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  3. The Vulture

Posts by The Vulture

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • September 24, 2010 at 1:36 AM
    Quote

    ":214e2taa]The Vulture, it looks nice and busy. Which may be both good and bad! Is this just a scene, or also a game environment? Cos whatever critique you may get on this, knowing the goal of this will change it all. If it's art only, it's getting there!

    Thanks for the comment, mate. It's actually a game environment, I'm making an SP map for Crysis. Why? Isn't it good?

    Here's an earthquake scene I threw together real quick, so it's very WIP. I know the sky is overly bright.

    [Blocked Image: http://img80.imageshack.us/img80/2761/00080c.jpg]

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • September 16, 2010 at 10:09 PM

    Cool stuff people! Here's a mine scene in Crysis I've been working on.

    [Blocked Image: http://img190.imageshack.us/img190/3299/00073.jpg]

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • July 23, 2010 at 10:46 PM
    Quote from JeanPaul

    Personally, I think its way too flat. Crysis is this amazing engine for view distances, why hasnt there been a magnificently large cliff map or super vertical battle map? It looks good otherwise, maybe turn down the yellow in the distance fog

    Thanks for the comment. However, what do you mean when saying flat? I mean, you shouldn't judge the map over a few screens. You do get to play at higher altitudes.

    Have you ever worked with the engine? If you have, then you'd know you can't really go crazy with view distance and still keep it highly detailed. Computers would burn. Terrain works as great occluders, which means I can spend more time on detail without risking performance drops. Having great view distances would require you to really set everything at really shitty view dist ratios (to keep performance stable) and that would just ruin the experience.

    I'm not sure why there haven't been maps like that. I guess AI navigation would be rather tricky, depending on how you're designing the map.

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • July 23, 2010 at 4:57 PM

    Hey, folks. I almost forgot about this place! Anyway, I have a ton of new content so I decided to showcase some of it. Enjoy! Please feel free to comment and tell me what you think!

    [Blocked Image: http://img18.imageshack.us/img18/5623/00016ao.jpg]

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    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Levels and some Vegetation models

    • The Vulture
    • May 24, 2010 at 7:38 PM

    Looks awesome, Rex.

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 22, 2010 at 5:26 PM

    No crits?

    Ah, well. I got another screen for those who's interested. Hope you like it.

    [Blocked Image: http://img1.hugeup.com/f/05182010/004511f.jpg]

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 14, 2010 at 12:44 AM
    Quote

    ":12ga72yv]Ah, that's right... I forgot that CE2 doesn't have deffered lighting! Yeah of course, make the color of the shadows a bit brighter so it doesn't look that much contrasty.

    Yeah, I was thinking it was strange. But you are doing it in Crysis 2? I thought CE3 had GI built in?

    ______________________________

    Here's a screenshot of the harbor, right where a jet crashed! I hope you like it! I can spot a few things that need fixing, but I won't say it because then you'll only focus on that.

    Anyway. Again, enjoy and hope you like it.

    [Blocked Image: http://img1.hugeup.com/f/05132010/fd602a3ba07d.jpg]

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 12, 2010 at 1:00 PM
    Quote

    ":21psx7ql]Just place a light in the floor with a 180º angle shooting upwards, click on the light color eye drop and click on the floor to get the correct color, adjust the intensity and be amazed at the difference!

    That would be really cool, and I could do that just to see what it would look like, but I can't place light entities all around the level like that without risking performance issues. CE2 is still limited to only a few lights per scene. If I place too many light entities, things like roads and decals would start flickering.

    Is there any way to make it look better using the ToD tool?

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 11, 2010 at 8:18 PM

    Rookie mistake with the rocks, thanks for noticing! And what's up with the water lol? Gee I dunno, it's a dirt ground so it would kinda look like that IRL, though slightly darker perhaps. Yeah, I'll darken it.

    And regarding the cliff rooks; they look the way they should. The picture is taken at around 1PM and the sun just reaching the area I'm showing on that screenshot. The cliff is covered in shadow, hence the dark color.

    Thanks for your excellent crits, mate. Anything else you can think of? I appreciate it very much.

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 11, 2010 at 3:14 PM

    Wow, thanks for your time guys! Once again you are right, I will fix the pepples ASAP! In the mean time, does anyone have more advice?

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 11, 2010 at 7:32 AM

    Thanks, man! Why do you think the pepples need to be removed? Is there something else I can put there instead?

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 10, 2010 at 3:01 PM

    Hey, guys. Do you kinda mean like this with a path and then a wooden suspension bridge to the left? Is it more clear now?

    [Blocked Image: http://img1.hugeup.com/f/03052010/ecd9bdf6.jpg]

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 9, 2010 at 5:31 PM

    Thanks, guys. I see your point now. I'll try to think of this when I take screens for future updates. Generally, though, it's really obvious where to go. I do have paths and roads and my objectives are always leading you in right direction. On two locations, the paths split up and you can choose for yourself which way you want to go.

    What setting in the ToD tool would you alter to change the ambient light, 2d-chris? HDR?

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 9, 2010 at 2:04 PM
    Quote from e-freak

    i can not see any route or gameplay in either of these, but maybe that's just because of being static shots.

    What do you mean with "no route or gameplay"? How can you see such a thing with only screenshots? You make it sound like a bad thing but personally I can't really think of why it would be bad.

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • May 9, 2010 at 11:18 AM

    Hm, hardly any feedback... ='(

    Anyway, here's a couple of new screens. I updated the first post with an introduction and a better feature list, as well. You will also find the pics from today's update there.

    [Blocked Image: http://img1.hugeup.com/f/05082010/aefe43.jpg]

    [Blocked Image: http://img1.hugeup.com/f/05082010/b085b6.jpg]

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • April 16, 2010 at 9:40 PM

    Thanks!

