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Antarctic Map - Jagged

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wolfi
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Postby wolfi » 14.03.2008, 03:02

Whoa those pics look awesome. May I ask what material you used for the ocean? That water looks incredible.

Originally posted by Parts
what do ya'll think of the helo lights? The screens don't do them justice, I admit, but ingame they are absolutely awesome. Especially the blinking tail light. I might take a video next time I have access to my desktop.

I love details like that and added them to some vehicles in our BF2 modification. This pic looks awesome, I love how the engine handles particles vs. lights.
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Parts
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Postby Parts » 14.03.2008, 04:08

Thanks for the responses. I suppose ya'll don't really have much to go off of, but I really like hearing from you (as I'm sure you can understand). You got any ideas, criticism, suggestions, this-map-sucks rants, I'd be glad to hear 'em. This is basically an expirement so the more I try to do the more I learn and the happier I am (and the better this map ends up).

wolfi:
I used custom shader settings, which I had memorized at one point (the damn map kept deleting my texture) but since Patch 1.2 that is no longer necessary. I will gladly upload my ocean material (or just post a screenshot of the settings). The fog color/density/multiplier settings in the Rollup Bar\Terrain\Environment tab are also very important.

And yes, I like all those little details too. I just like to fly the helicopter around now because of the lights. Hopefully I can eventually get it figured out so that the player can press a key to enable/disable them just like regular lights, the last attempt worked in a way - I could enable and disable every light for every helicopter even if I was swimming in the ocean or driving a pickup. Yikes...

Progress:
The only progress I made today was some primitive (its gotta be primitive, I only have like 8 AI on the map right now) perception settings that tie in with the time of day, so basically when its dark they can't see to great but can hear better, and when you're in the middle of a blizzard with a dense fog cover the ai can barely hear or see. It adds a bit of a tactical element to the game, as its easier to take out a base in the middle of a blizzard at night time than it is with clear breezy weather at 12 noon.

Not sure where to go next, I suppose I should get started on the other camps, but I feel like I need to finish the terrain, which to be honest is awefull at the moment. I sorta wish I had totally hand-made the heightmap in a terrain-generator program, the relief map conversion I did worked better than SB2-heightmap generator but not as well as those other programs. I basically have a bunch of featureless lumps and dips all over my map, with the occasional spot that actually picked up the converted relief map in detail. I don't even know where to start, I mean I tend to think you sort of do it step by step, adding a little detail to the whole map, then doing a little more, and so on so that you have even quality, but I always end up chiseling away at a small part, and then just kicking myself when it doesn't fit with the rest of the area (or like today, when I tried to do a voxel overhang, kicking myself because the terrain hole tool made [i]other[/i holes through the intended holes, on the other side of my god damn map. that ended badly.)
Last edited by Parts on 14.03.2008, 04:10, edited 2 times in total.
mnuzzo
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binocs

Postby mnuzzo » 14.03.2008, 04:26

Looks great. Please put in binocs and a mini map if possible (my pet peeve), and stay off the ski slopes.
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Adius_Omega
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Postby Adius_Omega » 14.03.2008, 09:02

Originally posted by wolfi
Whoa those pics look awesome. May I ask what material you used for the ocean? That water looks incredible.

Originally posted by Parts
what do ya'll think of the helo lights? The screens don't do them justice, I admit, but ingame they are absolutely awesome. Especially the blinking tail light. I might take a video next time I have access to my desktop.

I love details like that and added them to some vehicles in our BF2 modification. This pic looks awesome, I love how the engine handles particles vs. lights.

That picture looks cool and all. But he is getting 7.1fps in it.

The map looks good so far I like how you are taking a new approach rather than the typical tropical island. I will definatly be playing this.

I can't really judge too much from the screens and given the fact it is fairly early in development but I will be keeping an eye out for this one.
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Aereogramme
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Postby Aereogramme » 14.03.2008, 12:00

Cool job so far. If I may, I'll give you some criticism. Feel free to ignore :)

It seems that you got a bit of a design problem. Judging from the screens, the man-made structures all look great and very realistic, but the looks of the terrain sets the map back alot. There is no really easy way to 'fix' this - it has to do with the theme you've chosen. It's not standard to Crysis to have large outdoor snow/ice landscapes. All the frozen singleplayer levels that came with the game were relatively confined areas that were heavily filled up with brushes and non-natural objects.

Getting a snowy, wintery landscape to look good in a video game is usually a tough job. When focussing on your map, I can say that the problem is terrain shape and contrast. Shape, because the hills do not look like they are made of snow/ice. Their slopes are very steep and look fabricated rather than natural. Contrast, because you're dealing with the colour theme 'white' here. In order to make a map visually pleasing it's a good idea to always add colour and contrast. Most large outdoor winter environments therefore have very dark brown or black cliff textures that contrast the overall whiteness. Colour is usually added as cold blue global lighting, contrasted by warm yellows and reds for these type of environments. The warm colour lights are usually added around fires, static lights, human buildings, etc. Take a look at how other video games did it to get an idea how to make your map look.

