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Creating Maps Via Cryengine3 Sdk


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#1 CrashieJ

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Posted 10 February 2014 - 06:27 PM

So, I was bored one day and downloaded the CryEngine3 SDK from the website looked at a few basic tutorials, played around with the test map and did some small scale map making. I kinda want to make some maps around the same size as MWO's mapsizes.

I know they employ tricks that makes the player perceive some sense of scale while making some objects bigger to at least make the map seem filled.

My Questions Include:

1. How big are the maps? Relative size and meters to pixel ratio.

2. Is there any way to open MWO maps in Cryengine 3, and then plop yourself in with Ctrl-G?

3. What criteria PGI uses to create their maps? (which angles should be used to designate "no walk" areas and areas too steep to climb)

4. What are players looking for in maps?

---
If I can get clear and concise answers I will make it my duty to practice my damnedest to become literate in mapmaking and maybe, just maybe...

... I can infiltrate PGI* and start pumping out quality, well received maps for the vision that is MW:O.

(* Infiltration by resume)

#2 Fooooo

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Posted 10 February 2014 - 11:44 PM

As far as I remember, they were using 2 metres per pixel.

They never actually stated this, just another forum goer took note of how the sharp bits of the terrain were and figured it out or something.

Not sure if the more recent maps are the same.

River City is 4x4km isnt it ?

so the 2xxx res setting at 2m per pixel....tho you probably dont need me to tell you that :P (in the sdk..........sorry the 1024 res setting....got my numbers jumbled :ph34r:..)


As far as opening mwo maps in the sdk, once they are converted into a "game" map in the SDK . (for lack of better explaination.....) You cannot easily throw it back into the sdk afaik.

Basically look at the directory structure and files in one of your maps youve made in the SDK. Now go look at a map in MWO. Notice the difference ? Afaik it basically encrypts it or whatever, converts it to something so people cant just throw it into any old 3d proggy etc.

Plus there is no .level or .crylevel files or whatever they are that tell the sdk some things afaik and let you load up the map in the sdk.....(well by clicking open/load anyway..).

there may be a way to force a load of the map without those files through a command in the console but i doubt it.......

I'm pretty sure there IS a way to get some of the data and get a heightmap out but I haven't really looked.

That said there may be a way to just make the sdk load it like the sdk is mwo if you get me ? (you can run the "game" instead of the editor, so maybe you can load up the map that way......you cant edit that way tho..)

Edited by Fooooo, 10 February 2014 - 11:53 PM.






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