Graphic Artist & Photographer

Comment History  (0 - 30 of 45)
yung23
yung23 - - 45 comments @ LOST - The Return

Its pretty much dead. in the Cryengine anyway.

I dont even own the mod anymore. nor can I find a copy of it to continue.

So I have begun to put it into the UNREAL engine, using Megascan assets and ever improving sky textures, ocean shaders etc.

Sad, because Cryengine let you do all of it out of the box.
I could go swimming in the ocean just like that.

Unreal barely has an ocean shader.

Its a lot of work but is a great hobby.

I WANT to offer the same type of play, open world etc..

but in VR.

Foliage is an issue though. VR is just to resource hungry, so I might just opt out of that option as you explore the landscape/island.

I will only offer VR in things like the HATCH, or SMOKEYS LAIR..

I want players to be JUDGED by the smoke monster in VR, just like Ben was..

with particle effects surrounding them etc..

I've almost got a working version right now.

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

update :

I WILL eventually finish this.. but I need to begin it again, using the Unreal Engine most likely, Cryengine is no longer my favorite engine. I want to use the Unreal Engine so we can so this the right way, IN VR !

I have already begun testing it, and I imported "smokeys lair" into the engine, textured it and used the Oculus Rift DK2 with it, complete with audio from Bens Judgement.. it was so damn awesome.

I do have all my locales as 3D files still, and all my island heightmaps and such.. the hard part is making it detailed enough so that anywhere you stand, looks photorealistic. I cannot do it using one island mesh and will probably need to merge several together to get interesting terrain.

This weekend I will start a KICKSTARTER project for the LOST mod. I will also (right now) join the facebook group and begin recruiting.

I need people who use Unreal and MOST IMPORTANTLY, someone who can program AI in it, because I MYSELF, plan to be the smoke monster but I want an AI version of it too, so when I'm not HIM.. he can be the islands security system in the absence of myself.

Good karma+2 votes
yung23
yung23 - - 45 comments @ LOST - The Return

well.. I've been away for awhile.. but I do still have the mod.. but I cannot find the old exporters for the previous sandbox engine anymore.. so I might have to re-build and reexport the mod to CE3. in which case.. I will need to program smokey by hand... there IS still hope. The LOST island isn't done with me yet. it may never be.

Good karma+4 votes
yung23
yung23 - - 45 comments @ LOST.THERETURN_island preview

daytime you see even more detail.. I'll try to get some better, higher res. shots soon.. and say I were to upload my entire mod and assets to a place where it may be downloaded and worked on by others... would ANYONE be interested in helping me flesh out the thing so it can finally be explored ?

I have been playing with the idea of sharing this with the entire LOST fan, crymod community... I may begin it in CE3 and share rights to edit the level etc.. any interest out there for this ?

Good karma+3 votes
yung23
yung23 - - 45 comments @ beach crash wip preview

simply because it has always been MY wish to visit the entire lost island as I remember it, I continue the work :)

LOST had millions of fans, I being one of the most die hard.. so I just hope there are still a few lost lovers out there who might wish to revist the island with me.

besides.. its also great portfolio material as an artist.

Good karma+2 votes
yung23
yung23 - - 45 comments @ Smokeys Lair

If I only use crazybump for normal mapping and stop running around in circles with ZB4R4 I may actually finish this thing !

I keep trying to get very detailed normal maps fromZbrush but find myself wasting time modelling.. things seem to work well only using crazybump.. as done with this newest image..

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

I guess I should have logged in before I posted :)

I'd also like to soon gather or generate a nice ingame preview.. perhaps using smokeys lair and sound effects such as smokey spawning from behind the grate... then throw a LOST logo over it in the hopes it will finally get my mod and (NEW?) thread showcasing the mod to the front page on crymod/crydev forum..that would surely help recruit people.

my loder thread is a mess and full of fighting and wasted attempts, I rather showcase what I have done in my own clean, direct thread/

Good karma+1 vote
yung23
yung23 - - 45 comments @ Smokeys Lair

imagine this.. you sign up for the mod via facebook.. giving the game the right to go thru your pictures..and it takes ones tagged of family members..and projects them onto the smoke as the player stands in the trigger area..

