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P.E.A.R.C.E.Y  |
Experienced Modder | Member since: 25.06.2008, 22:56 | Posts: 437 | Location: Somerset, England |
Likes: 0 |
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Post Topic: Posted 20.05.2010, 00:51 |
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Leadfoot[YT]  |
Trained Modder | Member since: 25.11.2008, 02:02 | Posts: 271 |
Likes: 0 |
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Post Topic: Posted 20.05.2010, 01:24 |
Ooh, revolving gate design! Clever!
-Leadfoot
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ultranew_b  |
Uber Modder | Member since: 04.04.2010, 18:17 | Posts: 1230 | Location: Canada Eh ! |
Likes: 1 |
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Post Topic: Posted 20.05.2010, 05:49 |
This map is looking good man !
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 20.05.2010, 12:11 |
Thanks for the comments guys :happy: I kinda like the looks of the gate assembly as it is now.
And how it settled upon, the standard gates were impractical in this setup. I tried scale and rotate them in every way, and combine with loads of different objects, but couldn't get proper appearance. Thus i was ready to create a new model, but luckily the mine entrance popped to my eyes. With it however there is no possibility to use sliding gate system and i thought using swinging gates, but then i got the idea simply rotate it. Solution is different compared to most gates, which is good thing too. As usual, some texture adjustments is needed to match walls and gate together, but it's much easier than creating the gate from scratch.
Last edited by Talvipakkanen on 20.05.2010, 12:12, edited 2 times in total.
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Rm_nanoGiGas  |
Experienced Modder | Member since: 14.12.2009, 20:16 | Posts: 521 | Location: Under some tree drinking water. I'm behind crymod on my mobile. |
Likes: 0 |
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Post Topic: Posted 20.05.2010, 12:46 |
Quote : "There's no life" Who are the opponents/ennemies ?
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 20.05.2010, 13:04 |
Quote: Originally posted by Rm_nanoGiGas Quote : "There's no life" Who are the opponents/ennemies ? I just call them enemies for now. Level is lacking deep story at the moment, albeit mission is clear and introduced in initial cutscene. Not sure if even create any. Hehe, must get a t-shirt with that... but will anyone see it?
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 21.05.2010, 22:03 |
Gate assembly with adjusted textures.
For a long time a bit of modelling with Blender; simple column as seen right on the gate picture. Export pipe with ColladaCGF works out fine with W7.
Last edited by Talvipakkanen on 23.05.2010, 14:36, edited 1 time in total.
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 27.05.2010, 23:52 |
Couple of shots from todays playtest. Lot of mission tweaking lately, had to play through for checking the order of events.
Feel free to comment and make questions. I will answer if it can be done without revealing too much :meow:
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mothermonkey69  |
Trainee | Member since: 16.01.2010, 19:58 | Posts: 187 | Location: Man Cave |
Likes: 0 |
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Post Topic: Posted 28.05.2010, 21:53 |
nice dude love the TOD, is that sand texture custom cause mine dosent look like tht. lol
- GIGABYTE GA990FXA-UD3 - AMD 8 Core 8120 @ 3.1GHz - 8GB DDR3 Corsair Vengeance @ 1866MHz - Nvidia GTX 570 - Silverstone Strider 850w PSU - WD 500GB Caviar Black HDD - Cooler Master HAF 912 - Windows 7 Ultimate x64 -
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 28.05.2010, 22:36 |
Thanks mother...
Both the ToD and sand are a bit modified. ToD is tweaked for balancing visibility at night, and some touch for my personal taste. Base texture for sand is standard stuff, but it has bumpmap and detail textures also, which makes most of the look it has.
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AquaRex  |
Beginner | Member since: 01.10.2009, 22:49 | Posts: 56 |
Likes: 0 |
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Post Topic: Wow Posted 28.05.2010, 22:36 |
wow, this looks really amazing, looks cool. Keep it up!
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 01.06.2010, 01:09 |
Thank you, Aquarex  ) Couple of nightly pics showing nightime ToD. These are in HighSpec settings, which i used during recent playtest.
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i59  |
Uber Modder | Member since: 19.03.2009, 12:21 | Posts: 1916 | Location: Sweden |
Likes: 9 |
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Post Topic: Posted 01.06.2010, 01:18 |
Nice work, but are the realtime reflections working out for you? They usually disappear when viewed in certain angles, at least they do for me :meow:
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Posted 01.06.2010, 01:28 |
Quote: Originally posted by i59 Nice work, but are the realtime reflections working out for you? They usually disappear when viewed in certain angles, at least they do for me :meow: Thanks, reflections for terrain and volumetric clouds seems to be behaving quite well, but otherwise it's as you said, and with VeryHighSpec too.
Last edited by Talvipakkanen on 01.06.2010, 01:29, edited 1 time in total.
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noloser310  |
Experienced Modder | Member since: 11.05.2009, 17:32 | Posts: 492 | Location: C:/games/crysis/bin32/editor |
Likes: 0 |
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Post Topic: Posted 01.06.2010, 11:46 |
ughhh.......another jungle map..looks good and nicely detailed but jungle maps are getting old by now but as i said befor realy nice map very nice details and vegitation wish you good luck(i never finish my maps cus i never make the end of them lol)
Proud member of =The Horde=
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