Computer Science Student. Maker of things.
The terrain is tessellated, so it'll keep reducing in resolution and FPS will never become an issue.
The real giveaway would be the texture repetitions on the dark terrain texture.
I'd second that. I think you'll get better results with a simpler mesh.
I think something along the design of this model, with a less sci-fi look would look better. Forums.cgsociety.org
The stupid graffiti is not.
Ah excellent. As usual it will be entirely brilliant apart from the hormonal-centric character models.
Far more impressive than the title had me believe.
is that a UV fix? that looks awesome =)
This should be awesome. Would love to see some of the towns from RnL in CE3 =)
Nice detail =)
Neat. I love the Pseudo-Realistic Approach =)
The normal on the brick looks a bit odd.
I would suggest making a custom heightmap (with brick as white and the grout as black), converting that to a normal (cryTIFF export option), then overlaying that with the crazybump normal and blending them.
I'm using Photoshop to make seamless textures from photographs. My shader maps are made in photoshop or using the cryTIFF plugin
It's probably a good idea to familiarise yourself with the cryTIFF plugin, if you use photoshop.
Generally, most surfaces benefit from more subtle shaders. Here's A metal floor surface I made. Crydev.net
I think your normal maps are too powerful; Especially in this one, you're losing recognition of the material.
probably not, based on BF4's turnaround time. =)
yes, that's the cause of the bug listed in the thread
The code is supposed to include windows.h instead of afxres.h in the express version, but the if statement didn't seem to be working
Ah, this thread sorted it out Crydev.net
Thanks for the tutorial. It compiles up to the following error, "cannot open include file 'afxres.h'". Any idea what's up?
From what I remember, these types of objects usually have an LOD without wire, which may be necessary if having multiple of those objects in a scene is a problem.
This is extremely impressive. I think some details on the path and some ToD tweaking would make this look brilliant.
Audacity. I get sounds from freesound.org, and in this case added a low pass filter to simulate the sound passing through a wall
looks fun, just in a £2 app sort of way, not a £17 game way.
if you increase the HDR factor on them sparks to brighten them, and have the room lights emitted from the water level, that might improve the visuals in that room.
This may be of use to you Worldofleveldesign.com
1300 polies is way too high for a barrel. You should be able to get most of the details in that for less than 500 faces
the visuals are lovely, though I found the controls to be a bit annoying. The cornering on large turns works really well, but on smaller turns I can't get the control I want.
If possible, I'd like to maintain grip when not accelerating in a corner, and then drift when I accelerate. At the moment, not accelerating makes me drift and accelerating just makes me crash.
But, super cool =)
no, Cryengine 1 En.wikipedia.org
Great to see some progress, looks awesome
that's pretty awesome =)
you mean a 560GTX and 4GB of ram surely?
Looks like an awesome Idea. I think some of the animations could do with a little tweaking, but it looks fun =)
A remake sounds great, though keep the same narrator, cause He was perfect for the role =)
nice, Though I'd try some other water materials, the current one's foam is too bright for the scene
very awesome =)
Looks fairly awesome. Can't see anything to fault there
Thanks, Looks awesome
Since It's being awkward, any chance of a youtube link?
Looks awesome/interesting =)
My crit would be the smoke should be bluer, to look like its behind the fog
That does looks awesome, the cubemap on the water seems a bit bright though
not bad, but you should definitely do it in the art style of the game graphics, this kind of thing 1.bp.blogspot.com
Its the bytes used to store integer values. 2^16 bits. Which is more than enough maps
Two things elude me, motivational music, and why people can't cycle for real.
But those are just opinions, that works brilliantly for its purpose.
I would Improve the scenery later in the video, as it goes from amazing to somewhat lackluster at 13:00 in. Depends how you want it done, but if its going to be stored as a video, then you may as well add as much detail as you can =) personally
I see some odd shading, perhaps there are some polygons facing towards the roof?
Looks awesome by the way
increasing contrast won't improve the texture, You need to add cloth detail to the texture
not bad, but you should match the sand texture colour to that of the original
I think the top two parts of the hud would look better at the top of the screen, but it looks nice otherwise. If its possible, having the milliseconds in subscript would be nice as looking at four sets of numbers might be difficult in a mid-race glance
nice, but could you not add a few more polygons to the model?