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • April 15, 2010 at 8:10 AM

    Hey, guys. I thought I'd open a thread for my map here, too. I'll just copy the first post from CryDev.

    ___________________________________________________

    Introduction

    Hello, everybody. Hongzhou Harbor is my long-in-development Singleplayer map for Crysis. I've been working on the project since the start of this thread, but the main reason for such a long time in development is due to some changes with the project along the way. I felt that the map was lacking within many aspects, and therefore wanted to restart the whole thing, which I eventually did after a long time considering it (probably too long).

    My first version of Hongzhou Harbor was initially intended as a test map. It was a 1024x1024 sized heightmap on which I just did random stuff. I was a beginner at the time and did what any other beginners do - played around. After a while I found myself learning how to make my own, custom objectives and the really small test map suddenly transformed into this project, pretty much over night. I never thought about making a new map, I just kept adding stuff to the test map, which I eventually gave the name Hongzhou Harbor.

    I decided to post my progress on Crymod but realized around late 2009 that the map as it was at the time, didn't represent my skill I've gained during the months of working on it. I was already aware of that the project had been in development for way too long, and I wanted to release it as soon as I could. So I found myself in a tricky situation. I could either release the map, disappoint everyone with how bad it actually was, but on the other hand be done with the project and move on. My other option was redoing everything and make something that actually represented the skill I've gained from January 09 to late 2009.

    So here we are. In November 2009 I began working with Hongzhou Harbor from scratch, this time with a 4096x4096 sized heightmap. I set out with ambitious goals, goals I'm still trying to live up to today. Having such a huge heightmap automatically results in a very long development time, especially if you want an epic result with a lot of detail, which I want. The map currently houses over 18 000 objects and the count is steadily rising. I've promised a lot of people a good map and this is what I'm still striving for to deliver.

    As you may know, I'm very sorry for how long this is taking. I thank everyone who supports the project and I'm happy for all the feedback I'm getting. Thank you for your patience!

    Hopefully you'll find the map worth the long wait! In the mean time, enjoy your stay in my thread!

    Story

    "During recent years, the two world leading industry countries of the world, the United States and North Korea, have been undertaking a great opportunity and a challenge that initially faced them a few years ago. After a major meteor shower in 2013 taking place on literally all continents of our world, scientists from across the globe have made a new, intriguing, discovery - A new element from outer space, allowing man to create the weapon of our future. Due to insufficient economies of the world's countries, North Korea and the United States are the only two states with the possibilities to invest further into the matter. What they during the coming years discover will change future warfare, forever. In 2013, the development of the Nanosuit is initiated, only with the help of an unknown alien element not known to man.


    2016. Sgt. Jason Dunn, a US military officer at age of 26, is sent in January of this year with an early version of North Korean Nanosuit technology, with the primary objective to investigate one of the largest crash sites recorded during the meteor shower a few years earlier; Hongzhou Harbor. The remote island in the Philippines is actually US property since the Second World War, but North Koreans mobilized into Hongzhou September 16, 2016, for reasons unknown, occupying and killing countless of civilians. Dunn was first sent to North Korean main land, but after gaining the trust of high-ranking officers in the North Korean military, he was allowed to follow them into Hongzhou when the invasion started September 16th, wearing one of their own suits, posing as one of their own.


    (The world is still yet to be informed about the new advances both states have made within warfare technology. In fact, this information will not be released until four years later, in 2020, when new alien discoveries in the Philippine Islands are made).


    But unfortunately, Sgt Dunn's mission takes a quick and abrupt ending. Somehow, the North Koreans found out about his true identity and he is executed on site before being able to escape, the same day as the invasion started. Little is known what Dunn found out while posing as a North Korean Nanosuit soldier from January to September, but sources confirmed he was clearly onto something of great importance. He was ordered to deliver what he knew September 16, 2016, but his journey came to an end before making the delivery.


    After being notified of the dire situation, the US government did what they could within the short timeframe. They brought in the best, most elite trained man within the US military - Jake Dunn, also known as Nomad and the recently executed Jason Dunn's brother.


    The mission just became personal."

    Videos

    Here's where I'll list any videos of the map.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Screenshots

    This is where I show the latest progress of the map, in form of screenshots.

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    Contact and additional media

    Follow these links to check out my stuff on other communities or contact me by sending a PM. Also please make sure to visit my Portfolio below.

    - The Vulture's Portfolio.

    - YouTube | Brygelsmack's Channel.

    - Hongzhou Harbor on ModDB!

    - Follow me on Twitter!

    ________

    ________

    Regards,

    /The Vulture

  • The random model thread!

    • The Vulture
    • April 15, 2010 at 8:00 AM
    Quote from raver

    [Blocked Image: http://img269.imageshack.us/img269/387/gitaarrender23.jpg]And yes, it is 3D.

    Woah, that looks like a photo.

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • April 8, 2010 at 2:24 AM

    Thank you!

    Means a lot.

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • April 5, 2010 at 9:47 AM
    Quote from Gambini

    That screenshot looks like an actual picture. Holy shit, i feel im mapping for Wolfestein now with my source mod.

    Haha, thanks.

    Here are the most recent two from my Crymod thread. First one is a crashed jet for those who can't see. The guys in the second screen do have behaviours, but I didn't bother pressing AI/Physics and then walk through a trigger for their behaviours to start. Perhaps the Crytek guys know a workaround?

    Still heavy WIP.

    [Blocked Image: http://img1.hugeup.com/f/04032010/1f6c3e55f5af.jpg]

    [Blocked Image: http://img1.hugeup.com/f/04032010/de1ad4.jpg]

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