Tuesday, 25 March 2014

Level Building

Since our last update we have started to slowly replace the original white box with designer boxes. These designer boxes were original planned to be used as a base so we could import the designer buildings back into max to make the final buildings. But due to a bug in cry we couldn’t export the designer buildings, so we’ve made the decision to make these buildings purely in designer. While this has made things difficult as we can’t use vertex painting to blend between 2 different textures, it’s has allowed us to build the level very quickly and because we have a lot of modular models to break up the textures it has worked out surprisingly well. Using these designer buildings as bases we used all of our props and modular assets to start building loads of unique buildings.

To make building the level as efficient as possible between the 2 of us we started to use the layer system in cry. We did have a few problems at the start of the project when trying to use the layer system with models and textures showing for one person but not the other, but we resolved it by making sure we had the same file directories.

We have a layer each to work on which relates to a certain part of the level which we are responsible for creating. Luc is focusing on the courtyard area, while I’m focusing on the commercial/police area. This has allowed us to produce the level very quickly.

As we started to build up the level we felt some small things we’re missing which would give us a lot of atmosphere. So to get a better idea of things we started to use cry engines default models, such as particle effects, water effects and vegetation.

We are moving onto the props this week, so we can’t start adding in the much needed character for the level. We have come up with prop list and divided what props which are doing:

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