Over the last couple of days I’ve spent a long time using the Designer tool in Cryengine.

The first model i made was the half finished foundations for the Beach Resort, then i moved onto the Town and started importing objects so i could approximate the layout and start building the outer walls and sidewalks. I then made a very basic model of the Dam, but after running into some trouble with it, i decided to knuckle down and really learn to use the Designer tool properly.

I decided to start with the most difficult model in the game. Hammond’s House.

This model has a huge amount of textures. So many in fact, that in order to import it in the past, i had to delete the interior and only import the outer shell. Cryengine has a limit of 32 textures per model, and Hammonds house has around 72-73, so i had to make three separate material files and split the model up into parts as i texture it. Some textures were left out as they were too similar or replaced by others.

I started by importing an untextured model of Hammonds house, then using the Designer tool, I built over it until every surface was exact.

Hammonds House

The above shot just uses the original low res textures and a very simple normal map for the floor tiles, to help give it some shape

So why use the Designer tool and not just make a new model that’s split into 2 or 3 parts?


Cryengine does not light the interior of building models properly unless you spend some time adding VisAreas and portals to control the light. But VisAreas have limitations, the worst being your models disappearing if not designed perfectly to work with them. VisAreas can be any shape, but you cant modify the horizontal profile. So for example, you couldn’t make it fit the shape of the Church’s roof, it just passes through it.

You can add occlusion surfaces inside your model, such as walls within walls to tell the engine not to draw whats on the other side, but i dont know if these occlusion surfaces block light, and even if they do, the Designer tool still has a huge advantage.

It allows for instantaneous edits in the editor. So rather than having to exit to another editing program to make the changes and then re-import the model, you can do it instantly and have the game world and other objects to reference for scale and shape.

I’m about 99.9% finished with this model, so ill move onto finishing the town walls, sidewalks and then probably some other Town buildings.

~ by newoldmate on 21/10/2015.

5 Responses to “Progress..”

  1. Seriously, SO EXCITED for this. Great work! I don’t have any progamming skills but I’d really like to donate some money to the project. Please let me know how I can help

  2. Please don’t give up on this project, you’re doing awesome work and the community is behind you. If you need support we’re here to help! Keep it up my friend!

  3. Love all these updates!!! Keep up the great work!!

  4. Such a treat! I’ve been abroad for a week and was pretty much ‘off line’ and thus pleasantly surprized to find not one but four updates in my inbox.

    I quite like your updates and explaining the background processes. And looking at the screenshot above things look very well.
    Even for a wip/placeholder is holds up pretty good and gives a nice [Trespasser] vibe, you say it “just uses the original low res textures and a very simple normal map for the floor tiles”. Even using just that, makes this still picture almost on par with CS:GO release quality. I’d say not half bad if you compare it in this stage of development with that game.

    Anyway, godspeed and cheers!

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