Forums Gallery Downloads LOGIN |REGISTER

Warhead II - Beta V2

Use this section to show off your CE3 modifications


 

User avatar
lonelypatrick
Not my first Rodeo
Not my first Rodeo
 
Posts: 440
Member since: 26.02.2010, 19:51
Likes: 1

Re: Warhead 2

Postby lonelypatrick » 26.05.2012, 10:49

USSR_GRAND wrote:
WARHEAD - Three new levels

The original title is misleading. The project has nothing to do with the Crysis WARHEAD. But It will feel refreshing!

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image



Nice!!!!!!! i love it but the buildings unreal, ans makes no sense where they've been put.....and there you go again with the fu...g yellow. what doing that yellow alien building and the big 3 legged alien middle of the nowhere? no offense but this noting like you! you should stay with modding the original gameplay.....
USSR_GRAND
Producer
Producer
 
Posts: 1426
Member since: 20.07.2011, 21:46
Likes: 109

Setting Up Advanced AI Behavior - Help me out guys !

Postby USSR_GRAND » 31.05.2012, 21:09

Setting Up Advanced AI Behavior


Hey will some one share some wisdom for me? Im trying to properly set the AI up in this level so they can navigate freely without bumping into trees. The MOD SDK DOCUMENT has some helpful tips, but some parts seem to be less elaborated on.

Please read content below


In the image below AI is setup using tagpoints to move freely in a specific manner, and in gameplay, the AI will navigate along those tagpoints. How do you set this up correctly? I thought that tagpoints were only used once in gameplay.
Image

Im also having difficulty understanding the triangulation that the AI navigate on. In the image below, if you look at the lines you will see that they lead to a specific point. If the point is white then it seems AI wont bump into things, but if its black then there is an object blocking the path.

Image

Is there a way I can manipulate these points? Any tips?

This is what it looks like when AI hits the black points
Image
Image
USSR_GRAND
Producer
Producer
 
Posts: 1426
Member since: 20.07.2011, 21:46
Likes: 109

Re: Setting Up Advanced AI Behavior - Help me out guys !

Postby USSR_GRAND » 31.05.2012, 22:36

Oh I figured it out... You have to make a forbidden area for ALL obstacles.

:p LOL now I see why people dont like to make Jungle maps... This will take a LONG time considering that I used alot of large vegetation.

:happy: I probably wont be making any dense jungle maps anytime soon... lmao!
Image
darkchazz
Not my first Rodeo
Not my first Rodeo
 
Posts: 591
Member since: 01.05.2010, 16:17
Likes: 70

Re: Warhead 2 Mod - USSR DEVS

Postby darkchazz » 01.06.2012, 00:53

Boring, but must do it.. :yuck:
ScreenShot0047.jpg
ScreenShot0048.jpg

Nice work btw.
User avatar
Johnny Guitar
Skilled Developer
Skilled Developer
 
Posts: 798
Member since: 23.03.2011, 05:21
Location: Calgary / Alberta / Canada
Likes: 14

Re: Warhead 2 Mod - USSR DEVS

Postby Johnny Guitar » 01.06.2012, 01:21

I don't think vegetation has forbidden areas.
I love everyone :)
User avatar
iSqueezee
Producer
Producer
 
Posts: 1967
Member since: 05.11.2011, 16:26
Location: Czech Republic
Likes: 49

Re: Warhead 2 Mod - USSR DEVS

Postby iSqueezee » 01.06.2012, 05:28

Me either. AI should walk through bushes etc. Except rocks
darkchazz
Not my first Rodeo
Not my first Rodeo
 
Posts: 591
Member since: 01.05.2010, 16:17
Likes: 70

Re: Warhead 2 Mod - USSR DEVS

Postby darkchazz » 01.06.2012, 12:51

Look at my first shot....
really I don't want my AI to ever walk into those bushes and rocks between the trees..
User avatar
the_grim
Superstar Dolphin
Superstar Dolphin
 
Posts: 9884
Member since: 16.08.2004, 10:46
Location: Finland
Likes: 189

Re: Warhead 2 Mod - USSR DEVS

Postby the_grim » 01.06.2012, 16:11

Vegetation has AIRadius which is basically how far the AI circles around that particular vegetation object - it doesn't work for large objects though so for big rocks etc you need ForbiddenAreas. ;)
silentsniper93
Just getting started
Just getting started
 
