Yep.
Lacks depth, but I don't wanna bother with it.
Yep.
Lacks depth, but I don't wanna bother with it.
Just curious about the left side, how did that train end up there??
Teleporter, End of episode 1. Instead of episode 2's story, every time a portal storm happens, it teleports random things to random places.
I bet colorcorrection would help with that depth there, I haven't used CC but I've seen that it can do some pretty neat stuff
Yeah I think CC would help a bit.
Black magic obviously.
Already uses some pretty heavy CC to get that pink cloud tint etc.
Just being a massive history nerd here but, on the last expedition they found the rest of the mid-section. After the front broke off and went down the rear ended up spiraling on the way down, the force threw off massive sections of the ship as it sunk. The result was it being spread over a massive area. So it didn't really lose anything... simply misplaced.
I love you so damn much
That might be because the actual ship's bow is broken and angled down were as his is still connected.
How come the shadows from the traffic lights are so sharp while the shadows cast by the lamp posts are so blurry they're basically nonexistent?
The lightmaps on the roads were probably lowered to reduce the map size and cut down the compile time.
The traffic lights are dynamic props as far as I know.
Yeah, the traffic lights have skins for each state, so they're dynamic props and have the 'dynamic' shadows.
Maps for fucking around in are cool, right? I was messing around in hammer and just tested a bunch of things at the same time: Making stairs and curved corners, messing with light_spot, and in the upstairs room there's a breakable light (gotta give yourself a weapon though)
I may make this better or something eventually.. I dunno
http://dl.dropbox.com/u/5061840/Mapp...rsTest_pak.bsp
Pretty simple stuff, but I was pretty satisfied when my breakable light worked, and even though I was remembering the stairs from a tutorial, I like how they came out.
Nice driving & train driving map.
Edited:
Traffic lights are dynamic objects.
Edited:
Btw Gamedev, how's Jorpakko?![]()
What? Another crysis game?
Full trailer was only released yesterday.
The support beam I'm using as a reference is seen at 0:43..
Can't wait to not buy it or care about it at all.
We all have our style of games, no need to be a smartass.
Like there are some people who actually enjoy playing football manager...
You would be surprised.
Can't wait to find out it won't run on my lowly computer. As well as nearly all the other games. Oh well.
I know there are, that wasn't sarcasm.
But anyway, here's some progress. Stiffy360, I tried your suggestion with smoothing groups but I couldn't get the lightmaps to align because I used alt+e to resize the main part of the pillars.
![]()
Let me guess, you start off as a frozen person that wakes up prematurely.
Looks nice. What location/setting is it in?
It's based on the castles you get in the UK. It'll probably show more similarity to that setting when I add more rooms to it.
I enjoyed Crysis 1, and Crysis 2 was fun more than anything. But Crysis 3 looks like they mashed the two games together, lazily reusing as much art as they could.
If they don't want hard critique they should wait till things are more polished before releasing trailers.
is this criticism?
Have my babies. All of them. (You should fix the lighting though, it seemed like it looked better in the previous screens you posted.)
I hope it's more like crysis than crysis 2. For me, crysis 2 pandaed to the consoles, completely ignoring how fun it was to flip a jeep by shooting out a tyre, or killing someone by dropping a tree on them.
It's using the exact same settings, that was just a fast compile. It's also darker because I'm looking through glass.
Edited:
@paul
I left that in the thread about it.
Sorry for having an unbiased opinion!
Funny, I was just watching a playthrough of Mirrors Edge, and thinking, "You could make this in source, If not for map size limit."
Any suggestions how to make a nice 90 degree road curve that will have a good texture that fits the rest of the road? I made one with arch tool, but when I textured it, it was fitting, it had a turn but it also had those lines that stick out when textures are misaligned.