Author Topic: SA City Assault  (Read 3329 times)

Offline Stahlseele

  • Living Legend
  • *******
  • Thank You
  • -Given: 1
  • -Receive: 2
  • Posts: 2350
  • Karma: 6
  • 2nd Level TechSupport Agent(BOFH)
Re: SA City Assault
« Reply #60 on: March 06, 2010, 05:12:32 PM »
God, just that short youtube video looked amazing, but I want to see it now!

No more pancakes for Salv until he makes another youtube video, who agrees with me?
Not me. I am known far and wide for the quality of my pancakes, i'm not going to denie anybody their pancakes.
"What weights 90t, is armored and armed as heavy as an atlas and can jump?"
*I DON'T KNOW, I DON'T WANNA KNOW, BUT I AM GETTING THE HELL OUT OF HERE!*

Offline Stahlseele

  • Living Legend
  • *******
  • Thank You
  • -Given: 1
  • -Receive: 2
  • Posts: 2350
  • Karma: 6
  • 2nd Level TechSupport Agent(BOFH)
Re: SA City Assault
« Reply #61 on: March 06, 2010, 05:20:12 PM »
Yo Salvationtoris, are you planning on drilling little hidey holes/tunnels into the buildings for BA to enter/shoot from? O.o
Of course not modeling the complete interior of every single building(though that would be cool) but for example a staircase and some off sprouting corridors leading out to the outer walls with a window panel missing. so BA can stick their heads out and get them shot off, after having tried to shoot the itty bitty little small mechs way down below with their tiny annoying little weapons ^^
Also: is that just me or is now anybody else imagining an atlas sitting on top of one of the buildings, a BA in a Dress in one hand and swatting at VTOL/Aero with the other? O.o
"What weights 90t, is armored and armed as heavy as an atlas and can jump?"
*I DON'T KNOW, I DON'T WANNA KNOW, BUT I AM GETTING THE HELL OUT OF HERE!*

Offline Skyywolf

  • Bondsman
  • *
  • Thank You
  • -Given: 1
  • -Receive: 0
  • Posts: 43
  • Karma: 0
  • how do i shot web
Re: SA City Assault
« Reply #62 on: March 06, 2010, 05:28:12 PM »
Crytek released a few screens of Crysis 2 yesterday.

They're in a city map.
http://www.tomshardware.com/gallery/crysis2_screen1_03042010,0101-240457-0----jpg-.html
OH MY GOD.


Offline Stahlseele

  • Living Legend
  • *******
  • Thank You
  • -Given: 1
  • -Receive: 2
  • Posts: 2350
  • Karma: 6
  • 2nd Level TechSupport Agent(BOFH)
Re: SA City Assault
« Reply #63 on: March 06, 2010, 05:33:32 PM »
Yeah, i saw them.
They are in NEW YORK actually.
And on a bad screen, i don't think i could spot the difference between those images and photos taken from a digicam.
"What weights 90t, is armored and armed as heavy as an atlas and can jump?"
*I DON'T KNOW, I DON'T WANNA KNOW, BUT I AM GETTING THE HELL OUT OF HERE!*

Offline Ghogiel

  • Bondsman
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 13
  • Karma: 0
Re: SA City Assault
« Reply #64 on: March 13, 2010, 05:54:32 AM »
city looks like its coming on there Salva.

suggestion, I know its super wip atm, and you're just doing asset tests for the time being, and you're probably well on top of this. but eventually offset some of that ridgid quaded grid set up. end a few streets at cross roads. as it is all roads go onto infinatum. mix it up. if at all possible, add some roads that aren't 90 degree. most citys in the world are quite old, baring many US cities which for vast area have strict grid, organically grown over hundreds of years, and roads have naturally followed the landscape, turning from dirt trails, to cobble, to tarmac. Dunno if that happens on many worlds in the innersphere. :shrug:
particular buildings made to fit those acute corners would be used. something like that for example http--www.globalphotos.org-hongkong-20060826-IMG_1746.jpg

Actually that whole website is kick ass for reference. atm I am trolling through http://www.globalphotos.org/hongkong.htm Hongkong  8).  its been tempting me to start a modelling some architecture.



