Pirate Bash Brothers: Gladeators

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Spanex
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Re: Pirate Bash Brothers: Raybrawl

Post by Spanex »

Rayfan, I was just wondering. Is this cryengine easy to use? I'd like to try modeling and animating. Or do I need another program for this?
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Re: Pirate Bash Brothers: Raybrawl

Post by Shrooblord »

Spanex wrote:Rayfan, I was just wondering. Is this cryengine easy to use? I'd like to try modeling and animating. Or do I need another program for this?
Yep, you'll need a seperate program such as Blender (free), Anim8or (free), 3DSMax (far from free) or Maya (also not free at all) to model and animate. You can see CryEngine as the heart and brains of a game, though all the other organs will need to be filled in by other things like Photoshop-made textures (skin) and models and animation (I dunno... stomach and kidneys? You get the metaphore...).

What I find a bit of a letdown about CryEngine is its inability to reduce mapsize to whatever size you wish. You simply cannot change the values of the size predetermined by a few options; sure there is a big variety between very large and quite petite, but there is no way to make it rectangular or smaller than the smallest size available by predefined values. This is very limiting, I find, but surely CryTek must have had some reason to implement this method as opposed to another.
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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

Spanex wrote:Rayfan, I was just wondering. Is this cryengine easy to use? I'd like to try modeling and animating. Or do I need another program for this?
Modeling and animations are done in 3ds Max. When exported to CE, the engine has a very in-depth animation system, so it can interact with your animated models. For example, I exported Rayman as one model with six separate nodes (from 3ds Max). Nodes are basically the different things within 3ds Max that you can select and move around. CryEngine can interact with these however, letting multiple animations blend smoothly together, as it reads each node within the model as a separate piece. This is why the engine froze Rayman's right foot in my earlier demo, because it didn't read that node correctly but still took into account all the others.

Actually Shroob, 3ds Max and Maya are now free for non-commercial use surprisingly.

Also 128x128 isn't small, but it's small enough. It is kind of a limitation, but map sizes aren't so important as they are in other games. It basically only determines a few things: the amount of terrain you have to work with and the Z physical boundary of the map (if you go above the level "box" physics are sometimes lost). There's a technical reason for the limitation. I haven't looked much into it, but it has to do with a heightmap system consisting of a 2^ algorithm.
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Re: Pirate Bash Brothers: Raybrawl

Post by Spanex »

Cool, then I will try it when I get time.
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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

I wish there was a "CryEngine For Dummies" book, because I wanna try some modelling-etc, but I have a feeling I'd suck epicly.
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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

beebo44 wrote:I wish there was a "CryEngine For Dummies" book, because I wanna try some modelling-etc, but I have a feeling I'd suck epicly.
There is a documentation, but it's not exactly straight down for dummies. Some of the concepts it teaches are easy to understand, while others I, after four years of experience, can't even understand.

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Re: Pirate Bash Brothers: Raybrawl

Post by Spanex »

Where can I find this 3DS Max? I looked into the official site and it was available for over $3,000(?!)
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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

Spanex wrote:Where can I find this 3DS Max? I looked into the official site and it was available for over $3,000(?!)
Click on the student educational version: https://students.autodesk.com/?nd=download_center
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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

Yea, I think CryEngine is still too advanced for me, I've been wanting to make my own game, but I guess I'll give GameMaker a go before I go in the deep end.
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Re: Pirate Bash Brothers: Raybrawl

Post by Spanex »

Thanks Rayfan, I'm downloading it right now.
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Re: Pirate Bash Brothers: Raybrawl

Post by Clara Knight »

RayFan9876 wrote:Great ideas Clara! I'm impressed. Though I'd still like to see some sort of attack where he uses his... razor beard?
Now this is giving me another idea! :lol: He could use his beard as a boomerang, no? XD I mean, he tooks it off, then throws it, it could harm oponents twice as it would come back.

Sadly due to medecine lessons I was too tired yesterday to draw something, but I'll try as soon as I can! =D
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Re: Pirate Bash Brothers: Raybrawl

Post by Spanex »

Can anyone try these out? It's a TGA file with grass patches I just made. http://dl.dropbox.com/u/1585360/grasspatch1.tga
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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

Wow, your grass texture is so beautiful I took four screenshots at different times of day:

Morning:
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Day:
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Evening:
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Night:
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Re: Pirate Bash Brothers: Raybrawl

Post by Rulez »

:OH COME ON now my scanner broke! How bad can bad luck go!?
And it's not the first time either; it happened at least twice in three months!

...At least that grass is great :)
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Re: Pirate Bash Brothers: Raybrawl

Post by Spanex »

It does look great! Wow. I think I should decrease the vibrance on it though. The green blinds my eyes in the daylight screenshot.

Okay, I will try and make many more of these. Rayfan, if you want to keep using this texture, you can use it if you want to.
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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

Spanex wrote:It does look great! Wow. I think I should decrease the vibrance on it though. The green blinds my eyes in the daylight screenshot.

Okay, I will try and make many more of these. Rayfan, if you want to keep using this texture, you can use it if you want to.
Thanks, I will. :) Also i can decrease it from within the engine. IT's not the texture that's the problem, it's the lighting intensity on the grass, and I already fixed that after I posted the pictures.
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Re: Pirate Bash Brothers: Raybrawl

Post by Spanex »

Ah, I see.

Recently installed that 3ds program, I only came as far as making a sphere. XD

Oh and I also managed to lower the amount of polygons of it.. :boon:
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Re: Pirate Bash Brothers: Raybrawl

Post by Louvis »

Anything for me? :hehe: I've got two weeks of exams and bachelor thesis (or however it's called in English) to write, I need to do anything but that.

I prefer to stay away from 3D graphic programs. I used only Sculptris and Blender - the first one looks like it's useless here. In Blender the best thing I made was a boob.

Shame on me, I have to say I wanted to check whole topic, but Stan's C++ code scared the shit out of me. I used to study IT and I hate C++/Java more than cold coffee.
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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

Spanex wrote:Ah, I see.

Recently installed that 3ds program, I only came as far as making a sphere. XD

Oh and I also managed to lower the amount of polygons of it.. :boon:
Haha, you'll get used to it soon enough.

Here's a tip everyone needs to know: parameters on primitives (spheres, boxes, toruses, cylinders, capsules, etc) are easy enough to change their parameters on (if you don't know how, go to the "modify" tab (2nd tab) on the same toolbox where you got your primitives from). If you want to do more with them, there's a drop-down list in that tab called "Modifiers List." In there, you can choose different methods of manipulating the object, each with their own parameters to adjust.

@Louvis:
What are you looking for exactly?
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Re: Pirate Bash Brothers: Raybrawl

Post by Louvis »

Conceptarts of game objects? Characters? I think I'm going pass on enviro. Depends where I can be useful.
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