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Thread: Project Aftershock

  1. #1
    Senior Member =sw=warlord's Avatar
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    Project Aftershock

    Time for a quick clean out:
    Bit of back history;

    I first started working on this project while I was assisting "Project Cortana" back late 09' supplying certain models that weren't all too common else where.
    But when I first started noticing that I was the only member really pulling their weight I decided to make a little "pet" project, look into getting assets in to a modern game and push my limits as far as I could possibly push them.

    During one night while playing Halo 3:ODST I was thinking about what would make a good project to get into making a map for a "nex-gen" game, out of the list of engines I looked through I found Crysis with it's cry-engine to be the best of choice and looked into it's editing kit.
    I like many others who are into modern quality games had seen many and I mean many videos on youtube showing of various thing's you could do in CE2 ranging from physics to particle effects all the way down to making terrain look gorgeous.

    I spent approximately two weeks going through my old scenes folder looking through various unfinished works that I wanted done and felt would be good stepping stones for such a task.
    The first Items I imported after scouring the tutorial websites were my Monitor model and my Valhalla-esque base.
    The next step was to research into everything required and start a bit of R&D, I purchased a large artpad and started to design different map outlays, nothing too complex simple player paths and as the project went on, I started to draw more complex map designs, buildings, bridges and rivers.

    Project goals:
    • Begin to research into the development of producing Game art, and materials.
    • Learn new techniques to improve overall quality of digital Art.
    • Learn a current generation Editing kit.
    • Learn how to import assets created via 3D studio max to said editing kit.
    • Learn how to create somewhat believable shaders for metallic objects.
    • Learn how particle systems work in Sandbox 2 and study how to create a dynamic system in which can be used for population of active scenery.
    • Learn how to set up viable firefight encounters which either consist of NPC's or PC's which encourage a interesting and possibly enjoyable set up.
    • Learn how certain ecosystems are set up in order to realise specific concepts envisioned during concept stages.
    • And finally, Create a viable, working, environment based upon a planet existing in the Halo lore which has a Halo fortress world orbiting it/Based on said Halo [Still on the fence with this one]
    .


    Having had some experience studying art in my own time and looking through hundreds of concept arts from the previous Halo games I started working on concepts for Forerunner architecture.
    This is the kind of design that interests me most, For as much as I enjoy covenant works, it just doesn't have the same atmosphere as a 10k year old installation that was involved in a hundred year war with a infectious parasite that as it killed it grew, the idea of having a race of beings so powerful yet fallen by something like this isn't new to me.
    As some know I've long been a fan of a TV series called Doctor Who, a race in that show called "Timelords" are somewhat similar to Forerunners.

    The first thing I did when I began finalising what concept's I wanted to see in my project was I began to learn how to terraform the terrain in the CE2 Sandbox 2 editor, this is shown in the spoilered text, the main purpose of this environment was to gain a grip on what concepts will work in CE2 and what will not, The terrain has thus far gone through approximately five variants, each time something drastic has changed to become the map it is now.

    Currently the only items in the project are to stand are the overhead longsword patterns, Simply because I find seeing a fleet of UNSC fighters and cruisers flying by gives the map a somewhat alive feel, The teleporters [excluding bitmaps], The modular corridors; These were designed with ease of use in mind, They're not completely solid and are used as prefabs to extend or remove sections of hallways, this is how modern games do it for the most part and for me this works very well.
    There is one thing to note, The forerunner designs for the corridors are based on truth to fiction forerunner works, the narrow corridors are a mix between This, This[excuse the username] and the corridor found in the final Halo 3 level where you are exiting the control room through the cliffs.
    I do not want to make a carbon copy of designs already defined I wish to take the presets already existing and expand upon them.

    Now for a few pictures and a video showcasing the current revision.







    Updated as of 27/10/10









    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    Updated as of 21/05/10;


    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.