Offline SquareSphere

  • Star Colonel
  • ****
  • Thank You
  • -Given: 48
  • -Receive: 26
  • Posts: 1551
  • Karma: 50
  • Unofficial pancake slinging crack pot of MWLL
Re: SA City Assault
« Reply #65 on: March 13, 2010, 06:50:07 AM »
Whoa late to this thread, great work there Sal and son :D.  Could this be one of the first Sal maps in an official MWLL release?  God how many players would cream their jeans when they see it :D

BUT FOR THE LOVE OF THE HOLY PANCAKE, there's got to be at least some VTOL action in there :).  OMG the dogfights would be insane for sullas :D
MWLL server status!

Offline ELH_Sudibor

  • Bondsman
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 11
  • Karma: 0
Re: SA City Assault
« Reply #66 on: March 13, 2010, 07:57:48 AM »
Tell please!
When we can download a card??? :)

Offline whitedrake 1FSAC

  • MechWarrior
  • **
  • Thank You
  • -Given: 3
  • -Receive: 5
  • Posts: 250
  • Karma: 7
Re: SA City Assault
« Reply #67 on: March 14, 2010, 01:52:58 AM »
need more screen shots, vids... or a DL link.. your killing me here!

Offline UN1T

  • MechWarrior
  • **
  • Thank You
  • -Given: 2
  • -Receive: 1
  • Posts: 225
  • Karma: 2
Re: SA City Assault
« Reply #68 on: March 14, 2010, 04:07:23 AM »
come on SALV ....you become part of the dev team and you go all quite.....i dont like...
even if what your working on is WIP ...we still like to see glimpses and offer our thoughts ...like your other 2 maps.
it helps us feel part of the MOD , when we can offer critic (constructive).
I shall start a chant.



Salv salv hes our man  .....
2 IS Commanders having a chat.

IS Commander 1 : What Clan Mech weigh's 200 ton , with the top speed of a snail and has 70 tons of weapons & armor ...?
IS Commander 2 : No idea .....but i propose we nuke the SOB from space & move on to the next planet.

Offline SquareSphere

  • Star Colonel
  • ****
  • Thank You
  • -Given: 48
  • -Receive: 26
  • Posts: 1551
  • Karma: 50
  • Unofficial pancake slinging crack pot of MWLL
Re: SA City Assault
« Reply #69 on: March 14, 2010, 05:25:28 AM »
maybe he's getting dev luv'n with maps! which is why he's quiet :D
MWLL server status!

Offline Teafour

  • Recruit
  • *
  • Thank You
  • -Given: 0
  • -Receive: 4
  • Posts: 132
  • Karma: 9
  • <He who walks within the rows>
    • 1st Federated Suns Armored Calvary
Re: SA City Assault
« Reply #70 on: March 14, 2010, 03:25:19 PM »
Cut Salv some slack guys. Part of the dev team or not, you have to keep in mind how editing the maps are. You work on something and things just fly out and you make massive strides in a short time, then you get one thing that just doesn't quite work as intended. Then you spend tremendous amounts of time working on it. When you look at what you accomplished, you can barely tell anything visually change from a game play aspect but it was lots of work to get there, so there's not much to share with the world. This task of the city map is a huge undertaking and I'm sure it's going through the cycles of stop and go mode through the process. I'm positive Salv will give us another carrot to look at when he feels it's worth showing.  8)
Col.Teafour<1FSAC/AFFS>RCO_HG

Offline ~SJ~ Blhurr

  • Star Captain
  • ***
  • Thank You
  • -Given: 25
  • -Receive: 16
  • Posts: 796
  • Karma: 25
  • ~SJ~
Re: SA City Assault
« Reply #71 on: March 14, 2010, 04:00:34 PM »
At the same time I'm sure he loves having his own personal cheering section.  That being said when he joined the dev team he probably agreed to their code of conduct and undoubtedly signed some non-disclosure agreements which legal bind him to not spill the beans.  So chant away but don't expect much until he gets permission. 

