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  Beginner BeginnerMember since: 11.11.2007, 18:57Posts: 19Location: Arizona Likes: 0
 

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PostPosted 12.11.2007, 05:12 
Thanks!!! That helps a lot! :D

User avatar   Uber Modder Uber ModderMember since: 10.11.2007, 23:08Posts: 1333Location: Austin, TX Likes: 0
 

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PostPosted 12.11.2007, 10:03 
I learned voxels (tough buggers) and made a cave:

Image

http://farm3.static.flickr.com/2337/1980077736_2684f25b8e_o.jpg

There seems to be a bug where light passes right through land onto the cave wall.
My work around is to put some huge rocks in the way to block light (Doesn't work from all angles) Calculating the light map didn't help.

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Cave entrance:

Image

http://farm3.static.flickr.com/2112/1979262181_d088f57c05_o.jpg

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Some graves (For fun and possible a story later)

Image

http://farm3.static.flickr.com/2300/1980079724_ded529c947_o.jpg

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I am carefully making paths that will lead the player along the story line.
With such a relatively small map the paths work really well at guiding the character to different scenarios I have thought out.

The game needs a machete, I have spent too much time moving plants out of paths.

Image

http://farm3.static.flickr.com/2144/1979263923_5316426e7a_o.jpg

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Overall map.
The player will start off in the east most part of the beach and slowly make his way clockwise around the map.
Paths, rocks, and sharks will be use to guide the player along.

Image

http://farm3.static.flickr.com/2304/1979262551_a25583f43b_o.jpg




Last edited by ZapWizard on 12.11.2007, 10:04, edited 1 time in total.
User avatar   Trainee TraineeMember since: 07.11.2007, 06:34Posts: 134Location: Victoria, Australia Likes: 0
 

 Post Topic:
PostPosted 12.11.2007, 14:48 
nice mod, looks very interesting, i like the graves with the feet sticking out. :P
User avatar   Trained Modder Trained ModderMember since: 31.10.2007, 05:34Posts: 243Location: Philadelphia, PA Likes: 0
 

 Post Topic:
PostPosted 12.11.2007, 21:51 
Dude this is looking fantastic.


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User avatar   Uber Modder Uber ModderMember since: 10.11.2007, 23:08Posts: 1333Location: Austin, TX Likes: 0
 

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PostPosted 13.11.2007, 00:26 
I have written out an extensive storyline to go with the map.

It is 13 chapters, or goals per say.
I few friends have read it and so far they love it.

PM me if you want to help out on the story line.
(It gives away too much story to post publicly)

I have made full use of the entire island.
I am trying to make sure all the goals are balanced, as far as assault -vs- stealth.
I have even more respect for Crytek now because balancing those two is pretty tough.
Also it is tough to think of ways to keep the player from skipping around or back-tracking too much. Especially with a map this small. I am going cheap with some things (Basically sharks inhabit all the water)

Man I have a lot to learn though as far as building scripts and such, the only reason I made the island so quickly is that I work in a CAD program all day.


User avatar   Trained Modder Trained ModderMember since: 30.10.2007, 23:40Posts: 218 Likes: 0
 

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PostPosted 13.11.2007, 03:30 
I've started using your technique to set up my own color maps and it looks WAY better then trying to paint by hand. This is also how you easily get the nice little color variations in the sand and ground that you see on the retail maps (becomes more obvious if you turn off everything in Sandbox but terrain).
  Beginner BeginnerMember since: 29.10.2007, 19:09Posts: 43 Likes: 0
 

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PostPosted 13.11.2007, 04:13 
wilson!! WILSON!!!!! WILSON!!!!!!!!!
User avatar   Uber Modder Uber ModderMember since: 10.11.2007, 23:08Posts: 1333Location: Austin, TX Likes: 0
 

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PostPosted 13.11.2007, 04:50 
Yes, I plan on having Wilson and a few other bits of the movie spread through out the island.

I have decided after some tests to re-do the vegetation. AS there is simply too much of it for good game play (Fine to walk around until physics is involved) In either case most the extra plants are nearly invisible anyways. That and I have to restructure some of the island to fit the planned story.


  Beginner BeginnerMember since: 31.10.2007, 05:25Posts: 43Location: Australia Likes: 0
 

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PostPosted 13.11.2007, 07:21 
lol... this is funny, i have been making a Crysis mod based off that movie also. lol

Although, mine is not directly based, like, i made my own island, i didnt duplicate the movie's island.

The goal of my mod is to survive and get off the island.

I've called it Stranded.

