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User avatar   Uber Modder Uber ModderMember since: 05.11.2011, 16:26Posts: 1967Location: Czech Republic Likes: 49
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 08:38 
What about taking a jungle "Jungle and River" map from CryEngine 2, importing it to CryEngine 3 with some additional assets and graphics?

User avatar   Uber Modder Uber ModderMember since: 18.10.2011, 02:04Posts: 1516Location: Tulsa, OK Likes: 21
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 09:12 
Quote by iSqueezee:
What about taking a jungle "Jungle and River" map from CryEngine 2, importing it to CryEngine 3 with some additional assets and graphics?

great idea, but its not my map. But that would be cool if you asked the creator of the map about that.


"The DAY AFTER" set in an open world Chicago and NY
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http://www.youtube.com/watch?feature=pl ... DOjN0mAfGQ
  Beginner BeginnerMember since: 02.10.2011, 06:11Posts: 31Location: Australia Likes: 0
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 09:19 
I was recently in the Philippines, so i decided to take some shots. If you want you can use them as reference for TOD's, textures, level design etc. Sorry about the quality, was on a moving bus when i took them.

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User avatar   Experienced Modder Experienced ModderMember since: 26.02.2010, 19:51Posts: 440 Likes: 1
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 11:35 
in the video on the first page, i saw something maybe a bug, or maybe just not finished yet:

the water, when you turn right way too shiny, its makes the illusion as got frozen into ice.

the palm tree was very pixel not a really low resolutioned thing....

but the idea, its AWESOME!! I HOPE THIS MOD GONNA BE A BLAST!!

P.S: in Alcatraz mod my only issue was: Too much contrast and the unbalanced brightness! If you could not to do again this time, would be cool!
User avatar   Beginner BeginnerMember since: 12.09.2011, 11:10Posts: 23 Likes: 0
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 12:44 
Quote by USSR_GRAND:
iSqueezee Focus on "AINavigation": Make sure that the aliens can jump and run along the trees. Can you do this? If not ask for help

Magnumman, Good job on the story you sent me. Hopefully I can integrate the Chicago maps I made with Warhead. If you let me. But keep thinkin!

Crazy Los, Lets design a opening scene of: 2 VTOL's fighting a alien gunship, You too Magnum!

Promuckaj, Good work with that TOD! If you can, help iSqueezee with AINavigation

Download HD Vegetation: http://www.mediafire.com/?4w4cn1b37j46nn4


Is the Alien gunship one from Crysis 2? Because we could use the mother ship in the last level of Crysis 1 and then decrease the size, or we could keep the size as it is to make the battle for the VTOLs seem a bit more hopeless to add suspense.
User avatar   Experienced Modder Experienced ModderMember since: 07.07.2011, 20:44Posts: 494Location: France Likes: 11
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 14:43 
my contribution:
http://rgot.free.fr/CrysisRevivalMod/Sounds/Sounds.rar

A .fsb package containing "jungle" sound (loops), used with the sandbox.


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User avatar   Uber Modder Uber ModderMember since: 18.10.2011, 02:04Posts: 1516Location: Tulsa, OK Likes: 21
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 17:32 
Quote by Crazy LOS:
Quote by USSR_GRAND:
iSqueezee Focus on "AINavigation": Make sure that the aliens can jump and run along the trees. Can you do this? If not ask for help

Magnumman, Good job on the story you sent me. Hopefully I can integrate the Chicago maps I made with Warhead. If you let me. But keep thinkin!

Crazy Los, Lets design a opening scene of: 2 VTOL's fighting a alien gunship, You too Magnum!

Promuckaj, Good work with that TOD! If you can, help iSqueezee with AINavigation

Download HD Vegetation: http://www.mediafire.com/?4w4cn1b37j46nn4


Is the Alien gunship one from Crysis 2? Because we could use the mother ship in the last level of Crysis 1 and then decrease the size, or we could keep the size as it is to make the battle for the VTOLs seem a bit more hopeless to add suspense.

