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Entire church was remade to fix vertice alignment issues and to reduce the number of materials needed. Added some rafters and extra joists, ridge boards and also a cat walk leading to a small storage area above the doorway. The steeple was extended into the church a little and will eventually be made hollow with a ladder up to the bell. This catwalk is accessible via a ladder in the top floor back room, but this room may be locked.
This has taken way longer than expected, but hey, i have to learn how to use 3DS Max!
One of the first custom textures i imported was the blue barrels. I didn't do much work to them, just made sure they tiled correctly, blended them with the top and bottoms of the originals and let the crysis normal maps and detail maps do the rest. Crysis textures are not that details anyway, its the detail maps and normal maps that do most of the work. You can see the dynamic depth of field in action here.
This is a picture of one of the spare Rift Eye Cups placed close to my PC display. I layed some matt finish tape over the screen to try and simulate the diffuse mod people are applying to their rifts.
A jungle made up of 39 different vegetation assets.
Every tree, plant, rock, twig, bush, sapling, fern and log, has its own unique settings for density, altitude, angle, rotation and randomly generated size.
You can literally paint an instant jungle in seconds.
I used some sections of wood here instead of another section of wooden fence, as it looks a bit better and breaks things up a bit.
Just working on the new design for the beach.
I'm trying to capture the landscape of Kauai and the beaches of Isla del Coco.
Kauai is of course where Jurassic Park was filmed and features those iconic cliffs and mountains, and Isla del Coco is the real life island that Trespassers version of Isla Sorna is based on. It has some nice volcanic looking beaches, with lots of rocks and minimal vegetation. Its a nice contrast to the bright lush landscapes of Kauai and i think works well for Trespasser.
The off shore rocks are from Trespasser and are just temporary for now, ill replace them with either a new model or some voxel terrain. I'm not sure i'll keep the rocks at all yet, as the blue coral reef looks really nice. Time will tell.
A full size Rex is on the beach for scale and the tail of the plane is down there too, scaled up to a more realistic size.
I'm aiming for a detail level between Stage 1 and the high detail island from the flythrough video. Rather than keeping the levels exactly as they were, I'll fix a lot of the issues as i go, cleaning up roads, smoothing out blocky terrain and spreading out patchy vegetation.
I still have lots of vegetation and objects to add yet, right now im just trying to establish a theme i can run with and then move onto the more open plain areas. Once i have a look nailed down for the beaches, jungles and open plains for the islands south, i'll move north and start working on the pine and redwood forests. Then i'll come back through and finish everything off.
These sections of monorail track were placeholders i made a while back, they came in handy for this stage!
"Sun's in the west. I think. Which means that mountain I saw from the beach must be north." Sorry Anne, but my Sun's in the East. The sun position matches the lighting in the original game, but means voiceovers like this are a little inaccurate.
The monorail station is one of the few models i textured before importing. It was a rush job to say the least, but it does the job. I forgot the "welcome to site b" button though..
Although i forgot to blend the edges of the note with the alpha channel, its nice that the resolution held up and doesn't flicker like the original. The depth of field effect can be seen here again.
Most of the initial starting beach is done, im now moving in land and will work up to about the monorail station, then move onto another area.
Draw distance settings are for optimal performance, which also factors in height. So zooming in you can see a lot of the smaller vegetation species in the distant are missing, but in-game this isn't noticeable, its only when you're in "fly mode".
Slighty updated to account for the water unified water level. The terrain here was slightly raised to stop the water form coming to far in-land. Some waves were added to spice it up a little and only a few chairs are here for now.
Most of the initial starting beach is done, im now moving in land and will work up to about the monorail station, then move onto another area.
Draw distance settings are for optimal performance, which also factors in height. So zooming in you can see a lot of the smaller vegetation species in the distant are missing, but in-game this isn't noticeable, its only when you're in "fly mode".
For some unknown reason, when i stopped working on the really high detailed version of the island seen in the fly through video, a lot of the materials got corrupted or lost. I hadn't changed directories or anything, i just opened the old map one day and lots of stuff was broken. Bizarre.
One of the materials i lost was some nice water with real time reflections.
I spent some time today remaking the material and think its looking pretty good. The screenshot quality here suffered as i had to screen grab a low res version of the scene from the editor and paste the water over top of a nice high res capture. The high res e_screenshot command wont capture post processing effects, so the water was just a glowing light blue colour.
Even though the detail level is the same, its amazing how big a difference it makes seeing the surrounding mountains covered in trees.
Standing on the final monorail section and looking down Industrial Jungle is pretty sweet, even at this early stage!
This is just a quick shot of the original Trespasser model for the monorail station in the engine. The model was very quickly given a custom uv map and all original textures combined into a single 1024x1024 image to simplify things.
The results are not great, but im only using them as placeholders anyway, so quality is not a concern.
All future models will be un textured and just grey in colour, as creating the new UV's takes up more time than im willing to spend on a simple task with such basic results.
Because the dam is now filled with water, the opening inside the dam wall where Greenwood's body is, will be closed. Some water will be seeping through a small leak though, so it looks like the concept art.
What was once a static animated effect is now real time with dynamic interaction and refraction. The water bounces off surfaces and is affected by gravity, causing it to pool. The water volume is not generated by the water particles, it is a separate volume with its own properties.
The view from up here is pretty nice, even at this early stage. Being able to see the whole town is pretty awesome. I'll be painting the edges of the terrain where the ocean is, to hide the edges of the heightmap too.
I love shots like these and cant wait till more of the levels are filled out, to see how they look in a newer engine.
This is the new version of the previous shot.
This boneyard area is where the large skeleton is found, that you can use to trap the raptors if your running low on ammo. The skeleton models aren't yet in the engine so they are not visible, but rest assured there will definitely be some bones here.
The small rock pool on the left is not reflecting anything which is a limitation of the hi-res screen capture mode., normally it has a lovely reflective ripple over it.
Comparison shot.
I just resized the Rex model for the raptors and the vehicle is in place of the triceratops. Scale looks out in Cryengine because the plants in Crysis are so big. For more intimate areas, i will scale down the plants.
Its views like this that make it all worth it. Realtime water particles wash down the wall and into the pool below.
This is an all new location that is not far from the starting Beach Resort area. This helipad is where island visitors would have landed directly and then been taxied to the resort by car.
I thought it was kinda silly that visitors would have landed at the Town, docks, or some other location and then have to travel all the way to the resort, so this is my more logical solution.
This shot shows how a typical open area looks.
This area is in Jungle Road (second level) and is off to the right of the monorail path, near where you find the first stego.
Off in the distance where the fallen tree is, is where the lone Trike can be found in the original level.
My inspiration for this kind of design are the forest around where i live. Large sheets of granite break up through the hillsides offer a great variety to the landscape, with dead trees and large boulders filling in the gaps.
I haven't worked on the town again since i got the basic layout sorted, but its already looking pretty cool!