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  3. Corwin

Posts by Corwin

  • Crysis Flowgraph help

    • Corwin
    • February 26, 2012 at 1:36 PM

    1st thing I'd try is getting rid of the Director track if you're not going to use any camera. The director track is only useful in cut-scenes anyway, and it could potentially cause issues to have it empty like that.

    If all of the other trackviews work fine, I'd suggest verifying that the node that triggers that particular sequence isn't to blame. For instance, link the output of the Vehicle:Enter node to a Debug:DebugDisplay node and have it show something, whatever. That way you'll know for sure if that node actually outputs something in pure game. It happened in the past that some nodes, for some reason, don't output properly in pure game.

    If that doesn't solve it for you, here's a few other things that pop to mind:

    - check that the sequence entity (look for an entity of the same name as your trackview sequence) isn't on a No-Export-To-Game layer.

    - instead of triggering that particular sequence, trigger another one of your sequences that work fine. If they don't start either, that means the problem is not the trackview itself but the setup/trigger/etc. If it does work with another trackview, then it probably means that that particular trackview is to blame, and it could be worth creating a new one and duplicating the tracks in there, just to see if it solves the problem.

    Good luck! Identifying the source of the problem is the first step. Solving it is usually easy then

  • Crysis Flowgraph help

    • Corwin
    • February 16, 2012 at 2:13 PM

    Probably

  • Crysis Flowgraph help

    • Corwin
    • February 16, 2012 at 11:00 AM

    Chris or Helder may know better, but from what I understood there's no proper "AI" for civilians, they were all just scripted. You could resort to playing animations in loops on them or something I guess.

  • WIP in WIP, post your level screenshots!

    • Corwin
    • February 10, 2012 at 12:10 PM
    Quote from PaulH

    @Vulture - I think i asked around here a while back about importing vegtation from CE2 to CE3 and some of the guys seemed to think that there'd be shader related issues as the shaders were all re-worked for Crysis 2. So I gave up on that and went back to CE2 for now.

    Yeah, in my understanding, textures/materials would be screwed up, both because shaders have since changed and the resource compiler is quite different too so you'd need to get your hands on the .tif files and generate the .dds files again.

  • What are you playing now?

    • Corwin
    • February 7, 2012 at 9:53 AM
    Quote from knj

    [Blocked Image: http://krainacieni.files.wordpress.com/2011/09/alice-madness-returns-okladka-eu.jpg]i loved the first one, havn't played much of this one, but i think i will like it alot, it still has that twisted fantasy art and feel witch i just love,

    Didn't manage to appreciate this game. Even forgiving the fact that it looks quite bad (never stopped me from enjoying games), the gameplay never really quite fell into place for me: the platforming was a bit too old-school and simple, the enemies were too rock-paper-scissor like, meaning you usually have only one single way of defeating an enemy, which makes encounters more about repeating the same process over and over, hardly felt like I had any choice. Some environments were interesting, and they had some cool ideas, but always the scale of the environments and their emptiness resulted in the feeling that something was off. Leveling up took ages and the rewards were disappointing, and the secrets/bonus items didn't make any sense: why would I want to pick up bottles that don't do anything, or memories that don't really make me understand anything better?

    Won't complete this game!

  • WIP in WIP, post your level screenshots!

    • Corwin
    • February 6, 2012 at 9:05 AM

    Level Artists should know a bit about asset creation but don't really have to do it if they don't feel comfortable. It's all about how much the person is willing to do. Env artists create proper assets, LODs, texture the stuff, etc. and the level artists make sure that those assets are used in great compositions, that the level looks beautiful without screwing up the work on the designer (AI markup and all). This level artist subject is tricky, even here in Frankfurt not all teams have those roles available. The team I'm in relies on env artists and LD together to beautify levels, instead of having a specific guy for that.

  • MapCore Job Census

    • Corwin
    • February 1, 2012 at 8:47 AM

    Cool, well good luck with your future endeavors!

  • MapCore Job Census

    • Corwin
    • January 31, 2012 at 5:49 PM
    Quote from VoodooBenshee

    pls remove me from bigpoint. i want a break from the games industrie. i hope one day the germans are doing bigger games than those fu**ing browsergames again. i´m doing IT now but i´m not completely gone from the gamesbiz. if someone needs a level designer for his cool indie game - here I am

    We're looking for LDs at Crytek Frankfurt right now, if you want to work on a big project maybe we can try to get you in? I mean, if your break from the industry is based on the fact that you can't find anything other than browser games job, that is

  • 2D to the chris!

    • Corwin
    • January 21, 2012 at 8:59 AM

    Happy birthday dude!

  • UDK scene progress thread

    • Corwin
    • December 16, 2011 at 6:32 PM
    Quote from KoKo5oVaR

    Thanks guys ! :]]

    It's actually to denounce the absurdity of the world we live in... you know.... like... yeah...

