|
|
|
butterbaerchen  |
Beginner | Member since: 28.10.2009, 09:08 | Posts: 45 | Location: Cairns, Australia |
Likes: 0 |
| |
|
Post Topic: Reloaded [WIP] (levelbuilding log) Posted 24.11.2009, 14:24 |
Hi Everyone, the images are gone. might be just as well since I started from scratch and the heightmap changed considerably. I am headed back to India in February and will work fulltime on the level from then on. I would like to start a new thread and you will agree that this one is obsolete without the images. See you soon. FarCry reloaded - project. happy new year
a man who wants nothing is invincible
Last edited by butterbaerchen on 17.01.2012, 00:59, edited 4 times in total.
|
|
|
|
|
|
|
|
 |
the_grim  |
Superstar Dolphin | Member since: 16.08.2004, 10:46 | Posts: 9498 | Location: Finland |
Likes: 36 |
| |
|
Post Topic: Posted 24.11.2009, 15:01 |
Wow, I don't think I've seen so organized and well-planned level designing here before. It really does take discipline not to wield the veg brush before the texturing is done...  Good to see you're creating the level in clear stages (first heightmap, then texturing, and move on only when the previous stage is finished). Don't take too much time polishing every texture transition, though; it'll take ages to finish the level otherwise!  You could perhaps contact the Project Far Cry team, they're making remakes of the original Far Cry levels. I did a test project of one of those maps myself, but I'm not sure if it's a good idea (legally speaking) to use heightmaps from other games... Just... don't tell anyone? :unsure:
|
|
|
|
|
|
|
 |
TerrorBlast  |
Has no life | Member since: 13.10.2008, 19:48 | Posts: 6496 | Location: Squiggers' kitchen |
Likes: 0 |
| |
|
Post Topic: Posted 24.11.2009, 17:58 |
Looks pretty well orginized. One crit is that the mountain at the moment looks a bit to steep, I would sugest to lower the height by a fraction, since it now looks like blade.
- It's all about the bread.
|
|
|
|
|
|
|
 |
Ghibli  |
Trained Modder | Member since: 17.09.2009, 01:08 | Posts: 334 | Location: Frogland |
Likes: 0 |
| |
|
Post Topic: Posted 24.11.2009, 19:07 |
Quote: Originally posted by TerrorBlast One crit is that the mountain at the moment looks a bit to steep, I would sugest to lower the height by a fraction, since it now looks like blade. I do not agree with this, it's a very nice shape for a mountain, i love it like that. But, please, can you show us a different perspective view of your heightmap ?
|
|
|
|
|
|
|
 |
TerrorBlast  |
Has no life | Member since: 13.10.2008, 19:48 | Posts: 6496 | Location: Squiggers' kitchen |
Likes: 0 |
| |
|
Post Topic: Posted 24.11.2009, 19:40 |
Quote: Originally posted by GhibliQuote: Originally posted by TerrorBlast One crit is that the mountain at the moment looks a bit to steep, I would sugest to lower the height by a fraction, since it now looks like blade. I do not agree with this, it's a very nice shape for a mountain, i love it like that. But, please, can you show us a different perspective view of your heightmap ? Well most of the mountain looks pretty darn good, though that one point, that looks like a blade, seems a bit off. The shape is good, though the height is just... a bit to height imo.
- It's all about the bread.
|
|
|
|
|
|
|
butterbaerchen  |
Beginner | Member since: 28.10.2009, 09:08 | Posts: 45 | Location: Cairns, Australia |
Likes: 0 |
| |
|
Post Topic: thank you guys Posted 25.11.2009, 12:33 |
Hi, just a quick reply - have no constant internet - modem at this moment. Right - it does take ages - I am cutting down on transition work already - just want to see if I can prepare it so I can attach 'grassland' to plains grass layer without major glitches (grass growing out of the rocks etc). Yes the mountain is nice and too thin at that one point - your both right I think  )) Will reduce the height and maybe get it wider even if possible. I will send different views. Here were I am we get powercuts, servers down and so on and if I want to go on the net I have to walk to internetcafe and log on so I will sometimes respond a few days late or so. And thank you for the feedback - much appreciated. Peace. torsten. got there - here are the other screens so far.