So, to get your terrain to match the visuals of the rest of your architecture, you will probably have to completely re-do the terrain. If you are really down with that thought, you could consider this project a learning project, move on, and re-use it's assets in other maps you will make. If you ARE going to build wintery landscapes I would suggest nog bothering with the layout of a real-life island (since when did video games start caring about reality? :P). Also, generating these kind of heightmaps in a terrain generator can be a huge help. World Machine 2 is about to be released, and it has the ability to instantly simulate large snowfalls on terrains. Check these pics for example (taken from the World Machine development blog). Something like this would help the looks and overall feeling of your map alot.

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gl!
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Parts
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RE: binocs

Postby Parts » 16.03.2008, 18:37

mnuzzo:
Don't worry, both binoculars and a mini map are/will be included in the map (Binocs are part of you're starting equipment pack, and I might actually do some flow-graphing so that if you tag certain vehicles you know their patrol path).

Adius_Omega:
Your concern is noted. However, I have yet to optimize the map at all, and the fact that I've got about a dozen volumetric clouds and am running very high on a medium system should reassure you that the map will play reasonably. I plan to cut most of the volumetric clouds and use 2d/simple clouds instead. I run on very high (custom confic cause I'm xp) settings because during development its important to see the full result of your changes (for instance, whitecaps in water are not displayed on lower-than-high settings), and its also important to have high-quality screenshots (I wish I could do AA...). And finally, in that screenshot I had 3 particle effects running for snow (there needs to be a transition from clear to blizzard, so there is a 'light' snow effect, 'medium' snow, and 'heavy' snow) when I only needed one (obviously you don't need light and medium and heavy at the same time), and since the snow particles recieve dynamic lighting and cast shadows and all that good stuff, having all that extra crap on screen drains the fps considerably.

Aereogramme:
Thanks for the input. Believe me I want any criticism ya'll can hand out.

I am definitely having some design issues right now. In the future I will definitely use a more advanced heightmap generation program (I used photoshop CS2 to convert a relief map...I am extremely pleased with how well it turned out in game). However, for this map, I don't know if I will go back and start over. Odds are I will grab World Machine 2 and give it a shot, see how closely I can recreate the island, and if I can, then I will use that version instead. I already have some very specific ideas for how I want it to be set up, so the replica will need to be pretty damn close.

I will definitely take your advice on terrain shape/contrast. I am about 90% sure next time I work on the map, I am just going to totally cover the island with rock/sand/dirt and then shape it to look reasonable in that setting, then go back over and cover it with snow textures. This way it will look like earth thats been snowed on rather than snow thats been earthed on, a lot more realistic I am hoping. Hopefully another progress/screenshot update today.
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Aereogramme
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Postby Aereogramme » 16.03.2008, 18:41

You're welcome.
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Parts
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Postby Parts » 18.03.2008, 01:32

Progress:
Based off some suggestions given to me by Aereogramme at Crymod, I have begun reworking the terrain coloring and texture. I was struggling to get a realistic, non-repetitive and detailed landscape for the map, the lack of quality "snow" textures and entities making this very hard. So anyways, included in the screenshots is the sort of rocky-island covered in snow terrain you will be seeing. It is still going to be an antarctic, snowy map, but its going to have a little more variation than snow, ice, snow, ice, snow.

Hope ya'll like it, that was about 15 minutes of work (for one little island) so it will probably take me a while to finish the whole archipelago.

Screenshots:
http://img211.imageshack.us/img211/1870/untitled8ct0.jpg
http://img211.imageshack.us/img211/8532/untitled7cw7.jpg
http://img375.imageshack.us/img375/8460/untitled6af6.jpg
http://img216.imageshack.us/img216/7229/untitled5dg8.jpg
http://img216.imageshack.us/img216/5962/untitled4nc0.jpg
http://img255.imageshack.us/img255/5236/untitled3it8.jpg
http://img524.imageshack.us/img524/4929/untitled2ak5.jpg
http://img527.imageshack.us/img527/1529/untitled1rf4.jpg
http://img216.imageshack.us/img216/4786/untitled9kb4.jpg
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Parts
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Postby Parts » 20.03.2008, 03:42

Heres a few new screens of the new clouds.

I haven't done much the past few days because I spent them out in the ocean. The only other progress I've made is redoing the ocean floor, so its no longer a flat snow colored mass of nothing. Added some hills (even a few islands) and totally retextured it.

http://img84.imageshack.us/img84/3763/untitled1md7.jpg
http://img84.imageshack.us/img84/738/untitled3qp3.jpg
http://img84.imageshack.us/img84/6715/untitled2nk3.jpg
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Adius_Omega
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Postby Adius_Omega » 20.03.2008, 03:44

Those clouds look really good, but the ground looks a little dull. I usually add some rocks around ground props to "spice" it up.


