Monday 30 July 2012

WEEK 2: LANDSCAPES

LANDSCAPES:


Country of origin: Hong Kong
Hong Kong is an urbanised city that is covered with high-rises. The view here is shot from above, showing the flat terrain and the lighting is coming from the left. 
China (Shilin Stone Forest China)
The height of the rocks are quite balanced, as it dominants the environment. The vegetation covers the rocks around, portraying the sense of closure and warmth. 
Austria (Filzmoos Salzburg mountains)
Although the environment may seem cold and bitter, the light in the houses contrasts its atmosphere, portraying the sense of warmth and closure. 

South Africa
Here the lighting is coming from the left, giving the sense of warmth and comfort around, but because of the fog, the sense of coldness and loneliness is portrayed. The terrain is flat, but the vegetation around highlights the beauty of nature. 

Sahara Desert
The rocks and landscape of the desert contrasts the comforting feel of the skies. The lighting from the sky reflects of the rocks, highlighting the power and dominance of the rocks in the desert. 

5 CAPTURED IMAGES:

My island is based on the letter M and number 5. Hence the terrain is formed out of M5 .

Island 1 is influenced by the Sahara Desert.

BLAZING

CALM

SOLITARY

DESERTED

ARID




INDEPENDENT STUDY:

3 IMAGES OF THE SECOND ISLAND:








CUSTOM TERRAIN TEXTURE:





Tuesday 17 July 2012

WEEK 1- INTRODUCTION

An introduction and application:

http://unsw.kanopystreaming.com/node/68413


Getting Started And Folder Structure

1. Download game, Make sure your build is set up properly and folders.
2. Bin64 windows - use Editor.exe- faster and uses more memory
3.Game folder- pak. files (very important) where the whole game is (animations, CGF files, assets, sounds, particles, materials, sections etc are inside these folders) Tools folder- exporting textures and assets (SDK.crydev.net- huge lists of guides and articles- if you are stuck or need help)
4.Make a new notepad file named User.cfg to make any custom comments
5. How to import plugins- Make sure you see green light in CryENGINE settings. Make sure the root directory is located in the right folder. Manually go to bin32 folder and look for those files, paste them into the root of photoshop. Then copy the tools (crytif plugin) into the root of photoshop as well. 


Overview of Sandbox User Interface

1. Viewport- perspective view is practically used 99.95% of the time. There are also other different view ports (right click- eg. Wireframe, lables, show safe frame).
2.The resolution - right click and see the set resolutions especially for cinematic settings. 
3. By name functions is useful for hiding/ isolating objects. Only works for entities
4. Status bar- lock selection (will lock selections that aren't selected)
5. AI Physics- If press Control G (In game mode) In game mode but still in editor mode. 
6.Goto Position - The coordinates means the exact the world coordinates of where the camera is in exact moment. 
7.Console- It allows us to input comments. Double click the input bar and has console variables for you to choose. Shows the valid comments and you can search for the comment you want to use. 
8.Roll up bar- almost the same as 3ds max- Create tab, modify tab, Hide by category tab, layer tab
9.X-Y-Z- Coordinates
10.Speed input box (default is 0.1 and can change to make it faster/slower).

Customising the editor

1.Flow graph, Material editor (M keyboard), database view. Drag together so there is only one window. Easier to manage the windows - very useful.
2.Attach panels and resize the material editor to view viewport. 
3.View- Show Console, Role up bar (can all be detached). 
4.can turn on and off tool bars
5.Tools- Customise keyboard (similar to 3ds max). Toolbars, Create your own toolbar.


Viewports (moving around level)

1.Space bar+ shift to hide entity symbols ( less clutter) 
2.Right mouse- move around
Middle mouse- pan around
Middle + Right mouse+ move up and down- Movement is faster 
Shift- for slightly faster
3. Fly- W- forward S- backwards- A left D- right


User Interface Panels – Overview

1. Select objects - Control D (everything is in here for fast selection) 
2. H- Hide objects
3. F- Unhide objects
4. Open asset browser- Browse assets for brushes, textures and sounds. 
5. Database view (DB)- Lots of objects to drop into the world (Entity library, Vegetation, Particles, music)