Yeah, im not sure both are a good idea, but since its the beginning of the game, we should probably use the smaller alien ships from crysis 2. Also do you want to have the alien ship and VTOLS moving ?


"The DAY AFTER" set in an open world Chicago and NY
Image

http://www.youtube.com/watch?feature=pl ... DOjN0mAfGQ
  Trained Modder Trained ModderMember since: 01.10.2011, 17:34Posts: 396 Likes: 27
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 18:41 
Magnum, since when do aerial vehicles sit and shoot at each other? :P
User avatar   Skilled Modder Skilled ModderMember since: 18.02.2009, 13:32Posts: 604Location: Back in my home Likes: 6
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 19:10 
I can supply with some Custom-made asian jungle character based on Crysis-2 assets, interested?
User avatar   Uber Modder Uber ModderMember since: 18.10.2011, 02:04Posts: 1516Location: Tulsa, OK Likes: 21
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 19:21 
Quote by Fixers2010:
I can supply with some Custom-made asian jungle character based on Crysis-2 assets, interested?

Definitely


"The DAY AFTER" set in an open world Chicago and NY
Image

http://www.youtube.com/watch?feature=pl ... DOjN0mAfGQ
User avatar   Uber Modder Uber ModderMember since: 18.10.2011, 02:04Posts: 1516Location: Tulsa, OK Likes: 21
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 19:24 
Quote by Sequoia:
Magnum, since when do aerial vehicles sit and shoot at each other? :P

Hey dont judge me :P Also they could hover, but im thinking they would need to maneuver to dodge missiles, so yeah lets go with them flying around shooting each other, we probably just need to use a AI flight path, so that should be pretty easy


"The DAY AFTER" set in an open world Chicago and NY
Image

http://www.youtube.com/watch?feature=pl ... DOjN0mAfGQ
  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 109
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 20:19 
Quote by rGOt:
my contribution:
http://rgot.free.fr/CrysisRevivalMod/Sounds/Sounds.rar

A .fsb package containing "jungle" sound (loops), used with the sandbox.


Hey thanks man, seriously. You have been added to first post credit section!

Quote by Fixers2010:
I can supply with some Custom-made asian jungle character based on Crysis-2 assets, interested?


Yeah can you do that? That would be perfect. You have been added to first post credit section!

So who has experience with Trackview? I also need someone to design AI behavior. (AINavigation, animations, etc.)


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User avatar   Uber Modder Uber ModderMember since: 05.11.2011, 16:26Posts: 1967Location: Czech Republic Likes: 49
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 21:36 
Guys, we need some room (TS, Skype or something else) so we can talk online. Without any time depending posts. So we can work alot faster!
User avatar   Skilled Modder Skilled ModderMember since: 18.02.2009, 13:32Posts: 604Location: Back in my home Likes: 6
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 18.01.2012, 21:56 
Quote by USSR_GRAND:

Quote by Fixers2010:
I can supply with some Custom-made asian jungle character based on Crysis-2 assets, interested?


Yeah can you do that? That would be perfect. You have been added to first post credit section!

So who has experience with Trackview? I also need someone to design AI behavior. (AINavigation, animations, etc.)



Sure, i will soon post some screenshots of the finished Characters, i can also do the AI Setup/Scripting/navigation if that's okay.
  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 109
 

 Post Topic: Re: Crysis 2: Warhead 2 【Community Mod】
PostPosted 19.01.2012, 00:47 
Quote by Fixers2010:
Sure, i will soon post some screenshots of the finished Characters, i can also do the AI Setup/Scripting/navigation if that's okay.


AI Setup/Scripting/navigation The position is yours now! This a very important position, as far a how flexible the AI is. I believe you will do an excellent job!

Quote by iSqueezee:
Guys, we need some room (TS, Skype or something else) so we can talk online. Without any time depending posts. So we can work alot faster!


Yeah I wish Crydev.net had a chat box. It would be so useful.


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