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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!

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.

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.

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.

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

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.

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.

Its nice to be able to see all the way down the end of that valley, the Mountain in the distance and also into Hammond's house. Once things are textured and finished, it should be pretty cool!

"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..

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.

Gotta love those big chunky terrain decals!

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.

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

-SweetFx

-Camera Tools by Frans Bouma

These sections of monorail track were placeholders i made a while back, they came in handy for this stage!

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.

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

-SweetFx

-Camera Tools by Frans Bouma

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.

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".

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.

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.

Even though the detail level is the same, its amazing how big a difference it makes seeing the surrounding mountains covered in trees.

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.

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.

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".

A shot of the plants as they originally were in trespasser.

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.

Standing on the final monorail section and looking down Industrial Jungle is pretty sweet, even at this early stage!

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