Good karma+1 vote
yung23
yung23 - - 45 comments @ better texturing of the foot

if you check out the rest of this mod blog you'll see samples of the underwater station, smokey as Ai capable of tracking down and killing players.. exploding trees.. whispers.. the barracks, the pylon fences.. the lighthouse.. (yes, maybe even windows with reflected images), the Fourtoes statue, including the base and interior where jacob dwelled...but no submarine as of yet.. I don't know if I'll bother with that, but I'd love to have the dharma van so it can be used in the kualoa valley level..

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

the second I have something worth looking at I will post it :)

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

thanks, nd just so people know, it IS still in production.

I'm currently creating the "cockpit in the jungle scene", all the while trying to finish up the locales I have already given previews of.. one question for ce2/ce3 modders.. does the engine render its own AO based on the lighting in the game or do I need to do basic AO myself in maya/max ?

I'm also doing smokeys lair... hopefully with custom animated particle effects if I can bake them and export it as a cdf.. I do now have the effect correct (when smokey leaks out from the grate beneath the egyptian like carving in the wall)

my plan for the long run is to simply(ha) complete most of the locales as assets then place them into my CE2 level..BUT I DO plan to take all of this into CE3 once I have the CE2 beta out there... I will need to recreate my own AI in CE3 fo the smkoe monster so I rather just finish what I have now and release it, then move to CE3 when I see the interest levels spike. plus, by then I might be able to upgrade my system and get better CE3 releases (there have been issues with the free SDK and its DX11)

Good karma+2 votes
yung23
yung23 - - 45 comments @ LOST - The Return

any ideas on how I might be able to even use a storyline ?

I wanted this to be a massive MP using the entire island.. possibly a strugglematch where locales such as the barracks, the swan and beach camp (plus all the other places. black rock.. pearl..arrow.. flame.. staff.. TLG) can be taken over just like bases

all I should need are the correct spawn points and pick ups etc

scripting a one player game with a linear story would be a tremedous task, let alone creating all the locales..

but it could be an eventual goal I guess.

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

I don't think I ever mentioned MIB.. but your getting at the hidden storyline I was intending to implement. My own pet theory was that the island was really futuristic technology sent back in time ala the last mimzi.. and the smoke monster was the RAM for this quantum computer like island, a mass of qubits.. presented as something I often labelled a "fermionic condensate"..

Damon Lindelof and Carlton Cuse THEMSELVES poked fun and gave a nod towards my theory in the end of the series.. LIVE on the Jimmy Kimmel show.

this mod will attempt to continue the story.. even using what we know of from the series.. but this is indeed another smoke monster.. but dharma created it this time. it's a security system once again.

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

nope.. just had to tend to my real life for a bit.. remployed now and will get back to modding shortly. I still have all assets and will finish one at a time until I can get it going.. but the urge to switch to CE3 is still driving me nuts..

Good karma+3 votes
yung23
yung23 - - 45 comments @ LOST - The Return

when its done I guess.. I do want help though.... this is like one person doing a LOTR mod.

I have just as many assets to model and texture..

Good karma+2 votes
yung23
yung23 - - 45 comments @ TLG underwater achieved :)

adding the exterior is harder than I thought, apparently you cant simply throw a cube around the visarea as it disappears too.. even though its bigger than it & not touching it ! I guess I'll need to import the sides, tops and bottoms sepearately too, and place them just outside the visarea.....

Good karma+1 vote
yung23
yung23 - - 45 comments @ TLG underwater achieved :)

I thought it might work with the whole island to play on.. is it too big of a map to bother with struggle match options ?
you'd have to get to the other side of the island to even fight the opposing force.. or meet mid way as each tries to "invade" each others camps.. taking them over.

I haven't even PLAYED a single Crysis MP mod yet, maybe I should to get a better idea on how this mod will actually work ? is there one people play a lot out there ?

Good karma+1 vote
yung23
yung23 - - 45 comments @ TLG underwater achieved :)

obviously I need to export the end of the model too.. I made all the walls, ceilings and floors seperate groups in maya, then exported it piece by piece..

I plan to add John Lockes knife set into the island pickups so players can actually get to the station.. as you'll need to kill the shark. I figure a multiplayer with bots also trying to kill you will be neat, and fair to both sides.

