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Work in progress shot of the white InGen utility seen throughout Trespasser.

-Nvidia DSR = 6880x2880 (5K 21:9)

-SweetFx

-Camera Tools by Frans Bouma

The simple textures i've whipped up using default Crysis materials is actually pretty neat. These cliffs turned out better than expected, but they needed a lot of work to clean up the extreme triangluation in the corners and on the edges.

Sneak peek at the inside of the Ops Building.

 

I made some fake light beams for this one. They look pretty cool, but only good for screen shots.

A shot of the finished Town Walls and Sidewalks in front of Hammonds Mansion.

Sneak peek at the inside of the Ops Building.

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!

Just a low res in-editor screen capture.

I'll never forget seeing that structure for the first time and wondering what was down there. Then a raptor bit my curious ass.

A while ago someone asked for a shot above the tree line, so here it is.

 

This shot was taken where Anne first see's the Brachiosaur in the original game. Looking back towards the beach you can see how thick the canopy looks from overhead.

 

I've been working on the TOD again, I started fresh and am working on a full 24 hour cycle.

 

The time here is about 5:30pm.

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".

Even with just the couple of textured models in this shot, its already made a big difference to the quality of the Town.

 

Power Poles, Street Lamps, Bench Seats and the Statue are the only new additions here, plus a few power lines connected to the poles. The water looks pretty nice in the base of the statue, i might put some leaves floating on the surface if i get a chance, the same goes for Wu's pool when i get to it.

 

Still lots to do, but its getting there.

 

A work in progress shot of Pine Valley and the site of the Geothermal Power Plant.

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!

Scans from the 3 page Trespasser article in the August 1998 issue of Gamers Republic magazine.

I added some waves and set the water up to be a good compromise between the original games ocean, and the water you could interact with. Transparent enough to see through, but not too much otherwise it would look weird from above or from a distant.

 

If you go out too far in the water, a shark rocks up and makes pretty short work of you. So when Anne say's she doesn't really feel like swimming, you better listen to her!

 

That piece of debris in the water was a little bit tricky to get right. Just placing it there didn't do the trick, it actually needs to be "nudged" for the physics to kick in and start it floating on the waters surface, otherwise it was frozen in the air. I had to add a little kick via a physics impulse in its flowgraph, which did the trick, but if you walked about 60 metres away and returned, it was static again as the physics had become dormant. So I had to add a constant timer that perpetually initiated the kick, but this had to be given a delay of a second, so that it wouldn't fly through the air. Once you're out of range of it, the physics are dormant again and timer deactivates.

 

So much trouble from one little thing!

 

When the level starts, some rocks tumble down the cliff and splash into the ocean, just like in the original. They have different physics properties when in water, so there is some resistance that makes them sink slowly and they roll along the ocean floor very realistically.

 

I would really like to add bubble particles that spawn from an objects surface when it first enters a water volume. That way a rock thrown into water will have a bunch of bubbles trail it through the water.

Scans from the 3 page Trespasser article in the August 1998 issue of Gamers Republic magazine.

Scans from the 3 page Trespasser article in the August 1998 issue of Gamers Republic magazine.

Both sides of the huge fold out illustrations in the book 'Dinosaurs A Fold-Out Book' by Rand McNally.

 

It's believed the illustrations, by Steve Kirk, are the inspiration for the dinosaur textures in Trespasser.

 

A quick glance is all it takes to see its a pretty sound theory, as the dinosaurs look pretty much identical.

 

It took me a while to find a seller that would ship to Australia, but the search was worth it.

We all remember the first time we seen this.

Classic view of the first major physics puzzle and the first raptor encounter.

Its views like this that make it all worth it. Realtime water particles wash down the wall and into the pool below.

"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.

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.

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