I have a video tutorial on voxels in on stage6, links earlier in the thread.
However, the sub-pen is a voxel, but the entrance to the facility and the mine do not use voxels at all, just holes in the ground big enough for the tunnel entrance. (Something crysis does too) The interior of the mine however is made of voxels.
Last edited by ZapWizard on 03.12.2007, 22:10, edited 1 time in total.
Crysis used Visareas around large voxel objects in the mine level to darken the caves, and it is the proper way to do it.
I have a tutorial on this.
For my subpen however I tried and tried to use vis-areas but it was more trouble then it was worth for a few reasons. You can't use vis-areas inside other vis-areas or the portals mess up on the internal exits. (Like the sub inside the cave)
The second is that the game seems to have a limit on the number of vis-areas visible at any one time. So you can't for example look through three or four in a row. So I couldn't split the cave up into multiple vis-areas.
I re-made the sub-pen at least 5 times over, trying different things.
My end result is much darker without vis-areas by using only four voxel objects, changing much of the textures to a non-specular surface (doesn't look wet), and turning on the ComputeAO option.
I did use visareas in my cavern part of the map though, and I will use them in the mine part of my map.
Video of my reactor room online: [STAGE6]wip/1914530.divx[/STAGE6]
I had to remove the initial visual noise from the area for the video (as DIVX really didn't like a ton of random noise in the video)
Last edited by ZapWizard on 19.03.2008, 17:00, edited 2 times in total.
For those of you who don't know who I am, I am the new detail artist.
So I'll make most of the enviroments for this map.
These are just the begining. Everything will be finetuned later inte the process.
Here are some pictures of the nights work.
Last edited by Duane_lee_evans on 08.12.2007, 11:43, edited 1 time in total.
- -=[Duane Lee Evans]=- -
Since I think people will get pissed and feel outside if we speak Swedish I'll keep on with the English.
Do you think so?
I started using the editor last week i think. :easter:
But thanks again. Glad you like it. =)
- -=[Duane Lee Evans]=- -
FYI, Duane isn't working on the map, no hard feeling we just had a miscommunication on what I needed help on. I need people willing to do interior/Human area detail, not vegetation placement.
I am going to try to update my progress at bit more often, but at the expense that a few spoilers may leak out.
* Terrain: 80% complete, future changes related to playable areas.
* Vegetation: To be done after areas are complete
* In-flight cutscene: Props laid out
* Crash scene: Physics tested, particles added
* Cavern: Voxel skeleton laid out
* Mine town: Buildings laid out
* Beach: Placeholder objects
* Bridge: Waterfall made (Thanks Duane)
* Prison camp: Building laid out, minefield, razor wire with damage setup
* Docks: Placeholder objects setup
* Facility: Floor plan started, entrance made
* Lab: placeholder only
* Sub-Pen: Voxels made, submarine placeholder in place, basic interior setup
* Base: No work yet
* Old-Mine: Voxel skeleton laid out, elevator setup
* Communications outpost: No work yet
* End-Cut scene: No work yet
These weekend was all about physics and cut-scenes
I want to try to make cut-scenes that are still under mostly player control, such as the way Half-life does theirs, through careful placement, and assumption of what the player is looking at. There are a few times where I turn the players camera for them, but you still have movement control.
I have my C17 props mostly done, all of them are affected by the physics engine.
I have tested a scene where everything is thrown up into the air, the ramp rips away and two guys at the back get sucked out along with equipment.
The current problem is that sometimes the stuff falls on you and kills the player, so I need to figure out how to make the player invulnerable for a short time, while still letting the physics engine throw you around.
I successfully attached an radar scanning unit to the hand of one of the men using the character editor.
But I would rather have him pick it up and use it rather then have it glued to his hand.
I am now starting to get a grip on the basics of doing human animation using the track-view editor.