16

    Yeah I mean max/maya/xsi whatever.

    It might be better but it's a ton more time consuming and less flexible. Modelling apps for props and fancy architecture, that's fine, but if I want to make a straight wall... I don't want to have to do that in max.

    Imagine an app you do every single bit of your level geometry in, but you can texture in a number of ways. You can generate UV maps automatically and paint them, or you can use old-style texture application. For making basic structures it should be as easy as in Hammer, and for making complex architecture it should have all the power of a modelling app. If you tweak some geometry, it will auto-adjust the UV for you and prompt you to check it's correct. If you want to make simple models like trees you should be able to generate them procedurally. Same goes for terrain and for things like railings, pipes etc. And all of this architecture is converted automatically into the cheapest form possible.

    A naive dream maybe, but that is where I think things should be going. I don't want to design levels in max.

  • FrieChamp
    • June 3, 2007 at 2:08 PM
    • #17

    I don't think that is a naive dream

  • Defrag
    • June 3, 2007 at 2:12 PM
    • #18

    I agree with you, ifO. I don't like doing basic geometry in modelling packages either. I find it especially clunky when trying to navigate a scene in max, even when using the first person camera. Hammer and co are the business for blocking out basic geometry; maybe one day we'll have the best of both worlds (like a kind of 'speedbuilder' brush modelling styled max feature).

  • Zacker
    • June 4, 2007 at 2:12 PM
    • #19

    Once you get used to do everything in max, then it works out pretty well. Granted, Max got an a lot of flaws, but overall the flow of creating everything in max works nicely.

  • BioPulse
    • June 4, 2007 at 2:34 PM
    • #20

    Damn, looks sweet, shame i can't model atall.. maybe i should spend more time in max afterall.......

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