Stage 2 – Tech Demo
Hey, long time no post ;-)
The weather here is still hot now and then, but the extreme days are over, so i’ve been back in the office. I’m still working on some other things and probably will continue to do so for a while, as i enjoy working on something different now and then. Variety is the spice of life.
I’ve learnt a lot about 3DS Max and texturing, picking up a lot tricks and techniques along the way, which will come in handy when the high quality modeling and texturing starts on Trespassing. I want to be sure that when the time comes, i can produce the goods.
In Trespassing news, I’d firstly like to welcome a new member to the team, Seb.
Seb is a 26 year old programmer and is keen to get cracking on the project. He has already got stuck into the latest version of CryEngine, getting a feel for it and making preparations for a Tech Demo.
The Tech Demo will be a single level environment based on the Trespasser demo map. You will have access to some weapons and other objects to interact with, eventually getting updated with some dinosaurs when they are available. To help Seb with his testing i started working on the demo level, and managed to get a lot done in a very short time. I think this has probably taken about 6 hours of work, including finishing the new full size heightmap, learning the new editor and importing the models.
The new lighting system is really nice! Even though im only using the Time of Day file from the SDK’s Forest demo level, its already looking really good. Performance is not too bad considering the detail here is a lot higher than my previous work. Performance will improve as i learn more about the new engine and get the draw distance setup properly for the different objects and vegetation species. I’ll need to do some tests to see how the engine handles such a large terrain, particularly when it starts to fill out with more detail.
Once this demo level is finished, ill import the heightmap again which will remove all the modifications i’ve made to the terrain, returning it back to standard. All the rocks and other objects used to restrict the players movements to this small area can be removed and all the work here can be used for the next stage of development. I think there is enough content (vegetation, objects, textures etc) in the latest SDK that i could get as much done with it as it did with the Crysis SDK, and get the whole island together in no time.
Work will continue on the old island when i get a a chance and yes, this will be released when its done. I’m not giving ETA’s on anything, so don’t ask. System spec requirements are another unknown. If you’re having doubts your system can handle it, then your system probably cant handle it. Play Crysis 3 on High / Very High, if it runs nicely, you will have no trouble.
I’ll post a few more pics when the levels finished and i’ve tweaked the lighting.
Stay tuned :-)