My little week of vacation is over, I returned to work this morning starting with its two new assets. A staircase in ruins and a sort of small temple half finished, which will house the first checkpoint of the level.
For the moment, my principal to create an atmosphere close to the original game, but especially the most environmentally detail to make it as lively as possible. The advantage of having levels "corridors" can worry less about the overall optimization. In other words, I can add much more detail than usual and then add a side more realistic and certainly more work.
However, I noticed that the boxes were not present in point. And as he comes to breaking his cases to recover their contents, I wanted to use the physics engine to the maximum. Unfortunately, the models that were the final versions beings are found in the closet. I created a new fund will serve as my base for the other sample. It exists in two versions :
The first is entirely destructible. All boards of the body are independent of each other.
The second version has only six different parts, as in the original game.
However, after several different tests between physics and FlowGraph, the results were very unimpressive. It is difficult to create a system based on something that does not exist. Simply put :
In the original game, just hop on a crate and it explodes or can bounce.
In the engine, if I touch the body in any way whatsoever, it destroys all alone.
In other words, I must find a way to make the indestructible box if you do not skip it. Only problem : When I jumped on it does not explode, whereas if I only touch it, it crumbles...
Like what advantage can become a serious problem. The CryEngine 2 offers enormous opportunities to the physical level but I guess it is almost too well made to be operated as I wished. So I thought about the problem and I think the best would be that funds have pre-configured animations.
In this way, the physical n'entrenera no bugs and therefore optimal overall n'empathiera absolutely not. However, if I want to create an animation worthy of the name, (movie with a deformation of the case or settlement) will require that I use the Morpher. But it is exportable to the graphics engine that if I work for a face.
It therefore there 's quite heavy constraints which I still have not found the solution. If one of you an idea, he does not hesitate to send it to me.
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like Butterfly - Quantic. We love games like Crysis that have opened themselves up to modding. Because of communities like Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
It all started
In 2015, when the paid modding dispute left many gamers and modders worried about the direction the industry is headed. Things have since settled down, but we believe it is important to continue this small tradition to show we are not alone in our love for mods, and the open platforms that embrace them.
Mod Appreciation Week
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2016 (or click the icons above for a pre-built post).
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