a man who wants nothing is invincible
Last edited by butterbaerchen on 25.11.2009, 13:12, edited 1 time in total.
|
|
|
|
|
|
|
butterbaerchen  |
Beginner | Member since: 28.10.2009, 09:08 | Posts: 45 | Location: Cairns, Australia |
Likes: 0 |
| |
|
Post Topic: log Posted 28.11.2009, 07:00 |
Started work on the pier camp and the ancient camp.
a man who wants nothing is invincible
|
|
|
|
|
|
|
butterbaerchen  |
Beginner | Member since: 28.10.2009, 09:08 | Posts: 45 | Location: Cairns, Australia |
Likes: 0 |
| |
|
Post Topic: log Posted 03.12.2009, 10:02 |
another picture. I started placing decals on the beaches and also looked into all the props for decorating the pier area - will take some time to figure out which things to use. Density needs adjusting I think - my have full cabledrum has less than the empty one ... have to figure out where to place brushes and and where the 'functional' archetypes are needed - the test jungle team is standing on the beach waiting for me to start testing flowgraphs - the two I declared smokers actually do have their cigarettes now and then when I am in the area working - so that is promising ....  )) ... full respect for anyone that actually gets a singleplayer level finished (playable) - sooo many things to do.
a man who wants nothing is invincible
|
|
|
|
|
|
|
 |
noloser310  |
Experienced Modder | Member since: 11.05.2009, 17:32 | Posts: 492 | Location: C:/games/crysis/bin32/editor |
Likes: 0 |
| |
|
Post Topic: Posted 04.12.2009, 12:56 |
have the grass to use terrain color  it looks more natural that way
Proud member of =The Horde=
|
|
|
|
|
|
|
butterbaerchen  |
Beginner | Member since: 28.10.2009, 09:08 | Posts: 45 | Location: Cairns, Australia |
Likes: 0 |
| |
|
Post Topic: Posted 07.12.2009, 12:46 |
Hi noloser310 - yes it looks more natural / blends in. Will do that, thank you.
a man who wants nothing is invincible
|
|
|
|
|
|
|
 |
Mr.Trouble  |
Trained Modder | Member since: 01.02.2009, 00:48 | Posts: 325 | Location: Poland, Cracow |
Likes: 0 |
| |
|
Post Topic: Posted 07.12.2009, 12:52 |
wow. nice environment. u need some trees.
|
|
|
|
|
|
|
 |
Zippy24  |
Uber Modder | Member since: 18.10.2008, 18:54 | Posts: 1870 |
Likes: 0 |
| |
|
Post Topic: Posted 07.12.2009, 16:45 |
Quote: Originally posted by Mr.Troublewow. nice environment. u need some trees.  [Facepalm]In his logs he states that he has not started on vegetation yet[/Facepalm] Great work, very organized.
