vfig Posted June 10, 2011 Report Posted June 10, 2011 turns out ropes and cables are broken in Portal 2 codebase, they just stay still and never move. Are you sure? I'm using ropes in a Portal 2 map, and they seem to be working fine. There is a longstanding issue in the Source multiplayer(since CS:S) where ropes won't always move correctly. It can be worked around: I usually parent the rope entities to a silent env_spark, which I then parent to whatever is moving. Quote
Campaignjunkie Posted June 11, 2011 Report Posted June 11, 2011 Are you sure? I'm using ropes in a Portal 2 map, and they seem to be working fine. There is a longstanding issue in the Source multiplayer(since CS:S) where ropes won't always move correctly. It can be worked around: I usually parent the rope entities to a silent env_spark, which I then parent to whatever is moving. I just tried this and it didn't work... I mean that if I drop an env_wind into the level or use the "setforce" input on the ropes or "rope_shake" console command, then the ropes still don't sway at all, they stay perfectly still. EDIT: ah, okay, I see... they must get cached as "static" or something, unless you parent them to something that moves to get them moving... okay, awesome, I can use Portal 2 after all! Quote
Steppenwolf Posted June 11, 2011 Report Posted June 11, 2011 http://www.facebook.com/video/video.php?v=1983948763315&oid=109811802432194&comments A little something of what Minos and i have been up to during the last couple months. Just a small scene in Cryengine 3. Minos did the buildings, shacks, walls and lighting. I did the foliage, trees, terrain and props (except for the military vehicle). Credit also to Mark Winter for putting together the video and Jamel Drayton for the fx. Quote
-HP- Posted June 11, 2011 Report Posted June 11, 2011 http://www.facebook.com/video/video.php?v=1983948763315&oid=109811802432194&comments A little something of what Minos and i have been up to during the last couple months. Just a small scene in Cryengine 3. Minos did the buildings, shacks, walls and lighting. I did the foliage, trees, terrain and props (except for the military vehicle). Credit also to Mark Winter for putting together the video and Jamel Drayton for the fx. That's pretty good man! Quote
Bunglo Posted June 11, 2011 Report Posted June 11, 2011 Did you guys get a little indie team together to get access to the SDK? Quote
Steppenwolf Posted June 11, 2011 Report Posted June 11, 2011 We have CE3 licensed for our game. Quote
Bunglo Posted June 11, 2011 Report Posted June 11, 2011 Coolbeans. Every thing's looking top notch Quote
Sentura Posted June 12, 2011 Report Posted June 12, 2011 i thought cryengine 3 sdk wouldnt be out until august? Quote
Bunglo Posted June 12, 2011 Report Posted June 12, 2011 Dev teams (not mod teams) were/are able to get early access to the SDK for evaluation around the time CE3 was announced. The rest of us have to wait till august. Quote
PhilipK Posted June 12, 2011 Report Posted June 12, 2011 Well.. Doesn't really qualify as a level, but I thought I'd post it here anyway Very WIP, lots of texture work to be done AND adding a lot of little geometry pieces and I'm gonna figure out a good way to have some smaller pebbles and stuff without it looking too weird with the sand dunes. Also got some ideas for the sky with a big moon or planet in there. But only if I can get it to look right... My tests so far has been a bit meh because I don't wanna use a huge sky texture for just that reason... Can probably blend in something though This is some sort of surface research facility where they collect data from the planet's surface and running some tests on the atmosphere etc. Quote
Minos Posted June 12, 2011 Report Posted June 12, 2011 Looks real nice Philip I love the terrain texture, is that all hand-painted? The windmills are also a really nice idea. They make the whole structure feel pretty functional. Small crit: it doesn't really feel like the structure belongs in the environment imo. Perhaps because there's no sand built up on the structure? Quote
PhilipK Posted June 12, 2011 Report Posted June 12, 2011 damn you're right.. I should have the sand kinda crawl up around the building more. Totally slipped my mind Good crit. I think It will look less out of place when I've come a bit further with the textures as well hopefully. Yeah the sand is hand painted, very simple. Quote
Jenn0_Bing Posted June 12, 2011 Report Posted June 12, 2011 Not sure if you intend it to look 'lived in' but some footprints around it's base may be neat also. It is very cool though, I love the shapes in the building, very believable. Quote
PhilipK Posted June 12, 2011 Report Posted June 12, 2011 Good point too, I did think a bit about that actually.. Might be able to add something like that as normal mapped decals.. But I'm not sure it would work that well. Also I'm not sure if the engine supports that yet I did however change the sand now so it's more scooped up at one side of the building going down on the other. Images are updated too btw. Quote
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