    Makes total sense!

  • UDK scene progress thread

    • Corwin
    • December 16, 2011 at 12:42 PM

    Looks amazing! Nitpicking I know, but is it normal that the gutter isn't connected to anything at the top of the building?

  • Trine 2

    • Corwin
    • December 15, 2011 at 12:40 PM

    Yeah, you can play locally with up to 3 players, it's very rare in games nowadays

  • Trine 2

    • Corwin
    • December 15, 2011 at 11:22 AM

    Will get it for christmas, so gonna play the hell out of it with my wife, we loved the previous one, played through it 4 times already.

  • Crysis Flowgraph help

    • Corwin
    • December 13, 2011 at 6:33 PM

    To rename the level, copy the whole folder (let's say it's called Test) and rename it to whatever you want, then inside that folder rename the .cry file to the same name. You can also rename the .bak files, or get rid of them, they're just temporary backups. You can also open filelist.xml and change the name of the level, but it's only important if it's a multiplayer map, and I think it gets updated when you export the level again anyway. If you've got stuff defined like minimaps, loading screens, etc. you may have to go through those xmls and replace Test by the new name. That should be all

  • WIP in WIP, post your level screenshots!

    • Corwin
    • December 10, 2011 at 8:42 AM

    I think I recognize C2's assets, so probably CE3

  • Slingplates (Portal 2)

    • Corwin
    • December 8, 2011 at 8:14 PM

    Just played through, it's really cool, felt very close to the original test chambers (the "it requires some thinking, but somehow I never get stuck" difficulty). Nice!

  • Crysis Flowgraph help

    • Corwin
    • December 6, 2011 at 12:03 AM

    Sorry, just got your PM, I didn't answer before cause I figured I should install Crysis again to make sure I get the right cvars and all, then it slipped my mind!

    Hmm, tricky one. I don't think there was ever a clean, good way of doing this, or I'm not aware of it. I think people just took screenshots from the editor mostly, with the e_screenshot 1 command.

    Challenge accepted! Here's what I'd do. This is a bit overkill just to take screenshots, but if you really want to:

    - Run the game in dev mode

    - Pressing F3 makes you fly, but you will keep your weapons in hand, see your feet, have a shadow

    - I don't think there's cvars for removing the player inventory, or hiding him. So, I'd create a small debug flowgraph within my level that will disable the hud, remove all weapons, maybe even slow down time so I can capture cool moments, etc. I'd trigger that by pressing a key (could be F3 actually, so anytime you go flying around you disable all that too). Then export the level and use that in pure game mode to take my screenshots.

    - The most tricky bit is hiding the player (to get rid of his legs and shadow). If this is a problem for you, the only thing I can think of right now would be to do a hack with a trackview sequence that hides the player but doesn't have any camera assigned to it. Unfortunately, that works but also bugs the game and you can't get back out of the sequence after it started, that means you'd only be able to take one screenshot, then have to load the level again (or last save).

    Here's a quick example:

    [Blocked Image: http://www.clement-melendez.com/temp/crysis.jpg]

    In this case, you would first have to setup the screenshot settings too, with e_screenshot_height, e_screenshot_width, e_screenshot_quality, etc. Just type e_screenshot and press Tab in the console, they should be self explanatory. Or just use print-screen

    Anyway, it's a bit messy but could work. I don't know what kind of screenshots you intend to take. Maybe just disabling the hud and the weapon is ok, in which case you can forget about the trackview sequence hack, but still use the fg to not have to type in the cvars everytime. Your call!

    And sorry, it's been a while since I used the C1 SDK, so many things have been added/changed since that I have a hard time finding out what's there to use, maybe there's a cleaner way, but I'm pretty sure there isn't.

  • Top games of the last 10 years?

    • Corwin
    • November 23, 2011 at 9:51 PM

    Wait... your dad is not a grizzly bear?

  • Crengine 3 SDK sandbox editor Crashes [FIXED]

    • Corwin
    • November 22, 2011 at 6:32 PM

    The log is not reporting anything interesting, which could mean it's not a problem with your SDK setup, but rather with the drivers. What drivers do you have installed? I found this in the release logs of the latest SDK build:

    "NOTE: The 32-bit version of Sandbox/Launcher may not run with the latest NVidia graphics drivers. We apologize for this problem and recommend you use the 64-bit Editor/Launcher if possible. If you'd still like to use the 32-bit executables, you can download the compatible 275.33 drivers for 32-bit Windows Vista/7"

    http://www.nvidia.com/object/win7-winvi ... river.html

    Source: http://www.crydev.net/newspage.php?news=77227

  • Crengine 3 SDK sandbox editor Crashes [FIXED]

    • Corwin
    • November 21, 2011 at 7:52 PM

    Can you attach the Editor.log file that you'll find inside the SDK folder? That other error doesn't help really, but the content of the log should

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