But anyway. your map looks really nice. What will your missions be based on? im curious to find out if they are similar to mine, but mine isnt objective based. mine depends on how smart the player is. :P


Image
  Beginner BeginnerMember since: 27.10.2007, 03:47Posts: 71 Likes: 0
 

 Post Topic:
PostPosted 13.11.2007, 07:24 
Really liking the look of this :D

Great movie, and it looks like a great mod.


User avatar   Experienced Modder Experienced ModderMember since: 16.05.2007, 01:04Posts: 457Location: Germany Likes: 0
 

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PostPosted 13.11.2007, 12:08 
Thats awesome, just like the original maps. Take a look at Island from high above, I say its an image from google earth or some other space imaging thing. There's no way you can do all those sea colors by hand.

Nice work. Keep us posted!


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  Trained Modder Trained ModderMember since: 03.11.2007, 14:34Posts: 244 Likes: 0
 

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PostPosted 13.11.2007, 14:45 
Wow how did you do this heightmap and how these awesome colors?

Is it completly from the image or reedited terrain colors?

I am refering to this picture!

Image


Last edited by Rocky1990 on 13.11.2007, 15:13, edited 1 time in total.
User avatar   Uber Modder Uber ModderMember since: 10.11.2007, 23:08Posts: 1333Location: Austin, TX Likes: 0
 

 Post Topic:
PostPosted 13.11.2007, 18:59 
Quote:
But anyway. your map looks really nice. What will your missions be based on? im curious to find out if they are similar to mine, but mine isnt objective based. mine depends on how smart the player is. :P

Mine is based only on the island, not the movie plot, although yes you do get there in a plane crash and you are stranded. Same island new story, so there will be evidence of the movie plot left behind.

My story is objective based, it involves the Koreans and nukes, I guess typical game stuff but I think I have some creative new things. I have 13 chapters (goals) written out. and a story behind them. I am editing the map now to fit the story as far as paths, caves, etc...

Quote:
Originally posted by Rocky1990
Wow how did you do this heightmap and how these awesome colors?
Is it completly from the image or reedited terrain colors?
I am refering to this picture!

It has been explained in previous posts, but....

Yes, the initial image of the island is taken from Google Earth.
The terrain and height map is all done in the editor by hand, following the satellite image as reference.
The island and beach textures are all re-done, but using the reference image for colors and placement.
Only the underwater areas retain the texture from the original satellite image.


------------------------------------------------------------------------------------------
Here is the whole thing written as a guide:
I think tonight I will post a pictorial version of this as a tutorial.

-Make a new map file
-If you are going to use an island that exists in real-life, choose a map size that is appropriate to the scale of your island.
-Set your water level at 100 (So you can use textures imported from the demo map)
-Set you max height at 1024 (same reason)
-Level your entire map to 102 meters height (just above sea level)
-If your maps is small like mine (512x512) and you need to break up the map texture blocks into something larger (I went to 256x256 pixel blocks, giving me a 2048x2048 pixel terrain texture)
-Do a "Generate surface texture" operation (required before export)
-Then export your surface texture to a BMP file. (It should be large and blank, 2048x2048 or similar)
-Make sure and select ALL the surface blocks before you export.
-Take your screenshot from Google earth (Sticked large version, or just a standard screenshot)
-Resize your image so that it covers the 2048x2048 texture size
-Replace the file you exported from SandBox2 with your new island image
-Go into SE2 and import the file name you just replaced
-Again make sure and select all the surface blocks on import.
-You should now see your image laid out on your blank terrain.
-Do a "generate terrain texture" operation. This will set the new texture in stone.

-Now the tricky part, this is important.

-Anytime you paint your surface it will replace the texture rather then use the correct colors.
-So what you have to do is first, paint the area as say sand, or ocean then before doing a "generate texture operation" re-import the terrain texture.
-This will retain the surface material, but replace the surface color.
-Re-exporting will then lock the material and color.

-However if you want to keep the surface texture AND color (Once you start painting details such as cliffs) then you will need to "Generate the surface texture" first, and then re-export it.

I had to use a combination of painting areas, importing to replace color, generate, paint in detailed areas, export, etc... until I had the result I wanted.




Last edited by ZapWizard on 13.11.2007, 19:00, edited 1 time in total.
  Trained Modder Trained ModderMember since: 02.08.2004, 20:34Posts: 252Location: Zwolle, Netherlands Likes: 0
 

 Post Topic:
PostPosted 13.11.2007, 19:06 
Looks good so far, keep it up! :D Just a question, how do you know what height the terrain is everywhere?


Last edited by Wiebelwie on 13.11.2007, 19:06, edited 1 time in total.
  Trained Modder Trained ModderMember since: 11.11.2007, 18:47Posts: 302 Likes: 0
 

 Post Topic:
PostPosted 13.11.2007, 19:48 
Do you even change the ToD? so that the effects looks more realistic? would be very nice! ^^