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Crysis Map ~ Vulcano [WIP]

  • -HP-
  • December 24, 2007 at 5:00 AM
  • Thrik
    • February 16, 2008 at 8:49 PM
    • #81

    It's more akin to visually composing a scene for a film, dux. Just because you're not building every piece doesn't mean your overall ability to direct the art isn't very important (in a lot of films there's no scene building at all -- it's all on location). As more stuff is procedurally generated in the future it'd be wise to appreciate this rather than (presumably) thinking 'oh all he's done is put together a load of props'.

    I think as games technology progresses, an eye for a good scene will become increasingly important, and the actual process of building it much less so. That, or the job roles will just be completely separated.

  • D3ads
    • February 16, 2008 at 8:59 PM
    • #82

    How long as this taken you upto now? It looks fantastic!

  • -HP-
    • February 16, 2008 at 9:12 PM
    • #83

    I'm working on this map since mids December. Dead-line is May.

    Thrik, nice post! Yup, It's exactly what I'm doing basically, since I'm using the original game assets!

  • ⌐■_■
    • February 16, 2008 at 9:33 PM
    • #84

    if you dont win this contest, youll have me amazed.

  • m8nkey
    • February 17, 2008 at 1:02 AM
    • #85

    Looking good HP. I think the rock arch structure looks a bit odd. Maybe make it thinner in the middle or a bit more angular. You could even add a peak at the other end of the foundation to make it a bit less cliche.

    http://%7boption%7d

    http://%7Boption%7D[Blocked Image: http://www.climberland.net/images/1024/DelicateArch1024.jpg]

    http://%7Boption%7D[Blocked Image: http://www.astronomy-images.com/day-images/SeaOfCortez/cabo.rock-arch.150.jpg]

    (Different types of rock obviously but a more interesting looking shapes)

  • -HP-
    • February 19, 2008 at 10:22 AM
    • #86

    Yup, that part definitely needs a slight touch up, I'm even surprised I achieve something minimally good looking because the tool it has been made on, although very powerful is also very buggy and a pain in the ass to get used to, It's the Voxel Tool.

    new screen i took yesterday, before going to bed!

    [Blocked Image: http://aycu27.webshots.com/image/44826/2003449124788691685_rs.jpg]

  • FrieChamp
    • February 19, 2008 at 10:31 AM
    • #87
    Quote

    although very powerful is also very buggy and a pain in the ass to get used to, It's the Voxel Tool.

    Patience young padawan, the force is strong with the voxel tool..

  • PogoP
    • February 19, 2008 at 12:37 PM
    • #88

    Is that Sin from FFX in the last screenshot, in the sea?

  • -HP-
    • February 19, 2008 at 2:33 PM
    • #89
    Quote from PogoP

    Is that Sin from FFX in the last screenshot, in the sea?

    Hum? lol

  • Thrik
    • February 19, 2008 at 2:43 PM
    • #90

    I love this engine. You've done beautiful work with it HP.

    Considering Crysis has a good stealth element, someone should make an SP campaign based on Metal Gear Solid. The snowy Shadow Moses from MGS1 would be superb, as would the oil tanker from MGS2, and the jungle from MGS3.

  • PaulH
    • February 19, 2008 at 4:08 PM
    • #91

    This looks really cool so far HP Am looking forward to trying out the Crysis mod tools

  • Quakis
    • February 19, 2008 at 8:16 PM
    • #92

    What's the model format for Crysis and how is the importing process of the models done? Fairly straight forward stuff? (hl2) Just a bit of interest. As for the level itself, deffinitely coming along well.

  • Yokai
    • February 19, 2008 at 8:44 PM
    • #93
    Quote from Quakis

    What's the model format for Crysis and how is the importing process of the models done? Fairly straight forward stuff? (hl2) Just a bit of interest. As for the level itself, definitely coming along well.

    I think we had a discussion like this a few pages back. Custom content can't be (or at least isn't normally) added because they haven't released SDK tools.

  • -HP-
    • February 19, 2008 at 8:52 PM
    • #94

    Yes, this matter has already been discussed, but you got it wrong Yokai, custom content CAN be added perfectly to this engine. (You just can't import animated stuff, not until the SDK is out)

    All you need to use is a specific plug-in for 3dsmax, and just import the converted file and texture to the editor It's as easy as that. (The editor has a really good Material Editor, where you can import you'r own maps and tweak the shaders on-the-fly.)

    A lot more easy than Source engine, imho! I remember back when I was learning Hammer, one of the things that I hated the most was the pipeline of importing custom content for the engine, so confusing... I mean you need exporters, compilers, and create some weird text files for EVERY SINGLE piece of content you want to import to the editor, even each custom texture needed to have those .q files, right? You guys should know better than me, since most of the guys here work with source engine! eh eh...

  • Quakis
    • February 19, 2008 at 9:13 PM
    • #95
    Quote

    ":22cigqpg]All you need to use is a specific plug-in for 3dsmax, and just import the converted file and texture to the editor It's as easy as that. (The editor has a really good Material Editor, where you can import you'r own maps and tweak the shaders on-the-fly.)

    This is a enough of an explanation for what I wanted to know Sounds a little similar to working with Morrowind's Editor as well. Might consider this engine at some point, but still messing around with Source. Thanks for the reply.

  • -HP-
    • February 19, 2008 at 11:55 PM
    • #96

    eh eh, talking of which Softimage just announced CryENGINE2 Support for XSI!

    [Blocked Image: http://www.softimage.com/news/newsimage…cryengine_1.jpg]

    [Blocked Image: http://www.softimage.com/news/newsimage…cryengine_2.jpg]

    This is very good news for me, since I've been using XSI at work for the last few months, so it will help alot.

    theres a video tutorial, here: http://webrel2.softimage.com/open/video ... ne_xsi.flv

    download plugin: http://%7boption%7d

  • Quakis
    • February 20, 2008 at 12:04 AM
    • #97

    Planning on adding custom content to this map? Or will you stick to the defaults for now and use custom resources for another project?

  • -HP-
    • February 20, 2008 at 12:15 AM
    • #98

    Most likely, yes! If the time permits... I'd really love to add something that would give the map a different look from all the others, I'm thinking on making some sort of outpost on the center of the island, with a facility in there, maybe It's a nice spot to add custom stuff.

    One of my hold backs, was that only 3DsMax was supported, and although I did used 3DsMax for more than 3 years, I haven't touched it for 6 months... So, this XSI plug-in opens new doors for me!

  • Mazy
    • February 21, 2008 at 7:07 AM
    • #99

    Sweet jebus, that looks even more gorgeous, great job HP

    I gave the Crysis editor a try myself, thinking I could easily whip up something decent in 5 minutes, but it actually turned out to be harder than it looked. Definitely have a lot more respect for what you've done after trying myself

  • -HP-
    • February 21, 2008 at 5:38 PM
    • #100

    Thank you very much buddy!

    more and mooore! I'm been working on this map around 3/4 hours a day on my spare time, and there's still loads and loads of stuff to do, and it's the actual scripting of the level that scares me the most! Oh well, here's the screens...

    [Blocked Image: http://aycu08.webshots.com/image/45207/2004434579615136071_rs.jpg]

    [Blocked Image: http://aycu05.webshots.com/image/44044/2004425004944261722_rs.jpg]

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