@Aloys - Oh yah......Gira so far has been a LOT harder than Gahreesen Exterior because as you said, there are a LOT more meshes to bring in. Couple that with trying to make the textures look good too (I never really liked the rock texture there, but if you replace it....well then Gira doesn't LOOK like Gira anymore, hehehehehe).
So far this has been a very interesting journey, and I have learned quite a bit:
Unreal SDK: Editor's UI is very intuitive, easy to navigate and learn. Lots of tutorials and information on "How To" out there for it, many professionally made. "Publication" of your work is available with the SDK.
CryEngine SDK: Editor is not very intuitive, has been very hard to navigate and learn. Many video tutorials out there, mostly made by fans on YouTube, however, most relate to the CryEngine 2.0 Mod Editor, and not the new SDK (well it's brand new, so DUH!). No way to publish your work yet. The new SDK was put out with out a way to make your own HUD or UI at this time, due to license issues with ScaleForm, but will be resolved and the "Publication" Feature will be with the next build of the SDK (in other words, the only way to "play" what you've built with the new SDK is, IN the SDK Editor right now.
Even though CryEngine is a lot harder to use in my opinion, some of the things it does just blows my mind. In that picture in my above post, did you notice the shadows in the shallow water? Those are dynamic. The water has volume too. Dive down in it, and it looks like you are really under water, water clarity is controlled by the "fog" of the Water Volume.
Ridged Bodies: IE they call them "Pushables", we call them "Kickables". Did you know that you can set up the physics for a "Kickable" in CryEngine and if you set it's density to less that 1.0 it will LITERALLY FLOAT IN THE WATER VOLUME????? Heheheheheheh. You can make a ship, for REAL, hehehehehe.
I love the dynamic shadows. Take look at this picture here:
![Image](http://i1135.photobucket.com/albums/m624/andy_legate/girashow1.jpg)
Here, those leafy plants are rectangle meshes. The textures have transparency of course, but the SDK takes that into account and makes the dynamic shadow for the area that is visible. The result? Leaf shaped shadows! I also love how the shadow from the rock and other plants interact with each other.
And they are dynamic, here is a late afternoon shot:
![Image](http://i1135.photobucket.com/albums/m624/andy_legate/girashow2.jpg)
You even have the light bounce interacting with the shadows. The bounce and scatter lighting from the rocks lighten up the shadow area in this picture:
![Image](http://i1135.photobucket.com/albums/m624/andy_legate/girashow3.jpg)
Here is another example of the SDK taking in account the alpha channel to display proper shadows (all though I don't really like the grass clumps they have in Gira. Even in CryEngine they look too fake):
![Image](http://i1135.photobucket.com/albums/m624/andy_legate/girashow4.jpg)
But alas, as I stated above, there is no way to compile the game engine with your own HUD or UI design at this time. That is for a later build for them to put out. No word on when that will be. I imagine the people at CryTek figured most people would be very busy making their stuff for now, and in truth, building from scratch is a LOT harder than what I have been doing.
Unreal on the other hand has collision issues. Here is a pic showing the collider mesh for the Gira Canyon. This picture is showing you how the SDK is drawing the collision, as a box around the mesh. If you were to link in and try to walk around, you'd fall through. That's because the collision face is way up in the air:
![Image](http://i1135.photobucket.com/albums/m624/andy_legate/girashow5.jpg)
If you want proper collision, you have to cut the mesh up into individual parts and apply the collision that way. Here is the Rock bridge we use to go over the lava chasam, as you can see, the collision on it fits just fine:
![Image](http://i1135.photobucket.com/albums/m624/andy_legate/girashow6.jpg)
So collisions in Unreal with complex objects can be tedious. CryEngine uses it's Material on objects to set collisions (everything is wrapped in a exact way).
So what does all this prove?
Well, the only thing I really set out to prove was that you could take assets from Uru, and put them into a modern SDK, and still make it look kick-butt. You don't have to rebuild anything. These are the original Meshes and original textures. I only had to change the textures format (Tiff for CryEngine and TGA for Unreal), and make Normal Maps for each (just a few clicks with GIMP and it's Normal Map plugin). That porting it over to another game engine is not as hard as you might think.
Of course it doesn't change anything, since technically, you can't legally port over all the MOUL content to another game engine (you'd have to go underground with that). It also shows that it's possible to have real 3D moving game, but with Riven quality rendering. Something that I've shown Mark (yah, his jaw dropped at the videos and screen shots), and hinted heavily at about a "Riven Remake" heheheheheh. But of course I wouldn't hold my breath on that. Without funding, etc, etc, etc, etc.
And of course I don't think there are too many here that are interested in creating a new type of MOUL (Mark II that is, "Loosely Based On" ) MMO using one of these SDK's since many here are understandably very loyal to Plasma (all that time invested into it, and it's open sourced, so of course I understand that).
But it is a shame to see how wonderful looking these SDK's making things, but just about all that I talk to on the forums for each are busy making FPS's.......so who has time to admire the scenery or read a journal? You'll get fragged!
I am putting feelers out at their forums however. Maybe I can get some interest generated. Be a damn shame to let something like this go to waste.