Perhaps a description on the video itself would be slightly more useful? =D
This is the Cinema version of Cryengine 3, the features in the video are largely exclusive to this version
hopefully should be very fun to work with, watching the weather change when the station is destroyed
its a mix, I'm trying to include cut parts but not things that were cut for a reason
the metal could do with a tad of rust, keep the green though, it looks great
seems a bit odd having the computers need the open edge. Maybe a solid wall?
very nice, but a bit under detailed. Maybe if you have a grated floor with small pit underneath, this kinda thing Planetmedia.gamespy.com
Map seems to end suddenly, but EP2 had that problem as well. Looks nice otherwise. APC placement seems a bit random.
Install Crysis patch 1.2, running the game a few times may help
that smoke doesn't look too great in bright sky, try some others
I fail to see what was wrong with the old SMG, and having an ACOG sight doesn't fit with HL gameplay
Make the old one better, but please don't change the weapon
This maps at least suggests pripyat, and most likely IS pripyat. Its a fine recreation, like STALKER only better =D
the angles a bit odd, perhaps have it smash straight into the cliff
hmm, needs more red around it, ATM it looks like you've got an eye problem
Box letters should be 3d!
Maybe Make It look a bit more realistic?
Its sooo fun video editing =D
nice, but don't stick identically to the beta version, try make your version as original as possible whilst keeping the key points in
It should be good to have some progress again
EDIT: mess around with colour correction, that could make it a heap better
well ripped =/
try use the same effect but a lot smaller around what you already have
one thing to say is the block on the right (when zoomed in) looks almost real, I think if you get the fog this good in other places it should look amazing
would just be the fast zombie, which shares its animations with the scrapped combine guard
yeah, Have an empty plug at the water level or something
yeah, even a road would make it a bit more believable but a small town opposite the pitch would be ideal
Agreed, love it!
I wouldn't use that, The vault purifier is a much smaller affair, that is designed to purify the wastelands water
cool, please make a sim =D
tust looks good, but only if you rust all of the sentry
Looks very nice
It's the new engine too isn't it?
Try reverse modding it into half life 2 =)
the cliff texture should be stretched out, its reapeated too much ATM. Otherwise very nice
You thinks thats something? did you see what the catholics used to do?
ooh cool, reminds me of bioshock 2 MP...
I did enjoy the mod, 5 is average, and 6 is ABOVE AVERAGE. the way you review mods dosen't represent a reliable scale. If that is a 9, then what is a mod like 'outpost 16' worth, 23/10?
PS. What If I do sing the HL2 Theme?
PPS. what HL2 Theme song?
Obviously haven't used it yet but from what I've heard This should be an excellent engine to work with. The graphics look a but cartoony, But I'm sure its just a matter of improving your assets.
some kind of support structure on those walls would make it look a lot better, and perhaps scale up the texture as It looks too repetitive at normal size
because he plans to rip them?
firstly, read. secondly, which is bold like the other scores?
Yes I found the mod thoroughly enjoyable, and good enough to be a proper spin-off from HL2, which is why it deserves such a good score
hah, monolith strelok
very nice, textures need work though
mmm nice, lighting is incomplete though
I imagine a night club would tire easily, and if the music can be heard outside of the building, annoying.
I would consider doing a bar/pub instead
you put the ladder in seperatley methinks
revolving grate of TERROR!
please get rid of it and but a fence there I beg of you!
valve does have a habit of making a rather rubbish music genre amazing...
how many textures do you plan to illegally rip?
why? they're moving to a more modern, capable, FREE engine?
they're distasteful for a game like this
To be honest, you may want to consider using a 3d version of those buildings, however well you make it at that distance it looks too 2D
thats more or less what I have in mind
[article has been updated]
personally I would use a slightly darker fog
nice, obviously we want to see portals =)
it would be nice if you could incorperate the Hl2 (or more) weapons with a more portal style HUD, perhaps no health meter and icons of bullets for a ammo display (like MOH:AA)
like yourself saying what a stupid comment =/
good point, but city 17 is in the evening
great, I'll be sure to translate some signs in the game
(except city 17, combine are speaking english)
more awesome when you kamikaze it into a skyscraper =)
yeah, Norway's on the left, if it gives you a better sense of where
nice hills, but isn't the area around chernobyl flat?