Posts: 2
Member since: 01.06.2012, 16:54
Likes: 0

Re: Warhead 2 Mod - USSR DEVS

Postby silentsniper93 » 01.06.2012, 17:01

your work is amazing O.O" can u help me with my idea?! i want make a camo/skin for crysis 2 weapons but i don't know how...i just use sandbox and i have just created some multiplayer maps but (if i remember correctly) with sandbox u can't change weapon texture...i already tried to open the weapons with maya (or other 3D programs) but nothing, i'm not able...so could u give me some advice??? PLS
USSR_GRAND
Producer
Producer
 
Posts: 1426
Member since: 20.07.2011, 21:46
Likes: 109

Re: Warhead 2 Mod - USSR DEVS

Postby USSR_GRAND » 01.06.2012, 20:43

the_grim wrote:Vegetation has AIRadius which is basically how far the AI circles around that particular vegetation object - it doesn't work for large objects though so for big rocks etc you need ForbiddenAreas. ;)


Oh so this prevents AI from bumping into trees without the use of forbidden area's?

Well I hope this works, because I made a jungle with alot of twisted jungle trees from Warhead 1
Image
USSR_GRAND
Producer
Producer
 
Posts: 1426
Member since: 20.07.2011, 21:46
Likes: 109

Re: Warhead 2 Mod - USSR DEVS

Postby USSR_GRAND » 02.06.2012, 08:14

Just a jungle... no info yet

Image

Image
Image
Image
Image
Image
Image
User avatar
TheMagnumman357
Producer
Producer
 
Posts: 1516
Member since: 18.10.2011, 02:04
Location: Tulsa, OK
Likes: 21

Re: Warhead 2 Mod - USSR DEVS

Postby TheMagnumman357 » 03.06.2012, 02:52

Looks good, but what happened to the original game we were making ?
"The DAY AFTER" set in an open world Chicago and NY
Image

http://www.youtube.com/watch?feature=pl ... DOjN0mAfGQ
User avatar
ceylonfarmer
Senior Developer
Senior Developer
 
Posts: 846
Member since: 11.11.2011, 07:36
Location: Asia
Likes: 2

Re: Warhead 2

Postby ceylonfarmer » 03.06.2012, 16:47

USSR_GRAND wrote:
WARHEAD - Three new levels

The original title is misleading. The project has nothing to do with the Crysis WARHEAD. But It will feel refreshing!

Image

Image

nice:)
Last edited by ceylonfarmer on 04.06.2012, 04:29, edited 1 time in total.
Image
Role :Texture artist
My skills : Level Designer|Game Designer|Sound Designer|3D Artist|2D Artist|
USSR_GRAND
Producer
Producer
 
Posts: 1426
Member since: 20.07.2011, 21:46
Likes: 109

Re: Warhead 2 Mod - USSR DEVS

Postby USSR_GRAND » 03.06.2012, 19:13

TheMagnumman357 wrote:Looks good, but what happened to the original game we were making ?


Tbh I needed more practice before releasing the mod. Im not as good as you guys are at level design and everything, but I want to make sure that whatever I release has my best work on it.

I got to learn a couple more things too. Grand Hiroshi made a story guideline that I really liked. He never told me the full story because I told him, "its better if I focus on whats in front of me"

ceylonfarmer Do you have 3dsMax experience? have you ever made weapons for Crysis 2?

I have a ton of free weapons, I just don't know how to get them ingame

Anyways Here Is the Latest Videos

WATCH IN 1080P

Image
User avatar
iSqueezee
Producer
Producer
 
Posts: 1967
Member since: 05.11.2011, 16:26
Location: Czech Republic
Likes: 49

Re: Warhead 2 Mod - USSR DEVS

Postby iSqueezee » 03.06.2012, 19:29

For god sake, people. Stop the stupid quotes please! :meow:


 
Connect and collaborate with CRYENGINE developers in the official Forums.
Visit the Gallery to share what you have created and be inspired by what others are creating with CRYENGINE.
Community