Selasa, 20 Maret 2012

Some new and old screenshots

Hi, obviously screenshots from editor don't have very high quality but doesn't matter.

Some comparisson screenshots and some of the type of visual glitches that I fix. A lot of them are old (included in previous MaLDoHD) but interesting anyway. I've found them into screenshots folder and I had never posted. All original screenshots are with crytek HD textures activated.




The floating shadow. I hate those things. Fixed. 






Textures and decals work. Objects reposition.







Original tracks only for comparisson. Screenshots to show new soil decals between the rails.







I think never showed detail bump and tesselated screws (with no more polygons) in those barriers.




Rumble texture from the first picture taken with my new camera. Both textures has same resolution (1024x1024).










Parallax in containers floor.






Some examples of visual glitches.


Clipping in paths and rivers.






Fixed in MaLDoHD



New material using same diffuse map (1024x1024) but creating a new bump map and new displacement map. The original diffuse map (from picture) has shadows. The cargo use the texture with the wrong orientation (sun is in the shadowed side) and the original bumpmap was created directly from the diffuse map with shadows, so bumpmap is incorrect and low res too. I have created a new intermediate texture from diffuse but without shadows and correct height detail and then I create a new bumpmap and displacement from that texture. Added parallax in cargo details too (the yellow thing). 









The new trash texture in Bryan Park. Maybe I will add parallax.








Some comparisson from Madison Square level.











UltraHD version of original fallen leaves (1024 -> 2048). Editor screenshot quality isn't good enough to fair comparisson.





Shadows added in some places.





More glitches that are fixed. Black mistery.




Impossible graffiti. 





Floating decals




Objects clipping.







Incorrect tesselation and parallax.






Incorrect decal projection.






Mesh and paths clipping.



Floating or sunken cars.



Plain buildings.




Magic oil.




Hungry bricks.



Moving grass into stone.



New stone wall texture.


Senin, 19 Maret 2012

Progress

Fixed first alien vessel hiccup but I can't fix the second (park ramp). One hundred (more or less) little fixes in the level.

Finished Battery Park, Bryant Park and Central Park too. A lot of little fixes in those maps. Probably you can't find any of them. XD

New leaves decal and new texture for fallen leaves geometry. New texture for parking poster in Alien Vessel. New texture for trash in Bryant Park. I'm working on new texture for marble and new texture for a stone wall. Maybe I'll can post some shots tonight.

I'm focusing on my recommended graphics settings. Using low object detail settings in vanilla game causes sudden appearances of small objects and very pronounced lod changes. However, raising the overall lod to solve these problems, greatly increased the number of polygons on screen.

The recommended configuration uses the lod value and draw distance of "very high" preset. So I'm changing default values ​​of lod and distance of some particular objects for normal polygon count in screen while there are no objects that appear too suddenly. For example, in the first part of "Battery Park" there are two large trees that change so suddenly making his shadow can give us a scare with the change. Change the lod of all trees greatly increases the polygons, so I created a new type of tree with a lod better and changed only two such trees. So we can use the general lod with few polygons and those trees look better. Other example, I have increased the distance for cans popup.

I'm working with the forcing deferred decals too. I don't like the fast and easy solution that crytek used to solve decals over parallax or tesselated walls. With "forcing deferred" they introduce a fix for deferred decals in two faces geometry but some other decals loose important things. Like parallax in vertical decals, that don't work with the "force deferred" fix.

Kamis, 08 Maret 2012

Meet with cryengine

I have taken some photos to use as textures. A new manhole cover, I love it XD

Yesterday I opened the editor after many months. Even had a problem with a library (fatal error!) and I had to reinstall visual basic 2008 components  :-S

After that, the editor view appeared all black, but I've solved it. I think the editor missed me and was angry with me. After solving the problem I had forgotten the use of menus and buttons, but after an hour everything is as before. The love is back.

Alien Vessel loaded and I fixed some minor problems with decals that were still misaligned. There are two places where the game pauses to load content: starting the level (just walking 3 meters), and in the ramp into the park (just after you lift the gate). I'm trying to eliminate that pauses. Changed deferred check for some graffitis. Increased viewing distance of a blood decal that appeared suddenly in a car park wall.

I also added parallax mapping to the metal floor, interior walls and in ceiling in some military containers.