View allAll Photos Tagged CryEngine
This shot shows the cave that opens up into the raptor canyon.
I'm using a combination of voxels and rocks to create nice varied rock walls, with a bit of an erosion look to it. POM provides an extra layer of detail on the ground, giving the appearance of lots of little pebbles everywhere.
Although the canyon looks very lush here, its really only this opening area that has this much vegetation, its mainly to create a nice entrance for the player to walk through.
I want the player to feel as if they are a really exploring a lost world for the first time, so i want the odd bit of "beautified" design that provides a bit of a cinematic experience. I call these scenes "master sword moments", because i always think of Links Awakening when you enter the sacred forest and see rays of light coming through the trees, rolling fog, and small animals running off into the woods. Only here it will be curious raptors snapping their necks around to see who just walked into their territory.
A nice "oh wow" moment, followed quickly with "oh shit".
The swag I pulled from this year's Gamescom. I only went after non-paper based freebies. Here's the list:
Mass Effect 2/Dragon Age poster
Batman & Catwoman face masks
3 Dragon Age inflatable swords (the packs kinda look like giant condom packets :P)
DJ Hero shades (very cool btw)
2 Crytek/CryEngine3 lanyards
2 Lego Rock Band sweat bands
2 Lego Rock Band lanyards
2 Scottish Raving Rabbids playing the bagpipes.
Plus various t-shirts not in the pic, Rock Band: The Beatles, Mass Effect 2 and Battlefield: Bad Company 2
There are no rolling waves on the ocean yet, just basic ripples and motion, but hopefully with some work i can get the 3D waves from earlier versions of the game working. These were removed from the final version of Crysis for some unknown reason. Its a shame because they were awesome and can still be seen in the original levels as black lines.
Update: I have waves working!
Isla Sorna is a volcanic island, so many of the beaches and cliffs feature exposed volcanic rocks and pebbles. To the right a little plover can be seen running across the beach. There are also small crabs, and a turtle somewhere.
Here you can see a bit of a difference between the old version and this new one.
Please note that the helicopter is just a placeholder and is not only the wrong type, but it doesn't give a very good reference of scale for this canyon.
Here is how the Raptor Canyon looked in the original game.
Not many plants, and not a lot of detail.
This shot is not as high quality as i used a different screen capture method to help retain some of the water detail.
This is the waterfall in the second level of Trespasser, Jungle Road, you follow the monorail supports for a few hundred metres before passing a small wooden construction shack and then enter a large clearing where a Triceratops is being attacked by two Raptors. There is some pixelation on the leaf texture, but with high res textures this can be fixed. I'm currently not using any high resolution texture or model packs.
I've posted several different shots of this scene before, each time with subtle changes to the design and lighting. I think its a great way to show how the lighting is progressing.
The dino is just the Rex model scaled down to raptor-ish size.
Here is the view from the lookout that's in Jungle Road. This lookout is a bit of a secret but can be found with some thorough exploration.
This is an all new area, still very WIP and missing a lot of details that were lost recently to an editor crash.
Screenshot of the beauty of Prey (2017).
Tools used: Otis_Inf 's Camera/Hud Tool, Lightroom color correction custom preset.
You can also find me on:
Players will need to exit this enclosed area the same way they did in the original game, but once they are on the other side of the wall, they have a pretty open path to progress through the Jungle Road.
This angle shows the new road heading off up the hill, which is a bit of a short-cut to the town (later on) and is also the rear entrance to the JP3 Embryonic's Administration buildings which are just over the hill. This rear entrance will be closed off, but players will be able to walk down and have a look, or continue walking up the road and look over the entire area, giving them a bit of a heads-up of whats to come, providing they can see anything through the trees that is. A gate will stop players from progressing towards the town, forcing players to head back and follow the path of the monorail.
There will never really be a right and wrong way to go, but players will discover that some paths are more dangerous than others and although they might be able to skip past whole areas and maybe even avoid the dangerous sections, there will be important items that they will miss making progress difficult later on.
As much as it would be nice to let players freely explore the island in any order they like, the reality is that complete freedom is confusing. Despite the open nature of RPG's, you still have a mission objective that guides you and you generally have access to a map and instructions and clues form NPC's. On an island like this where you're alone and have no real map, and no mission objectives or information provided by NPC's, it would just lead to confusion as the player aimlessly wandered around, trying to work they actually had to do. Sure it may provide hours of gameplay, but it would be hours of frustrating laborious gameplay.
