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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
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Post Topic: Zip-line Posted 25.11.2011, 17:58 |
Yep, finally  (new model here). Project page here.
Will have the cage and engine hut/assembly. At first for the player, but maybe AI can use it too. Related thread(s): Dont' mind the grunt. He's not crying, just a bug in the eye
Last edited by Talvipakkanen on 24.10.2012, 08:09, edited 9 times in total.
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Tracer  |
Uber Modder | Member since: 20.01.2009, 02:39 | Posts: 1922 | Location: DFW, Texas |
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Post Topic: Re: Zipline Posted 25.11.2011, 19:47 |
I can see some good uses for that..
Jackass: Crysis Edition
Lead Flowgraph Designer, Binary Sword Pty LtdFlowgraphs? I'm your guySarcasm is ON OFFQuote by Lavizh: Holy shitsticks. That's pure beauty! 
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
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Post Topic: Re: Zip-line - w.i.p Posted 26.11.2011, 23:07 |
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
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Post Topic: Posted 27.11.2011, 03:50 |
You don't have to, use the diffuse as your spec map.
And for such a small object I think it would be ok to add a detail bump map. Would do wonders for the texture.
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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: Re: Zip-line - w.i.p Posted 27.11.2011, 19:45 |
Ok, i'll take a look with diffuse as specular  I thought about detail maps, but normal maps already bring in lot of detail except for the wood, and i try to keep texture count in minimum..
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
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Post Topic: Posted 28.11.2011, 01:43 |
You can use Crytek's detail bump map for the wood - textures/detail/detail_wood_ddn.dds. Made a comparison so you can tell the difference by just adding one, it's huge imo. I made it stronger for demonstration purposes. Detail tiling U/V set to 10, and the Detail bump scale is set to 2. Go wild. 
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ultranew_b  |
Uber Modder | Member since: 04.04.2010, 18:17 | Posts: 1232 | Location: Canada Eh ! |
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Post Topic: Re: Zip-line - w.i.p Posted 28.11.2011, 06:41 |
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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: Re: Zip-line - w.i.p Posted 28.11.2011, 10:23 |
Wood material for now... i prefer having details in normal map in this case. Might recreate the texture with rougher surface later. And with separate detail texture the screw heads would be affected too.
BTW, all textures are free/community stuff with modifications. Asset will be usable also in FreeSDK
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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: Re: Zip-line - w.i.p Posted 30.12.2011, 21:05 |
New tools, new model and almost new year
Had to start this all over with CryBlend  Materials need still slight adjustments..
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F37  |
Hardcore Modder | Member since: 19.09.2009, 15:04 | Posts: 810 | Location: Bordeaux, France |
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Post Topic: Re: Zip-line - w.i.p Posted 30.12.2011, 21:16 |
It looks really good. If you mastered the rope entity in Crysis, please put it in a map
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andrey_filantrop  |
Uber Modder | Member since: 25.01.2010, 15:54 | Posts: 1724 | Location: Moscow, Russia |
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Post Topic: Re: Zip-line - w.i.p Posted 30.12.2011, 21:28 |
Cool thingie, but i can see: smoothing groups of vertical side beams and the texture make them look like wood. I loved 27.11.2011, 00:07 shot thin beams much better - exactly metallic things !
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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: Re: Zip-line - w.i.p Posted 30.12.2011, 22:02 |
Yep, specular and glossiness were somewhat unadjusted. New pics with altered settings and ToD.. Rope should be usable at least as a straight/rigid line, but i doubt it will be usable with actual physics. Idea how this will work is to set the "slider" to move between tagpoints at both ends of cable/rope, and use constraint for attaching cage to the slider, which allows cage to sway and detach if hit by explosive ammo.
Thanks for the comments
Last edited by Talvipakkanen on 21.03.2012, 12:51, edited 2 times 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: Re: Zip-line - w.i.p Posted 31.12.2011, 18:12 |
Some work with joints.
Last edited by Talvipakkanen on 31.12.2011, 20:52, edited 1 time in total.
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ultranew_b  |
Uber Modder | Member since: 04.04.2010, 18:17 | Posts: 1232 | Location: Canada Eh ! |
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Post Topic: Re: Zip-line - w.i.p Posted 31.12.2011, 18:13 |
Cool stuff 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: Re: Zip-line - w.i.p Posted 05.01.2012, 22:28 |
Engine platform in progress; lacks some details and fittings. Texturing on the case is just preliminary, it will be painted and with different bump map..
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