Working on the last part of this assessment was very challenging but interesting for me. Our team had to fix up many small issues from the previous map. Such as fixing all the elevators so that we could call it from which ever floor we were on, also fixing the sliding doors, and decorating the underground subway. But I think our main concern was to fill the interior space of the shell and rooms below. To do this I had to reduce the scale of the stadium so that a walkway could be made from the top that lead down into the shell.
I had to export many 3ds models into sandbox. This was not an easy task. All up I probably spent about 20 hrs on how to export without errors but in the end I realized the SDKMOD was really just for exporting simple geometry objects and could not handle models with lots of vertices. A good way to export I found was to do the following steps:
1. Open model and select the same textured objects in that model
2. Export (selected objects only) as a DWG
3. Open new, import the DWG (change weld to 0.01)
4. Save into objects directory in crysis
5. Select the layer and export node.
By doing this it separates the same textured objects and puts it in a layer that can be exported more easily. This is how I was able to export most of the models into the shell.
Texturing didn't take as long to figure out. After reading the crymod.doc website I found out that sandbox only recognizes .dds format images when texturing. Using the plug in I got from Harry, I was able to adjust all textures in photoshop and saved as a square .dds format. Then Allan was able to apply them in sandbox using the material editor and changing the UVW mapping settings. Overall it turned out to be quite realistic.
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