This shot is of the InGen Resort Construction site, looking back towards the beach. Directly behind the "camera" is the site office, which will contain the first clue about where you are. The yellow excavator you can see in the distance will actually be replaced with one of the hydraulic lifters that were in the original game. Most likely the larger one that was at the end of Industrial Jungle. This will be one of the games first little puzzles, where players can climb sections of the construction materials, and get onto the lifter, then up onto the first floor of the structure.
Here is where you found the baseball bat in the original game. The little wooden fence has been replaced with this larger concrete wall with in the final version it will have a large wooden gate. This gate will be the first real challenge for players to solve. You could climb over the wall using objects to stack up, break the lock on the gate, or simply find the keys to the lock somewhere.
Please excuse the repetitiveness of the barrels textures. I didn't rotate them so they are all facing the same direction. All these shots are WIP and there will be some errors.
Here is my version of the previous shot.
I want to clarify that you wont encounter a raptor here in my version, not till later.
The see-saw puzzle has been removed, because i find it highly unlikely a vehicle would have been able to taxi visitors from the monorail terminus to the resort if it was in the way.
This scene from the second Trespasser level Jungle Road, shows a small wooden construction shack, some monorail supports and track, and some boxes and building materials scattered about. There is a road that runs along side the monorail supports for most of the duration of the level, this road often ascends some very unrealistic slopes and at times even passes right underneath huge boulders.
Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.
Here is where you encountered your first raptor. There was a strange see-saw type puzzle you had to pass to get over a small ledge and then over the hill towards the monorail terminus.
The ground textures here are unusual, they appear to be grassy sand type textures, which is strange considering how far in-land this is. They are used in later areas too, so i assume they are meant to be white stones or pebbles.
There are a lot of palm trees here, which is a bit silly. There should have been more regular trees with just a few palms in between. Most people associate lots of palms with the beach, but it is possible to have them in land of course, but perhaps not this dense.
Viewing this level in TresEd, you will notice the surrounding hills are void of trees, yet there are some hills that are densely covered with billboards. Its quite chaotic at times and it really makes me wonder what the hell happened to these levels, because i imagine the artists who originally made them, would have never left them in such a state.
If only i could get my hands on whats left of the Trespasser development data that still exists. I would love to see these levels before they were butchered.
This shot is taken up on the monorail structure, looking back up the road that leads to the beach. Please excuse the models as they are once again just Crysis assets i have manipulated to use as placeholders.
The dead leaves in the foreground are a dead banana tree that im using as dead palm leaves. When i have my own dead palm leaf models, ill replace them all with a couple of clicks.
Decals make a difference to the sand, and some new plant species spice things up a little.
In keeping with my gritty image theme, here is a "magazine scan" of an image of the new town layout. Nearly all major structures are there apart from the school, and a few other features such as the basketball court and tennis court, some small houses are actually supposed to be just frames or foundations and the buildings are all obviously temporary.
In the foreground is the water treatment facility. This will have pipes running into it all the way from the Dam. Players wont have immediate access to this building until they have entered the valley that the Dam is in, and then they will be able to get in and open the gates, allowing easy access back to the town.
The layout for the visitors centre compound is now quite similar to the movie and the position of some buildings is how it was planned in Trespasser's design documents. The school is an all new building and will be in the large empty patch of grass to the left. It was mentioned in the design documents and some sound samples relating to Anne wielding sporting equipment against a dinosaur, can be used now.
I am working on importing actual Trespasser assets so i can be sure of my dimensions, but i am pretty confident that it is all okay.
Still a lot of work to do, but its really enjoyable to work on areas like this. It will be so much more enjoyable when i have actual assets to distribute and the player movement code is modified. Then it will really start to feel like a different game!
This shot is taken just over the second wooden fence in the starting beach. In the distance you can see a big blue sign, which will be the "welcome to site B" sign, like what was seen at the base of the monorail structure. Normally the poster on the wall in the site office at the construction area will alert players that they are on Site B, but if they don't go into the office, this sign will tell them.
Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.
This is the stranded truck that was just before the Brachiosaur's in the original game. This truck is obviously just a regular Crysis asset, the actual model will be a UNIMog. You probably wont find a gun like you did in the original, but you will be able to search it for anything useful.
Photograph from India Game Developer Summit 2010 (Lite Ed.) held in Bangalore, India, 27 February 2010, produced by Saltmarch Media. Photograph ©Copyright Saltmarch Media. Non-commercial use permitted with attribution and linkback to this page on Saltmarch's Flickr photostream. All other rights reserved.