    So...i've been working on various assets for a mod i've long wanted to make and i've finaly got around to getting some of the content ingame.
    Progress has been reasonably slow untill now i've got the handle of how to use Sandbox2.
    The project entails a custom map for Crysis of a forerunner halo theme.
    There is a covenant capital shop hovering over a large mountain range, in the middle of the mountainside there is a massive lake in which banshees patroling the area are flying around securing the area, they will not be interacting with the player as this is purely multiplayer as of the moment.
    I plan on having a monitor fly around the main arena also not interacting but tending to different parts of the main forerunner structure you will be fighting around.
    There are plans on making a reasonably large forerunner complex that is built into the rockside on the arena you will be playing in, i have some of that already modeled but not ingame.
    The map will be mid size player between 6 to 8 players.
    And so i present to you Project Aftershock.

    A gentle reminder all work shown in screenshots are still work's in progress so if there is anything you feel needs fixing please feel free to tell me.



    Last edited by Timo; November 22nd, 2010 at 04:46 PM.
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  2. #2

    Re: Project Aftershock

    All your terrain needs fixing, it looks terrible. Not enough shown to comment on at the moment.

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  3. #3
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by mech View Post
    All your terrain needs fixing, it looks terrible.
    In which way doe's it need fixing?
    If you tell me what to fix and how to fix it, il fix it.
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  4. #4

    Re: Project Aftershock

    Your modeling all wrong. Atleast learn how to make next generation game assets if your going to work in a next generation game engine.
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    Re: Project Aftershock

    Quote Originally Posted by Disaster View Post
    Your modeling all wrong. Atleast learn how to make next generation game assets if your going to work in a next generation game engine.
    Im using the ingame terrain generator.
    And i am also trying to learn how to make next generation game assets which is WHY i posted my thread here to see if anyone could give me tips.
    Your not helping anyone by shouting "hurr your doing it wrong".
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  6. #6

    Re: Project Aftershock

    -Textures are bad, mix them up a bit.
    -You have pure green grass growing out of sand
    -Terrain is terrible, looks like it was randomly generated with CE2
    -You have no real defined shapes to your terrain, looks like a bunch of jagged frequency waves
    -You need a concept
    -There's so much you can do in CE2, right now it looks like it's heading in a typical crysis shit jungle island map

    Search the internet for terrain and environment ideas.




    Last edited by mech; November 7th, 2009 at 09:56 AM.

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    Re: Project Aftershock

    Quote Originally Posted by mech View Post
    -Textures are bad, mix them up a bit.
    -You have pure green grass growing out of sand
    -Terrain is terrible, looks like it was randomly generated with CE2
    Yeah im still learning how to use the terrain modify tool which is what i used for making the mountains and crater unfortunitly the heightmap generator in sandbox isnt all to good for making things exactly how you want more of a randomised thing.
    -You have no real defined shapes to your terrain, looks like a bunch of jagged frequency waves
    Which tools should i use to add definition?
    -You need a concept
    I have a concept drawn down on a artbook, basicly a mountainside with a large lake filled crater in the middle with forerunner beam towers running along the water side.
    Covenant capital ship hovering over the lake with banshee's patrolling the lake along with a monitor that is flying about inspecting the buildings.

    -There's so much you can do in CE2, right now it looks like it's heading in a typical crysis shit jungle island map
    Im trying not to go into that because its more based around the alps than a normal jungle forest.

    Search the internet for terrain and environment ideas.
    I've already got a environment in mind but its getting it to realization thats the problem.
    Any help on improvement would be preciated but please don't just say start over because that really wont help much after i've just spent a fair bit of time trying to get this far.
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    Inferno is on a distinguished road

    Re: Project Aftershock



    Is that the hunch ship of notredom?



    Normal map. Detail maps. Diffuse map. Reflection maps. Specular map. ETC.
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  9. #9
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    Re: Project Aftershock

    The ship is curved because the pano stitching tool i used made it had a fisheye effect, i will try and get a better screenshot when i can figure how to remove the text in the editor mode.
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  10. #10

    Re: Project Aftershock

    Press spacebar..

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