Perhaps those who summon smokey, will be able to use him to wipe out areas.. capturing the locale..

this will be a struggle match, unless other modders have better ideas.?

and no single player.. this is enough work.
I just want to finish up the assets, place them all and detail the island around them, then add a few spawn points, capture points and pick ups then release the damn thing.

Good karma+1 vote
yung23
yung23 - - 45 comments @ pool issue...

the water volume will not fill the pool as there is no surface beneath it.. anyone out there know how to turn collsion OFF on objects so I can put a surface where I need to yet still be able to dive through it ?

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

IF I were to estimate the percentage of completion.. I'd say its about half way.. most assets are now done and being finalized.. but I do still need to import them into the engine and add enough fluff around them to make them fit in... and I still need to make rivers and falls... and caves... and add lighting.. most of the work is engine only work now.

Good karma+2 votes
yung23
yung23 - - 45 comments @ The Barracks test2

I do hate the way smokey keeps making the same sound effect to.. I am trying to make it much more random.

Good karma+2 votes
yung23
yung23 - - 45 comments @ The Looking glass underwater preview_WIP

and the scaling is wrong.. like I said, its a WIP..

Good karma+1 vote
yung23
yung23 - - 45 comments @ AO of TLG

excuse the many updates.. I now have the looking glass imported and underwater !.. needs a lot of work.. an exterior and better lighting an texturing.. but I have it all in place.. this was simply fun.. see the video of it to get an idea of what it might be like in this mutliplayer mod :)

Good karma+1 vote
yung23
yung23 - - 45 comments @ FTingame2

tiling simple rock materials looks pretty good.. but I also want/need the shading/ found in the corners and along the sandle straps etc..

if anyone knows if its possible in cryengine2.. how would I go about using the uv map I have as a normal map for some displacement and detailing PLUS, use a tiled rock material as the diffuse.. PLUS.. use the same uv map to create a mask I can then use to reveal a second diffuse of ie : weathered rock...

Good karma+1 vote
yung23
yung23 - - 45 comments @ LOST - The Return

Updates in progress as you can see..

I am still alone on this, hence the lack of completion.

its hard to focus on one thing cause there is so much to do !
I AM progressing though...

Good karma+2 votes
yung23
yung23 - - 45 comments @ The Staff Entrance

rendering done in maya using paint effects..

Good karma+1 vote
yung23
yung23 - - 45 comments @ Solid Tutorial for Crysis and Warhead

have you ever used two diffuse maps on one face by using an opacity mask in the material editor ? (in cryegine2) I cannot seem to get it to work..ie ; I want a plaster wall diffuse map to reveal a brick wall map.. using a weathered opacity mask..

Good karma+1 vote
yung23
yung23 - - 45 comments @ Christians Shoe 1

CE2 - needs vertex shading exporter to work
- I need direction on how to alter the player model
- I need to ensure CE2 is maxed out to get the best quality possible
(whether it be a custom config.sys or a terrific TOD)

CE3
- simply needs all the vegeation and assets, terrain textures from CE2 properly imported and working in CE3

Good karma+1 vote
yung23
yung23 - - 45 comments @ Christians Shoe 1

its not too far into development, but I do now have plenty of assets nearing completion. I have been using the cryengine2 thus far and its great. I think I rather max out Cryengine2 and use all its lush vegetation as is.. but I do have some of my own vegetation I want to use in the game, ie bamboo, ferns, palms, banyan trees and the main LOST beach tree.. but my vertex shading export does not seem to work..

IF I was to begin using CE3, Id first have to get all the vegetation from Ce2 into it, but it would allow me to then export to CE3 because there seems to be way more support for CE3 than there was for CE2 and the exported from what I hear, exports vertex shading.. PLUS.. editng the player CDF is wayyyyyy easier in CE3... and CE3 maxed out and updated correctly would allow DX11 AND 3D rendering.. I am debating which engine to actually wrap this mod up in.

Good karma+1 vote
yung23
yung23 - - 45 comments @ Christians Shoe 1

I do not wish to use Cryengine 3 anymore. it would be too much work to get all the vegetation from Cryengine 2 into Cryengine3 with all the physics and such.. unless someone knows a way to do it better.

I recently moved the objects folder from cry2 to cry3 and they will load as brushes but they are all out of wack and non destructable.. and dont blow in the wind..

Good karma+1 vote