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A mod called Entry

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Talvipakkanen
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Postby Talvipakkanen » 01.06.2010, 14:22

Originally posted by noloser310
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)


Hmmm... thanks :D

I don't see this as a jungle map. There is of course forest with undergrowth and bushes in general, but not real jungle, and it is intented to be so.

--
EDIT: Try making the end of the map first, then you will feel stupid having an end without a start... just a motivational advice for getting the work done :P
Last edited by Talvipakkanen on 01.06.2010, 14:50, edited 3 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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ultranew_b
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Postby ultranew_b » 01.06.2010, 15:07

Looking Good TAP !!

Really like the night TOD !

:D
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leon35
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Postby leon35 » 03.06.2010, 03:25

I really like that night time ToD, its its bright but still feels like night
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Talvipakkanen
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Postby Talvipakkanen » 03.06.2010, 04:21

Thanks guys :happy:

Nightime is occasionally somewhat bright as it can be in reality too, particularly in open areas and when moon is high on the sky. When moon goes down and enemy attacks you deep in the forest, there is moments you'll be cursing the darkness :P
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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Talvipakkanen
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Postby Talvipakkanen » 04.06.2010, 21:54

Custom airstrike flowgraph so far... sorry, no details.

Features
  • no strike areas
  • strike per entity class
Possibly airstrike with VTOLs using missiles, if getting it right.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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Un_dead
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Postby Un_dead » 05.06.2010, 12:09

8o at the airstrike flowgraph....
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Vodkacannon
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Postby Vodkacannon » 10.06.2010, 22:15

I think your map needs more rocks, and rock variations, and a bit more grass. But for performance issues you don't have to go all green thumb on the level. Just some more prominent and denser grass clusters.
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Talvipakkanen
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Postby Talvipakkanen » 10.06.2010, 23:16

Originally posted by Vodkacannon
I think your map needs more rocks, and rock variations, and a bit more grass. But for performance issues you don't have to go all green thumb on the level. Just some more prominent and denser grass clusters.


Some more rocky scenery will (and has) be added as detailing progresses. In addition, most of the forest areas have rocks amongst vegetation. For grass what is to be done is mostly detailing also; around buildings and other objects.

For a performance point of view, vegetation view distances have adjusted, but in general vegetation is not a problem. Frame rates in forests are much higher than in base areas, to which i'm currently focusing in optimization.

Thanks for commenting :D
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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ultranew_b
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Postby ultranew_b » 11.06.2010, 00:23

I like the 4th shot !

:D
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leon35
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Postby leon35 » 16.06.2010, 21:34

Looks nice, but the area around the building in the second shot is a little empty.
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Talvipakkanen
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Postby Talvipakkanen » 16.06.2010, 21:57

Originally posted by leon35
Looks nice, but the area around the building in the second shot is a little empty.


Thanks leon35.

What should i put there? I don't want fill all empty places with garbage and boxes.

EDIT: okay, more undergrowth and a piece of fence with jumppoints... and road finally :)
Last edited by Talvipakkanen on 17.06.2010, 02:09, edited 2 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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Talvipakkanen
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Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
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Postby Talvipakkanen » 17.06.2010, 02:51

Couple of pics from editor. One showing some AI setup and another of a door in a new house model.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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ultranew_b
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Postby ultranew_b » 17.06.2010, 03:06

Haha ! Crazy forbidden areas happening there! :O

Wish they had an auto tool for that ! lol

How long have you been working on this level man?
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Talvipakkanen
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Postby Talvipakkanen » 17.06.2010, 03:27

Originally posted by ultranew_b
Haha ! Crazy forbidden areas happening there! :O

Wish they had an auto tool for that ! lol

How long have you been working on this level man?


Yup, it's quite dense when seen at once. FA placement is somewhat detailed. Oh, the autotool! If we only had that, even for the terrain! And AI should be clever enough not to try climbing slopes too steep... BTW, map size is 2000x2000x1, i.e. 4 square kms.

Project has been active since July 2008, but there has been periods with no activity. Time includes learning all the tools as well.
Last edited by Talvipakkanen on 17.06.2010, 03:42, edited 2 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
raxxxor18
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Postby raxxxor18 » 21.06.2010, 21:35

/moved as requested
Kinda back..


 
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