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  3. Corwin

Posts by Corwin

  • Help needed - Crysis sandbox draw distance

    • Corwin
    • May 1, 2011 at 12:24 PM

    Exactly, the surface type determines the particles/sound/decal when you shoot at it, walk on it, throw an object at it, etc.

  • Help needed - Crysis sandbox draw distance

    • Corwin
    • April 29, 2011 at 9:28 PM

    That Use on Terrain Layer is basically to do procedural vegetation, so you don't have to paint a grass model manually 2000 times. In general I think you should stay away from it with trees, use that feature only for grass/small bushes/ferns and whatnot. The stuff that can be random and doesn't change much if it is. Good to know that you found a fix though!

  • Help needed - Crysis sandbox draw distance

    • Corwin
    • April 29, 2011 at 7:50 PM

    Hmm, this is definitely quite weird, especially if it only affects some of the vegetation. Here are my thoughts to try and understand where the problem comes from:

    - I suppose that screenshot posted earlier was within the editor, so that means if you open a Crysis level in the editor you see the vegetation fine? If so, the problem shouldn't be with your custom config or whatever and you shouldn't have to toy with the cvars

    - Try this: first save a backup of your level anywhere. Then open a level from Crysis, go to the vegetation tab and select the whole list then press the Export Vegetation button at the top-right of the list. Save that somewhere. Get back to your level and go to the vegetation tab and import. Then try painting from those that you imported and see if that works well. If it does, it means it's the settings of your vegetation element that's fucked.

    - Post a shot of the properties of one of the vegetation elements that do not show up properly, there's probably something there that's wrong. Or compare with the properties of the same element in an official level.

    Let me know how that goes

  • Help needed - Crysis sandbox draw distance

    • Corwin
    • April 29, 2011 at 3:51 PM

    Hmm, what type of vegetation are we talking about? Could you post pics of it from far & close, with the vegetation menu open & one of those elements selected so we can see the settings?

    In the level you showed as an example earlier, the distant vegetation is mostly composed of large "hill trees" which are low-poly, big, and have big sprites too. The bigger an element of vegetation, the farther away it'll be visible. You can use the View Distance Ratio to increase that (although the values don't seem to work as well as with entities, and so in most official levels it doesn't go higher than 2), and a lower sprite ratio will make them turn into sprites farther away.

    [Blocked Image: http://img830.imageshack.us/img830/3013/53516691.jpg]

  • Help needed - Crysis sandbox draw distance

    • Corwin
    • April 29, 2011 at 2:37 PM

    Oh wait, that button might be present only in CryEngine 3 My bad. Try double-clicking in the commandline area of the console, it should open it.

    Anyway, you can use the stuff that e-freak suggested: ?something will find any cvar that contains "something" in its name.

    What unknown error message is showing up when you type something?

    EDIT: I've opened up Sandbox2 to check it out and it seems that that CVar window does open when you double-click the console field, but you cannot look for a string in there (that was added later on), so use the ? method above to find console commands. Sorry for the confusion

    Images

    • console.webp
      • 83.85 kB
      • 1,919 × 342
  • Help needed - Crysis sandbox draw distance

    • Corwin
    • April 29, 2011 at 1:04 PM

    Also, the SpriteDistanceRatio is actually the opposite of the ViewDistanceRatio: the closer the Sprite ratio is to 0, the farther away till the models get replaced by sprites. The higher the ViewDistance one (towards 255), the farther you can go before it will disappear completely. The LOD one behaves like the Sprite ratio.

    To find console commands, click on that rectangular button at the end of the console command field in the editor. It'll open the toolbox that allows you to look through the whole cvars by just typing something.

  • CMS portfolio ?

    • Corwin
    • April 23, 2011 at 8:17 PM

    It really doesn't matter what tool you use to create your portfolio, only the result is important.

    You can create great portfolio designs in Wordpress and other CMS/blogs just as well as with HTML/CSS, as long as you spend some time on it. The good thing about CMS is that they are usually compatible with all browsers and may come with simple ways to make your folio readable on iphones and such. The downside is that they are very easy to setup but usually can become quite complex to personalize to your liking, because you have to understand how they work first, and might end up doing HTML/CSS anyway to tweak the layout and such.

    There's probably some that are more portfolio-oriented too, so you should look for tutorials on how to use those CMS to make portfolios before you decide which to use. A middleground of sorts could be Wordpress, because it's pretty light (blog-oriented) and comes with hundreds of templates that may suit your needs. But it's been ages since I really took a look at what's going on in the CMS world though, so don't take my word for it and I hope you find something that'll do the job.

    In the end, usually less is more when it comes to designing your portfolio, so my personal advice is rather to create a simpler folio with basic HTML/CSS even if you have to spend some time learning that, because if you keep it simple then CMS is probably overkill (usually quite heavy in term of requests done for a single page, and you'll end up spending as much time understanding/tweaking it anyway).

    I don't remember who it was, but there's a guy around here whose portfolio was a blank page with screenshots centered on it, and he did land jobs thanks to it because the content was awesome. It's more about not making it a pain to navigate than making it awesome looking or original.

  • MapCore Job Census

    • Corwin
    • April 6, 2011 at 10:14 AM

    Congrats Rick, hope we get to work together again in the future. Same thing about you Furyo of course

  • Hawken

    • Corwin
    • March 11, 2011 at 3:41 PM

    Tekkon Kinkreet meets Killzone meets Borderlands!

  • Crysis 2

    • Corwin
    • February 14, 2011 at 12:58 PM
    Quote from e-freak

    Piracy is like environmental pollution or global warming. You do it - it's fine. Everyone does it - still no immediate effect. Everyone keeps doing it - wait a few years - you successfully destroyed most of the system. And then it takes ages until it recovers. And no one wants to be the one blamed for it.We educated society to act on immediate responses and short attention spans. Most of these kids don't understand they were the ones killing Mirrors Edge, they are the ones destroying all the progress in the market and they will be the ones suffering from a lack of new games.

    QFT

    As long as you don't directly see your impact on things, you don't feel like you have any impact at all

  • l4d_yama

    • Corwin
    • January 2, 2011 at 8:30 AM

    Truly amazing!

  • Steam Christmas Sale

    • Corwin
    • December 29, 2010 at 12:57 PM

    Thank you steam for letting me buy all those games I won't ever have time to play

  • Merry christmas and Happy new year Mapcore!

    • Corwin
    • December 22, 2010 at 5:30 PM

    Merry Christmas people, have a good one!

  • [Crysis] - The Call of the Fireflies

    • Corwin
    • December 18, 2010 at 10:31 PM

    Woot, the mod just won the editor's choice original art award at Moddb.com!

  • Deus Ex 3

    • Corwin
    • December 16, 2010 at 6:12 PM

    Definitely, too many games get rushed out to meet xmas sales and end up lacking the extra effort.

  • Crysis 2

    • Corwin
    • December 16, 2010 at 1:18 PM

    Amazing work dudes!

  • Now playing 2010

    • Corwin
    • December 9, 2010 at 9:02 PM

    Just finished Mafia 2, game of the year for me, and I've tested a lot of them this year!

  • MapCore Job Census

    • Corwin
    • December 7, 2010 at 9:25 PM

    Cheers everybody, can't wait to join up the core!

  • MapCore Job Census

    • Corwin
    • December 7, 2010 at 8:56 AM

    Well I guess you can put me as an Intern Level Designer at Crytek (Frankfurt), I've been told the contract is in the mail I'll be starting early next year

  • So where's KoKo?

    • Corwin
    • November 29, 2010 at 12:49 PM

    He lives in Paris now, so he's become a prick.

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