After tracking some of this weeks hits back to their source, i’ve noticed a lot of people really have no idea what im doing with this project. I dont really care about negative or positive feedback as everyone has their own tastes, but i do care if people are posting wrong information, as it tends to spread quickly if its re-posted. I guess a lot of people just look at the pictures and skim over the posts and don’t know everything there is to know.

Firstly i want to clarify that this project is NOT a Cryengine 3 project, its a Crysis MOD and is using CryEngine 2.

Also, a few people have said that this project is radically changing the original levels and removing lots of areas. This is NOT true. The only significant change to any of the levels is the start section of the third level, Industrial Jungle, which has been shortened slightly to make room for the new level, Plantation House. The only other really significant change, is a new Town layout.

I have no intention of making any radical changes to the levels or any of the games core designs. As a huge Trespasser fan, it makes no sense to me.

Anyway, I would suggest anyone who is following this project or is interested in it, to head over to TresCom and read through the thread i have there, which covers this project from the very beginning. Its a heavy read, but flick through and check out the screenshots and you will catch up on more info then whats posted on this blog.

Now for another kind of clarity.

I haven’t shown any of my texture work for a long time, so i thought it was time to post a couple comparison shots of the original textures and my new ones.

Here is an updated box texture: 1024×1024

New Crate Texture

The original: 128×128

Old Crate Texture

Here is the new welcome sign from the Beach level: 1024×512

New Welcome Sign

The original: 256×128

Old Welcome Sign

The textures are just applied to very basic cubes. The crates will be fully 3D with raised outer edges and the sign will have holes in it and a few dents and bent edges. The specular maps were dropped right off for the screenshots so they didn’t overpower them. The shots were just taken in CrazyBump, so the lighting is pretty poor and the texture quality is reduced also. All textures will have high quality normal maps, specular maps and detal maps, so they catch the light correctly and the surfaces look realistic.

Working on textures is a very slow process because im trying to keep the new ones as close to the originals as possible. This is very hard because they are so low in resolution, that i can’t actually read any text or make out certain shapes.

Certain textures will have higher resolutions then others. Objects that can be picked up will naturally have higher textures because they will be very close to the screen and the detail will need to hold up.

I have to cut this post off short, so thats it for now πŸ™‚

~ by newoldmate on 08/01/2013.

7 Responses to “Clarity”

  1. If you need texture help send me the original image and I will redo it for you.

  2. Well myself and my two boys think your doing a fantastic job, its looking great in every detail…don’t worry about negative comments,i am sure you have a great crowd and hope you get more help with the project, cant wait for it to complete…to at least a walk-around of first area, that’d be great πŸ˜€
    Again, keep up the wonderful work,

  3. Looks great!

  4. Great job on making the textures true to the original, looks great πŸ™‚

  5. Textures are looking awesome! Yeah, I gave up trying to read some of those labels when i extracted the obj. files.

    And- well said. If more people actualy read the world would be a better place. All ’round.

  6. Great great job, i really appreciate your job. Hope it can be playable some day. Regards from spain πŸ˜‰

  7. I think you sholuld know that an article in Rock Paper Shotgun is (partially) written about your mod!

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