I posted the exterior view to show what the architecture looks,
(View Original) should give you a bigger picture
the trees need some work, but otherwise great
okay, I pasted it from the readme
I think the interface needs work, It looks somewhat tacky, a good HUD could make the game look a lot better
Roof looks very cool BTW, may post it
seems quite an empty scene. That texture needs work because you can't really tell what material it's supposed to be
that decal is pretty horrid, its an effect they stopped using soon after HL came out.
if you want to use it, change the texture to about 10% of what it is now
lighting needs improving. With that light at the back the scene should be quite bright
what you've put over the stock character textures seems like it could be improved
a good moon is always a good idea, you'll be seeing a lot of it =)
Is he tame?
that would be awesome
This will mainly feature in ravenholm, the only time gordon travels at night in the original. This will help reinforce you are still on a combine led world
I know it looks rubbish, but the grey sky looks a lot better in game. Really moody and depressing
Oh I know that feeling =/
Nice btw, darken the texture and add some scraped off white text, that would look awesome
oh, bake some light on
lol stop staring =)
the blue ambience is pretty awesome, a refreshing change to the orange tones we're used to
Definitely change the detail of the areas the player won't see into bumpmap
PS, looks awesome
A brilliant Trailer, I felt the BETA did little to live up to this
Excellent lighting, perhaps too much Post-Processing
looks like decay...
awesome, but needs cluttering up to match the exterior and storyline
looks... crappy... from afar
lol, pretty awesome man, you will probably want to extend the forest to the area around the hotel
somewhere from earth? dammit now I have to start over ;)
PS, I updated the floor texture, I'm just using the old one around the station
I probably will replace them with metrocops when I get round to it
not bad, they need random timing though, some advanced particle features would be great if you don't have them already
Its hard to see the sun rays there, but they make a huge difference, making V.High quality worth it
May I? =)
the stripes down the handle are due to wasted polies, and there's more from the underneath view, you should try deleting faces and making more simple ones
awesome! did you use SSS in the render?
not bad, but needs to be brighter, a huge single light used like a sun should look good to create some global lighting
nice, should make an excellent sky-box =) planet's fiery core
is this a black mesa area?
Needs a better wall texture to make it a bit more interesting, and maybe a smooth tiled metal floor. If you want me to make a mock up reply
nice, I think rather than the planet the story is based on, It should constantly be in the sky-box, like a twin planet. that would be brilliant
Wow, An excellent mix of space exploration and high detail small scenes. just amazing!
PS, that screen looks awesome
A TOD like this in the final game would have made it awesome
I prefer that RPG model, don't like the explosion much though
this doesn't do the game any justice, looks too much like far cry
They're very early korean models, might even be the Chinese models
It's one of the most original levels in modern FPS games
best thing ever tire-popping =)
yeah, that's an overview, so you wont even see that in game. I've already started adding detail with crysis assets inside
this looks particularly nice, can you dirty up the walls at the back with decals or something?
Not bad, needs dirtying up a bit.
To be honest, something from the HL universe should stem from much simpler backgrounds. A barely maintained vehicle would be a logical vehicle in the HL universe. If your going to use a BMW, it would be awesome to see it completely rusted, panels peeling off the car itself =)
The Gamma! It BURNS!
barrels should look a lot better =)
PS. Sorry about the video capture lag =(
Not really, I want to keep it close to HL2, but I may use a slightly creased jump and sprint speed without changeable modes
Please note I want to change the Head system later on mainly because of cryteks... sexism issues
It's a Straight Translation :p
Nice, if you take crysis for example, those thin bits of explosion that spray out shoud have black smoke trails, should improve it a lot
Thanks, the plan is to create a much more diverse range of enemies and weaponry in this game. I will use a similar system to Crysis for weaponry, but I will remove the customisation, so you will hold one or two of each weapon type.
I plan to use a lot of modern day weaponry, as well as combine issue weapons, and hopefully a better melee selection. I want to add aliens from Blue shift and opposing force, as well as some of the cut Half Life enemies
you should leave an ominous toe on the table as an easter egg =)
Okay, I've Played, here are my suggestions
Shared ammo pick-ups - the weapons are shared but I found myself desperately low on ammo
Don't restart level - Loading takes too long, especially as low player numbers mean it need to be restarted often. you could probably kill and re-spawn all the NPCs instead, or have a mode where the enemies stay dead when you re-spawn