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sys_spec 4 | g_showhud 0 | r_hdrvignetting 0 | r_noneardraw 0 | i_mousesmooth 2 | r_ssdo 0.8 | r_gsmcastshadows 1 | cl_camera_nearz = 0.01 | cl_fov 75 | e_sun_clipplane_range 90
Player stance info (including collision dimensions) is defined in player.lua [gotta change settings]
A graphical analysis of Peter Zumthors building in Vals, Switzerland. A part of a university course, Composición Arquitectónica I, Universidad de Las Palmas de Gran Canaria, Escuela de Arquitectura.
You can find more information of the building here: http://www.archdaily.com/13358/the-therme-vals/
Sorry in the end I used Blender Game Engine to finish this project, however, now the model is all done and ready to be ported to Cryengine. I used Blender in the end because it easier to get the lighting right when you use baking.
You are welcome and download the model and play with it, I would like to see someone use Cryblend and import this into Cryengine. That will be something I will play with later but do not have time at the moment
Blend file: http://www.mediafire.com/?bxlbk4357kqo1ri
13 May 2012
Finally found some time to do the hardest part with this project; the wall texture. The cladding for the walls are made up of stone slates, 63/47/31mm thick, with 3mm mortar, these slates can be configured in different ways but always summing up 300mm.
Combined 4 textures to make the final. Same textures with different tiling for the floor.
I will be modeling the building next. No more obstacles left, I was really fearing making that texture. I have so many other things to do so this will be done in some 4 days later in June if my planning holds.
The project uses the actual terrain and site of the town of Vals. Mesh and texture has been extracted from Goggle Earth, and Google Maps, using SketchUp and Microstation.
Heightmap generate with microstation from the mesh done with sketchup.
Converted from hdr to bmp with photoshop.
I download a nice big 8196x8196 satellite texture with Allasoft Google Satellite Downloader.
The bmp heightmap is not perfect, it is converted from 1024 so there is some lack of precision. I am talking to Bentley to see if microstation can generate a heightmap with better precision. But this will be a nice background through the windows when walking through the building.
Since the texture is a satellite composite image, the shadows are baked from that time of day. Making this landscape static of the specific time. I will look into if I can do some photoshopping to reduce the shadows.
The west side doesn't have shadows, and looks better.
Here you can compare with the original project, still renders done with Luxology 501 engine in Microstation