Online Salvatoris

  • Apprentice Dev
  • MechWarrior
  • *
  • Thank You
  • -Given: 2
  • -Receive: 13
  • Posts: 245
  • Karma: 32
Re: SA City Assault
« Reply #72 on: March 14, 2010, 11:35:25 PM »
Thanks for all the feedback and suggestions.  Keep the city ideas coming, guys.  Overall city combat concept and layout ideas are appreciated.  Suggestion imagery is helpfull... I'm looking for cool images of futuristic looking cities and buildings that fit the BT style... which is basically in the future, but as conceived in the early 80s'. ;)

What I am working on is conversion stuff, one format to another, user map asset paths to official... boring stuff, but necessary.  I think even our highest range guesses on the amount of labor going in to a city map were conservative.  The amount of work to do it right is staggering, but moving at a good pace.  Rest assured that while I don't have a lot of info I can spill, I am working about 6 hours a day on the project, and it's coming along nicely. :)

Offline whitedrake 1FSAC

  • MechWarrior
  • **
  • Thank You
  • -Given: 3
  • -Receive: 5
  • Posts: 250
  • Karma: 7
Re: SA City Assault
« Reply #73 on: March 14, 2010, 11:50:49 PM »
i could suggest a ''gotham'' type look as seen in some of the batman movies.


another fav route would be bladerunner and Dune..


Offline Aidan

  • Star Captain
  • ***
  • Thank You
  • -Given: 1
  • -Receive: 6
  • Posts: 935
  • Karma: 13
Re: SA City Assault
« Reply #74 on: March 26, 2010, 12:28:07 AM »
Thanks for all the feedback and suggestions.  Keep the city ideas coming, guys.  Overall city combat concept and layout ideas are appreciated.  Suggestion imagery is helpfull... I'm looking for cool images of futuristic looking cities and buildings that fit the BT style... which is basically in the future, but as conceived in the early 80s'. ;)

What I am working on is conversion stuff, one format to another, user map asset paths to official... boring stuff, but necessary.  I think even our highest range guesses on the amount of labor going in to a city map were conservative.  The amount of work to do it right is staggering, but moving at a good pace.  Rest assured that while I don't have a lot of info I can spill, I am working about 6 hours a day on the project, and it's coming along nicely. :)

Salvatoris,

You may already be aware of this and I do not know if you are modeling these buildings but whether you are modeling them or someone else is they should be including OCCLUSION into the model. This will ensure the CryENGINE2 renderer will not be rendering the polys behind buildings but only what the player camera view can see. While CryENGINE2 automatically occludes terrain it does NOT occlude automatically, objects modeled and placed into the level. I would not rely on using SB2 occlusion planes for these buildings. Make the buildings efficient in geometry and draw calls and add occlusion in 3DS Max or Maya or whatever 3D modeling program is being used. I would hate to see your efforts go to nothing because of very difficult to correct models. I am sure Jeff (aka Death_Grin) can help you in this matter.

Also I would consider not allowing air vehicles in this level. If all the buildings pose a performance challenge from ground level, this will only worsen from up in the air unless extreme view distance and culling settings are enforced.

A very good example of occluded geometry in CryENGINE2 are the concrete base walls seen throughout many of the Crysis and Crysis Wars levels.

Cheers,

Aidan  :)


Intel Core i7 @ 2.67GHz, ATI HD5970, Catalyst Control Center V10.4, 6GB Tri-Channel Dram, 640GB HD, 128GB SSD, DirectX 11,  Windows 7 Pro (64 bit)

Crysis Profile Name = Aidan
CryMod Username = MWLL|Aidan