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Welcome To The "goldmountain Mining Area" (Cry-Sdk Fanmap)


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#41 Adridos

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Posted 13 March 2013 - 02:05 PM

View Postparman01, on 13 March 2013 - 09:48 AM, said:

Also...is that Dragon actual scale from game? I always though they are smaller. It's kinda hard to tell the scale when you have same huge monsters against you and uniform rocky map.


Yeah, that's the scale from the game. I have a picture of all of them standing next to each other here if you're interested.


View PostAllfex, on 13 March 2013 - 08:35 AM, said:

What do you think?


It looks a bit plastic and unnatural. Perfect levels of ground with trees growing in perfectly set positions is the feeling I get from it and if you could make it feel a bit less like that, it would definitely help it.

#42 Oy of MidWorld

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Posted 13 March 2013 - 04:07 PM

Wow this is looking good.

#43 Team Leader

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Posted 13 March 2013 - 05:44 PM

Dude, keep it up. I am really liking the terrain of the map. However strip mines ive seen usually radiate inward, with the cut cliffs facing towards the center of the mine like this'd rude illustration: ( [Center] ), not the way you seem to have it which seems to be

) [Center] (

#44 HanaYuriko

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Posted 13 March 2013 - 09:51 PM

View PostFupDup, on 13 March 2013 - 08:44 AM, said:

That Dragon must be using some very lightweight materials or is filled with a lot of empty space--The Black Hawk's body is mostly hollow and also very lightly armored, allowing it to take up more physical space than what 4.8 tons might look like. The Dragon can't be hollow because of all of the components, actuators, gyro, electronics, armor, etc. If you look at the cutaway art for various mechs in the BT wiki you can see them packed pretty full...so must be super-duper materials then. :wub:


Or, more likely, the people who wrote Battletech greatly underexaggerated the shear mass of gigantic walking war machines. Each mech's mass could probably be multiplied by at least 3 in order to get a more realistic number. :(



The Abrams weighs closer to 70 short tons. Which is different than the Dragon's 60 metric tons. Compare 63,085.6kg to 60,000kg. I can't quite tell how tall the Dragon is in this image, but the average height of a heavy battlemech is supposedly around 10 meters tall. The length of the M1A2 is around 8m from front to back.

#45 Allfex

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Posted 14 March 2013 - 12:14 AM

View PostAdridos, on 13 March 2013 - 02:05 PM, said:

It looks a bit plastic and unnatural. Perfect levels of ground with trees growing in perfectly set positions is the feeling I get from it and if you could make it feel a bit less like that, it would definitely help it.


With the trees you are right. Allign to terrain is disabled for these because have not edit some of these yet. have painted the trees, they are grow only on a angle around 10 but when i allign these to terrain some of the trees looks very strange. Have to tweak the settings more.

The form of the terrain should look somethings like this.Posted Image

#46 Allfex

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Posted 14 March 2013 - 02:24 AM

Have done another little video of the second map but looks like i have some problems with video-capturing.

Captured with frontcam at 25 fps at 100% quality, compressed with VirtuellDub by the use of x264vfw codec.

Would love if someone have some little hint's/tip's for me for better capturing :(



#47 Pariah Devalis

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Posted 14 March 2013 - 11:02 AM

I like to record with MSi afterburner. Free, no watermark and, most importantly, I almost never take a hit to my FPS. Records up to 1080p.

#48 Allfex

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Posted 14 March 2013 - 12:49 PM

View PostPariah Devalis, on 14 March 2013 - 11:02 AM, said:

I like to record with MSi afterburner. Free, no watermark and, most importantly, I almost never take a hit to my FPS. Records up to 1080p.


Thanks, will try it out ;)

Daily screenshot :P "blockout" for the central cave-entrance

Posted Image

#49 HammerSwarm

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Posted 14 March 2013 - 01:06 PM

Still looks neat! PGI Hire this guy!

#50 Allfex

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Posted 15 March 2013 - 05:08 AM

View PostHammerSwarm, on 14 March 2013 - 01:06 PM, said:

Still looks neat! PGI Hire this guy!


Thanks but a "little" bit overstated :P

I'm happy with the terraintexture so far so is started detailing... problably the most time consuming part in making maps. 5% done...lol.

Posted Image

#51 Allfex

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Posted 17 March 2013 - 02:22 AM

Hy,

sadly no great progress since the last pic because i have a little issue with lightning. I started digging some holes with the use of voxels as entrance to the caves and i thought i should set up a "enviroment probe" for better/realistic lightning but when i turn these enviroment probe to active i get allways these bright dot in the middle.

Have worked on this issue several hours, with different lighning-settings/ resolutions / time of day / fog-settings and so on but cant figure out the reason for this issue :)

Maybe someone can help?

Edit: Problem solved!!! :) It was a single number, the influence-radius was set to high... on this way the probe projected a part of the skysphere i think. Happy!

Posted Image

Edited by Allfex, 17 March 2013 - 02:49 AM.


#52 Allfex

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Posted 18 March 2013 - 08:00 AM

Tryed to use the atlas as player model but dont get it to work properly. I think think it simple dont run on this way without spawner/mechlab and so on. Maybe they are some issues trying to run it in the free sdk.

Second i tryed it as vehicle, used the asset helpers from the .chr to set up all the bodyparts but when it comes to testing, my editor keeps crashing :).

So i dont want to investigate more time on chaning the playermodel. Maybe i should start a vehicle from scratch. For wheeled vehicles no problem but i have no idea how to start on a vehicle with legs i can get in and out like MWLL.

Edit: Video deleted

Edited by Allfex, 19 March 2013 - 12:39 AM.


#53 KovarD

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Posted 18 March 2013 - 07:53 PM

View PostAllfex, on 18 March 2013 - 08:00 AM, said:



I've never seen this standing up animation.

On closed beta mechs only falldown face planting.

#54 Kdogg788

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Posted 25 March 2013 - 04:58 AM

Can't believe I haven't seen this till now. Your map is amazing and they should take notice!

-k

#55 F lan Ker

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Posted 25 March 2013 - 07:28 AM

S!

Great work there Allfex :)

#56 Team Leader

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Posted 26 March 2013 - 09:04 PM

Looks awesome!

#57 Allfex

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Posted 27 March 2013 - 12:50 AM

View PostNiko Snow, on 26 March 2013 - 02:33 PM, said:

Are you a wizard?


Hm... sorry. Dont understand what you mean with this :)

Edited by Allfex, 27 March 2013 - 12:51 AM.


#58 Spirit of the Wolf

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Posted 27 March 2013 - 07:20 AM

View PostAllfex, on 27 March 2013 - 12:50 AM, said:


Hm... sorry. Dont understand what you mean with this :)

He means that you're working magic here.

#59 TexAce

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Posted 27 March 2013 - 09:33 AM

Great work! keep it up!

#60 Allfex

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Posted 27 March 2013 - 10:24 AM

View PostTexAss, on 27 March 2013 - 09:33 AM, said:

Great work! keep it up!


Thanks all but atm i'm investigate no time on these map because i really need a playable mech to test these. So i'm working on a own mech with proper scale to bring in.
Sadly there is no documentation ore code-snipets for mech-type vehicles in cryengine so i have to do a lot of trial an error.
Think this could take "some" time... :)





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