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.