cryengine 2 level designer
I was pulling out my hair and trying out all combinations of TagPoints and AIAnchors, Signals, AIGoto and whatnot but all you have to do is pull the end node of the heli path very close to the ground and the TagPoint is really just needed to turn off the engine, close the landing in the flowgraph. The only examples for landings in the game are Vtols and they use anchors and signals ... (and there they work ..)
Hi there, nice work and great to document things this way. Very useful. Thank you for taking the time to do that. I notice you have above 3gb memory in the editor window - is the level huge? I don't get above 2.5GB yet in my project.
this is great - so cool, well done man.
excellent - so cool - but, you don't have the training island in the background of the carrier like I do in reloaded? Or is that just on the screenshot? nope - its not there - so in the beta the bunker does not exist where Jack wakes up in the game.. have to read up - great work, kudos.
it does have an effect on startup when they all set in motion and I am sure it will have a point where 'enough is enough' but so far, once the game starts it works the same as without. I have a clone of the level with no AI to compare. And its not far from the final number of 300 AI max. so I have hopes it will fly. just checked - have 230 AI (plus vehicles etc) - maybe 280 is enough - only lab zero crew and some grunts here and there missing.
I posted an article - waiting for approval
I love it - the carrier there right where it should be on the way to fort - great. So that is going to be one level? Or will there be a cut ... from carrier to fort?
Yep - the blue boxes are navmodifierareas so the AI can move there and I started with shapes linked to ambient sounds like ‘ocean’ and ‘jungle night’ and so on
... in case anyone wonders - the text popping up on the left side are HUDdebugmessages that report on the AI doing its thing. In this flythrough I restarted it 3 times to have something moving along the sequence. Progress on the level is ok.
Excellent - this is going to be great!
Is the patch for 32bit sandbox or for 64bit? I have windows 64bit and sandbox2 64bit. ... maybe I misunderstood.
I don't know that patch. My reloaded has grown slowly to 1800MB on loading (23.000 objects) and when I reload at 2200 it will restart at 1800 plus a little. So your textures are really adding then, but there should be overhead - you should be below the number you exited on ... I think.
I run the 64bit sandbox2 on an ancient rig with 4GB ram (2GB GPU) on win64. I always restart the sandbox when reaching 2.1 GB. They built Crysis on 4GB Ram machines. Can't you just restart regularly or does this limit come up on level load?
so cool - excellent work and making it usable for other mappers is just perfect. Great!
I could put something useful in there like ammo or documents / recordings ... since its night the thing can be pitchblack and there could be a flashlight patrol ... we shall see...
I really hope they will do that. Great work. Godspeed.
I should have taken the time to put that in - but I do these with a capture frame method in the sandbox for smooth plabyback (you get single frames locked at 30 fps and no sound and the frames get assembled into a silent video)...
I would like that. Still thinking about the 'gameplay' in this level inside a level. I have to use the Crysis assets for building it because of time. The alien ship has breeding tubes for the small aliens - humanoid shape, so those work for the new type of Trigen I want (the crippen zombie type). Quarters can be made out of the korean mobile camp modules, tunnels can be a mix of alien and regular props... 50 meters up should be good for 4 'etagen' and some big rooms ... - then maybe shrink the autoturrets, reskin and fit them into an AI defence system. The original Idea was to have the mercs enter the lab hunting for something the Krieger corporation desperately wants salvaged from this tomb. That would be 3 factions. A tunnel system that can be shuttered to divert routes (like in Alien - that film with the prison colony) might work. Really have to see what could work and is doable in the timeframe I set. But, yes similar to Archive and Cooler. Absolutely.
Hi there, maybe interesting for some to see all the things that go into making a level. You can see the blue navigation modifier areas around structures so the AI can enter them and navigate. Also the AI paths for the patrols. We have 13 patrols running at the moment - basic routines and they work. It makes no sense at the moment to start with vegetation except for the hill trees and bushes which are outside of the accessible terrain (AI and Player). Later when the AI infrastructure is complete and tested we will place rocks and vegetation to make the paths work better and reduce the tagpoint count where they always pause. Loads of work - progress is ok. ... and the boxes sticking out of the patrols are the gopros so I can see where they are.
No I have not. The ocean is turned off. The warm water you are seeing is just the coral texture painted on the underwater ground. :-) I turned the ocean off so you can see the outline of the forbidden area. And its just a different time (I think 15:00) so different light. Not worrying about ToD for a long time. All about the game boundaries and infrastructure at the moment.
I am working on the basic navigation so that all major forbidden areas and navigation modifiers are done for the upcoming 0.2 update. Progress is ok at the moment. 13 patrol routines are running so far and AI is able to hunt / follow player across 3 suspension bridges without falling down - milestone.
Object count - current. (and comparison to the first and last level of Crysis 1)
Reloaded - 21.457 objects
Island - 6.443 objects
Fleet - 35.537 objects
True - and they kept that tradition going with the small boat machine gunner in the first crysis level ...
I think I am going to make that turret a wreck. Not blown up but rusted and out of order.
quality got better - they had to process it I guess and now it has a 720p setting - good enough for this WIP ingame.
... and if you are wondering - the minimap is from crysis island - just to have one. interesting how it overlays to reloaded (a level half the size of island in Heightmap but bigger in Game area, maybe). As soon as the map is ready I will make a good one for reloaded.
thank you for taking the time. Would you say that for the rocks in Crysis - there is probably a best looking texture for every type of rock at a certain size then? Like: "this texture is best for this rock and the rock should be about this size for best look of the texture". hope that makes sense. There are really differences in texture quality in the original game. All the best
I agree - those mountains are really nice!
disclaimer warning - this is not "gameplay" ingame - more like a walk across the construction site at night time ... ... and watching it now - lost even more quality in moddb compression (960x540 original) so no good in fullscreen. I will improve the compression / quality ratio in future ingame vids.
So far: 2 boat patrols, 2 heli patrols, 1 LTV patrol, 1 walker patrol and one heli delivering a patrol and picking them up again later at a different spot. All running nicely in a loop. The LTV and walkers have various routes and are choosing them with a random node. Adding patrols until there is a stable basic network routine. Then comes the finetuning.
very cool - great work on the saw and paper, thank you for sharing - what is your workflow for painting on the original skin dds textures? Or do you replace them? Keep up the good work.
thank you - I am on it. :)
I was thinking of removing it for the screenshot since its misplaced hill tree vegetation, but then decided to go for maximum transparency in the progress log.