new game engine for uru?

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Re: new game engine for uru?

Postby andylegate » Sun Aug 28, 2011 9:39 am

Sirius wrote:All these screenshots are wonderful Andy ! The lighting is great.

Unfortunately I guess this kind of engine works only on good computers (or at least not too old ones ?).

Have fun !

EDIT:
andylegate wrote:I couldn't believe how detailed they made the top....which is strange since you can't get up there normally (When we can, you are not really here, but in another "age"):
Well, the top area is rather another place in the same Age.
What about melting both ? This way when you explore the top area you would really be at the top of the building !


Uhm, I think the specs for the "Client" computer is way down from a computer that is actually running the SDK to create content. Like the client computer should have 1 to 2 GB of memory, but the computer using the SDK to make content should have 4 to 8 GB.

Here's a video of the building rotating. I'm working on the smaller roof top where we come out of the elevator today:

http://www.youtube.com/watch?v=p2va-FQaZUM
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Re: new game engine for uru?

Postby andylegate » Sun Aug 28, 2011 8:23 pm

Okay, thought I'd show you all what I got done today, which was the Well Room being added. I've asked the modders over at the forum how to shut off the motion blur on animations (I got it shut off for the player movement via a console command).

Next up will be getting all the plants in. The SDK has some wonderful tools such as the Road Tool (wouldn't it be nice to go walking around in the valley?), the Rock Tool which let's you paint all sorts of kinds and sizes of rocks from pebbles all the way up to boulders, and the Plant tool which lets you paint real grass, bushes, trees and other plant life.
The problem is, to use these tools, you have to apply it to the SDK's actual Terrain. Right now everything is setting on the mesh that I imported, and the SDK's Terrain is about 100 meters below the water and turned off. They have some great tools for sculpting your terrain that are quite impressive. You can even use height maps.
I'm going to spend some time and see if I can't actually sculpt the SDK's terrain to match as closely as possible the ground mesh that I imported (not the rock spires, those are seperate meshes and I'll leave those in).

But, I'm headed to bed for now. I stayed up until 4 AM this morning working on getting the animations correct (CryEngine is a little......strange when it comes to that. Unreal's SDK lets you create everything from scratch in their SDK. CryEngine is made to where you HAVE to create most of your assets in outside programs (Max, Maya, SoftImage, and only those). And that means making your animations in those programs too. But for Max, you have to use TCB controllers instead of the Eula XYZ controllers, which sucks, since TCB went out the window after like Max 4.0.
The other thing, is the Gahreesen Training building is made up of 124 meshes. All of those are linked to a subworld, and it rotates. You do the same thing in CryEngine (except the Sub World dummy is just a dummy, you don't use subworlds), but when you export, it makes all 124 meshes into one gigantic mesh! This of course ruined all the Materials on everything. I had to go back in and make one very large Multi/Sub material that contained all the materials for the objects, but also go in and change the Face ID's of each so they would line up with the single Multi/Sub material (has like 14 materials in it). The Well Room is even worse, over 40 materials and 3 times as many objects (all those hand rails, heheh).

Anyways, here is the video. Oh, and the reason I'm not jumping on the bridges is: I can walk around on them fine......except that the ground tries to slide out under me. I have to adjust something in the colliders so that it stops that.

http://www.youtube.com/watch?v=8GrDlbmZMjU
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Re: new game engine for uru?

Postby Chacal » Sun Aug 28, 2011 11:47 pm

I'm running out of adjectives.
I'll just repeat "amazing".
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Re: new game engine for uru?

Postby Sirius » Mon Aug 29, 2011 3:28 am

I guess Chacal used the best word for this.
The textures looks slightly different, but still, wonderful work.


andylegate wrote:Uhm, I think the specs for the "Client" computer is way down from a computer that is actually running the SDK to create content. Like the client computer should have 1 to 2 GB of memory, but the computer using the SDK to make content should have 4 to 8 GB.

As my computer can hardly run Plasma, I doubt it will handle fine this engine :| .
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Re: new game engine for uru?

Postby andylegate » Mon Aug 29, 2011 7:31 am

Chacal running out of adjectives??? IMPOSSIBLE!! :shock:

:D

Started working on the bump and normal mapping of textures this morning, along with specularity:

Image

How about metal that is supposed to look pitted and corroded...actually LOOKS pitted and corroded?

Image

I have to admit....the real time rendering here looks almost on par with Riven. I have to say I'm shocked. I thought we were years away from this level of real time rendering......but I'm REALLY glad to be wrong! :lol:

Image

One last shot here. The bridge segments. Remember how we have metal grating there? Well I wondered if I could make it see through and how the shadows would do, as you can see, it made me fall out of my chair! (it looks just as good rotating too!):

Image

However, the bridge segment is actually closed under neither. I'm thinking of going back in and editing the geometry so it it's not there, hehehe.

Okay, I've got to actually get some RL work done.
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Re: new game engine for uru?

Postby Aloys » Mon Aug 29, 2011 8:24 am

andylegate wrote:I have to admit....the real time rendering here looks almost on par with Riven. I have to say I'm shocked. I thought we were years away from this level of real time rendering......but I'm REALLY glad to be wrong! :lol:

*cranky old voice*
That's what I've been saying all along, but you youngies don't ever listen!
Where's my cane so I can bump your head?

Next step, porting Riven itself. ;)

All jokes aside though; this looks really cool. :D This is the kind of visual quality I was talking about when I mentionned CryEngine. It is especially well suited for this kind of scenery: seeing the massive TC building rotating with all the shadows in real time is just a complete delight. :P
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Re: new game engine for uru?

Postby N. Sigismund » Mon Aug 29, 2011 9:26 am

Looks great Andy. I'd tone down the normal map on the metal roof a little though.
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Re: new game engine for uru?

Postby Wamduskasapa » Mon Aug 29, 2011 9:28 am

Groan

What you young Whipper-snappers have accomplished is simply amazing. There simply are no words to describe what I see you doing...
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Re: new game engine for uru?

Postby andylegate » Mon Aug 29, 2011 9:42 am

"young Whipper-snappers" ??

"but you youngies don't ever listen! "

heh, I'l be turning 45 in October.... Sure wish I felt young.
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Re: new game engine for uru?

Postby Aloys » Mon Aug 29, 2011 9:51 am

Don't tell me about it, I just turned 33 and I'm feeling older everyday.. :/
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