|
|
|
|
|
|
|
butterbaerchen  |
Beginner | Member since: 28.10.2009, 09:08 | Posts: 45 | Location: Cairns, Australia |
Likes: 0 |
| |
|
Post Topic: Waterfalls Posted 09.12.2009, 10:07 |
Waterfalls. I tried building one from scratch first (step one: create the universe) and then decided to really look at the one in the village level. So I found the basic waterfall in natural/ice/waterfall - waterfall_frozen_a. To this one I assigned the material: material/objects/natural/ice/waterfall/waterfall_sphere just because it had the most contrast. I copied the particle names of the village waterfall into notepad like this: water.water_from_rocks.bubbles_3d_small_light - 4 of these top and middle (halfway down) water.water_from_rocks.bubbles_3d_small_longer - 1 placed on top in the middle 1011 water.river_waterfall.sphere_small - 4 centered different params - 1 - 0.5 water.water_from_rocks.bubbles (1.5, 0, 2, 1) water.water_from_rocks.bubbles_3d_small_light (1, 0, 1, 1) water.waterfall_collision.b (2, 0, 2, 1) - one at the bottom water.waterfall_breaks.bottom (0.7, 0, 1, 1) _ one at the bottom The numbers refer to the values 'CountScale PulsePeriod Scale and SpeedScale' 1011 is default. Now with the waterfall entity out of the way I could place the particles quite easily clicking on the terrain. Earlier I had tried to just place them near and 'fly them in' to their position rotating and zooming all the time to see where they 'were'. drove me nuts and shows that I am not a very smart person. Anyhoo, once the particles were placed (had to rotate each one a bit to my best ability) and happily falling down that cliff it was easy to align the waterfall entity and shift it into place (scaling centerpoint). I grouped the particles of course to reuse them easily. Then I can just place them somewhere else, ungroup them and tweak the single particles to get variety in looks. waterfall_collision.b is the 'waterripplerings' thingy at the bottom and very good for practicing rotating with a particle - you can see what you do.  )
a man who wants nothing is invincible
|
|
|
|
|
|
|
butterbaerchen  |
Beginner | Member since: 28.10.2009, 09:08 | Posts: 45 | Location: Cairns, Australia |
Likes: 0 |
| |
|
Post Topic: beachcombing Posted 12.12.2009, 12:30 |
Beachcombing So I am working on my beaches. This Level has the waterlevel at 53. The Dry Beach has to be at 54 so there will be no water 'appearing' with the waveflow... The wetsand area just before the waterline I set to 52.1 this enables the AI to jump out of a boat and walk up the the beach, water just below their waist. The player can crouch and has the head above the water. Knowing this value I can also select a river, read its altitude/waterlevel from the 'z' value bottom of the screen and subtract 0.9 from this, enter that value into the modify>flatten tool and then run the brush along the middle of the river. So I am flattening the dry beach to 54 and the wetsand to 52.1 and then I run the modify > smooth brush along the transition of these 2 heights and make it look 'nice'. Having done that I can put the final wetsand and drysand textures and then can place the 'beachdirt' decals. And then I can put some small dunes onto the dry sand totally flat beach of course. And then come the rocks. I am doing this because I want AI Patrolboats following paths around the whole islands - the Patrols will get off at certain points - walk a path and get picked up by the boat again. And I just dont want em to drown on duty. And it has to look ok if the player looks, right?  One more thing - all the stuff I write down has been covered in some post in some thread of course. I am not savvy at quoting yet - will eventually try to give links to where I found stuff on crymod. What I did for starters (dont have 24/7 internet, remember) is search for all the posts from sandhesten and intrepidbiped - ticking off list posts (not threads) Then I saved those pages as html files and although I dont have the original questions and other replies - these posts proved very very helpful. Especially Sandhesten has the habit to post 'complete' explaining something and good is. Thank you thank you thank you. Invaluable you 2 guys.  This is going to be a log and I hope to write down every aspect of work I had to do to get a complete level, with trailer, story and all. I can see already I will have to rewrite the whole thing at the end to make it a comprehensive easy to understand step by step or (more likely 'checklist' of things to do and in what order). And I write it for 'dummies' like me who have a hard time understanding abstract things. enough. peace.
a man who wants nothing is invincible
|
|
|
|
|
|
|
 |
ANDREW007CZ  |
Experienced Modder | Member since: 03.10.2008, 21:02 | Posts: 551 | Location: Czech Republic |
Likes: 0 |
| |
|
Post Topic: Posted 12.12.2009, 12:52 |
Hi, this looks like mega project. Very well done! Keep it up! Really organized = cool and fantastic
|
|
|
|
|