Re: Crysis Editor
Posted by Finger on Thu Apr 5th at 6:34am 2007
Man, you guys need to take a look at this breathtaking toolset. This really is the future of level editing - even though it may take the industry, as a whole, another 10 years to get there. It's great to see companies pushing this kind of stuff. We still haven't made that leap to procedural art generation (spore is cracking the ice), but it's right around the corner, and with smart toolsets like this a level designer will be able to grow a whole urban or natural environment with ease.
http://www.youtube.com/watch?v=5BxIvFh7l5Q&mode=related&search=

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Re: Crysis Editor
Posted by RedWood on Thu Apr 5th at 7:43am 2007
I have no idea how things are done at Valve but if the tools they are using are anything near the quality of hammer, that would be why everything the produce is so f###ing late. When is ep 2 coming out... winter of 2008?
That is impressive though. I wonder what kind of comp u need to run something like that?

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Re: Crysis Editor
Posted by Naklajat on Thu Apr 5th at 8:09am 2007
Very nice, looks like a huge time saver, but I think those kinds of procedural tools won't be able to create interesting interior spaces like artists can for a long time. The procedurally generated stuff is a logical step forward for making outdoor areas though, it does it a lot faster (and better) than people can. Moore's law means 'next-gen' is always getting more exciting, I wonder when computers will be designing entire games without exterior input, based on 'fun' algorithms...

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Re: Crysis Editor
Posted by Forceflow on Thu Apr 5th at 10:43am 2007
It's all nice and whistles and bells, but good gameplay is another issue.

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Re: Crysis Editor
Posted by Orpheus on Thu Apr 5th at 11:31am 2007
? quoting Forceflow
It's all nice and whistles and bells, but good gameplay is another issue.
Ahh but, if you remove the need to think about looks, one can once again concentrate on gameplay singularly and hopefully bring it back up to a satisfactory level.
I think personally that something like this will have the potential of creating well balanced mapping.
Although we will never be 100% satisfied among the masses, most of us will agree that the only thing missing now, (speaking strictly about HL2) is its items, not so much its looks. Gameplay seems to be the biggest hurdle currently plaguing HL2.

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Re: Crysis Editor
Posted by Crono on Thu Apr 5th at 5:02pm 2007
The Sandbox editor for Far Cry is along the same lines, but not as "in-game" as Crysis. (If any one is curious about trying something similar to this out)

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Re: Crysis Editor
Posted by omegaslayer on Fri Apr 6th at 3:46am 2007
Apparently you guys haven't looked at the U3 editor. In short: you make your own shaders.

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Re: Crysis Editor
Posted by Naklajat on Fri Apr 6th at 5:15am 2007
I'd say about 75% of the time I've spent in the new UEd has been spent playing in the material editor. It's spiffy.

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Re: Crysis Editor
Posted by Le Chief on Fri Apr 6th at 2:18pm 2007
Very sweet. Imagine games like 50 years from now. But what is Crysis anyway. Is that some sort of game?

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Re: Crysis Editor
Posted by reaper47 on Fri Apr 6th at 3:17pm 2007
Crysis is going to be the next big thing, graphics-wise (and in terms of interactive environments, the physics look amazing, too).
The editor is a nice example for how 3 times the polygon count doesn't have to mean 3 times the work load (even the opposite, if you look at procedural creation like this).
Amazing.

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Re: Crysis Editor
Posted by Crono on Fri Apr 6th at 6:53pm 2007
Three times the polygon count of what?
The game still requires you to use a modeling program to create your objects. You also have to create many different textures if you want it to run well.
I'm still not sure why these editors don't have a simplistic object creation utility which, in effect, would act like a model editor, but would allow you to build objects in real-time and edit existing ones and all that stuff inside the editor. It's not exactly difficult to do.

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Re: Crysis Editor
Posted by Mr.INSANE on Fri Apr 6th at 7:17pm 2007
it looks nice and all but will anyones computer's be able to play it. I like realtime lighting just remember that textured lighting will be faster.
from the looks of it your going to need a powerhouse and nobody wants to spend $800 upgrading stuff to play a $60 dollar game

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Re: Crysis Editor
Posted by Le Chief on Fri Apr 6th at 11:13pm 2007
Its odd how you can create such ... good looking stuff with such ease. It would take ages, holly crap ages, to make that stuff in hammer.

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Re: Crysis Editor
Posted by fishy on Sat Apr 7th at 2:57am 2007
there's a version with slightly better image quality at http://www.gametrailers.com/player.php?id=17743&type=wmv

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Re: Crysis Editor
Posted by reaper47 on Sat Apr 7th at 7:16pm 2007
? quote:
Three times the polygon count of what?
bananas.
? quote:
I'm still not sure why these editors don't have a simplistic object creation utility which, in effect, would act like a model editor, but would allow you to build objects in real-time and edit existing ones and all that stuff inside the editor. It's not exactly difficult to do.
I so agree with you. Add a proper in-editor "model" creator, at least for static objects, and you'd have my dream map editor. It's so obvious, that I have hopes for this to get standard pretty soon.

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Re: Crysis Editor
Posted by OtZman on Mon Apr 9th at 7:55am 2007

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Re: Crysis Editor
Posted by Junkyard God on Mon Apr 9th at 10:10pm 2007
i really need to learn maya.

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Re: Crysis Editor
Posted by Le Chief on Mon Apr 9th at 11:46pm 2007
I really need to learn maya, 3d studio max and Photo Shop. It would also be nice if I fully knew :Microsoft Visual C++ 2005 Express Edition

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Re: Crysis Editor
Posted by Crono on Tue Apr 10th at 12:39am 2007
Knowing an IDE has nothing to do with knowing a technique or art (like modeling or programming). They're ideologies and these programs being listed are just tools to produce products using those ideologies for a specific platform or format.
If anyone is curious about learning C++, specifically, I can direct them to course web-pages that have notes and assignments they can follow. It'll teach you a far higher, in-depth, and rock solid understanding of what you're doing. In any case, even if you plan on developing Windows applications I would suggest starting there, that's why there's so many poorly-skilled programmers working today. It's important to note, also, that programming it self is just a tool for problem solving. If you can't problem solve, at all, you will not be able to program well.

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Re: Crysis Editor
Posted by Le Chief on Tue Apr 10th at 12:57am 2007
ooo, ooo pick me. Can you direct me crono-miner. I would love to know c++ to improve my skillz. I know the tinyist, tinyist bit about c++, one step up above nothing.

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