My favorite are the Precipe>Landslide rocks (Use the brushes to place them) and then just place them around and cast shadows. They would look very good lined up next you your little green things and in the lights.
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Parts
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Postby Parts » 20.03.2008, 23:06

Yeah I haven't really even come close to getting the terrain where I want it to be. I will definitely add detail later on. However, the ground you see here;

http://img84.imageshack.us/img84/3763/untitled1md7.jpg

is on a frozen lake, so you won't be seeing many rocks/bumpiness.
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BryanBurkhardt
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RE: Antarctic Map - Jagged

Postby BryanBurkhardt » 21.03.2008, 20:41

nice man ive been workin on a map simular to this check out my thread. you should put up some close up screen shots i wanna see
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miguel3
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Postby miguel3 » 21.03.2008, 22:01

looks good
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Parts
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Postby Parts » 04.06.2008, 05:48

Haven't been working on it much lately, my computer is holding me back, so I am probably going to transfer to my dads computer, though I will only be able to use it when he's not around...

For show though, some winter-themed skins. I have redone all the weapons and stuff that I plan to do (going for realism), I still have to do the Asians and vehicles.

One thing I will say...the screens really don't do the skins justice. I spent hours going through with the polygonal lasso tool, wrapping around detailed sections of each skin and editing it in a way that represented a realistic American/Asian winter camouflage pattern, and at the same time was aesthetically pleasing and generally cool. I am really tempted to post screens of the .dds's, but I put way to much effort into them to have them stolen.

Also, some things are still not complete. For instance, the wrist has some misaligntment issues, the thumb/palm has some pattern continuity issues, and the wrist watch has a broken alpha (it shows up matte gray instead of black or glowing blue). Furthermore, since the more detailed textures in Crysis use materials for enhanced shader manipulation, I still have to finish the .mtl files for the the nano-suits (which should appear more white instead of gray).

For the US, I did a realistic scheme of white and light tones of gray, and for the KPA I used the stereotypical 3 (or 4...can't recall) color pattern. I did this based off assumptions as to where the in game weapons originate from (and seeing as how most of them are found off Koreans, most of them use the KPA color scheme). The 10x Digital scope, which is first seen being used by US special forces, thus recieved a matte white, rather than 3-tone camouflage, coloration. It looks a little funky when strapped onto KPA weaponry, maybe someone will make a companion scope for the KPA to use (it would be really awesome if someone made the huds and stuff in Korean...like in Battlefield 2).

Anyways, enjoy the screens. A video of my fully functional suit-integrated (speed mode replacement) slow-motion flowgraph to come.

And the SCAR at nighttime....skinning perfection (for me at least)...I'm so proud....it looks a little overbright during the day, but thats because the SSAO and HDR coupled with nothing to cast shadows and a white (snow) base texture make the lighting very bright and without much depth.

http://img388.imageshack.us/my.php?image=untitled22bd1.jpg
http://img93.imageshack.us/my.php?image=untitled21vv6.jpg
http://img215.imageshack.us/my.php?image=untitled20wu0.jpg
http://img388.imageshack.us/my.php?image=untitled19mf4.jpg
http://img392.imageshack.us/my.php?image=untitled18yv4.jpg
http://img392.imageshack.us/my.php?image=untitled17wu4.jpg
http://img215.imageshack.us/my.php?image=untitled16pk8.jpg
http://img379.imageshack.us/my.php?image=untitled15qo0.jpg
http://img383.imageshack.us/my.php?image=untitled14vp0.jpg
http://img388.imageshack.us/my.php?image=untitled13uu3.jpg
http://img392.imageshack.us/my.php?image=untitled12vl6.jpg
http://img215.imageshack.us/my.php?image=untitled11do6.jpg
http://img388.imageshack.us/my.php?image=untitled10su9.jpg
http://img392.imageshack.us/my.php?image=untitled9vo6.jpg
http://img392.imageshack.us/my.php?image=untitled8fl6.jpg
http://img215.imageshack.us/my.php?image=untitled7vu9.jpg
http://img379.imageshack.us/my.php?image=untitled6dw4.jpg
http://img383.imageshack.us/my.php?image=untitled5wb2.jpg
http://img388.imageshack.us/my.php?image=untitled4bs2.jpg
http://img392.imageshack.us/my.php?image=untitled2ae4.jpg
http://img215.imageshack.us/my.php?image=untitled23ah6.jpg
Last edited by Parts on 04.06.2008, 05:53, edited 1 time in total.
Lencias
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Postby Lencias » 09.07.2008, 04:56

What happened here?


 
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