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Thread: Development Screens ( Each post contains a picture OR contributing post)

  1. #14821
    RockCrwlr
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Made a few offroad maps in L3DT but all had a heightmap of 1025 which didn't make it look right. I would really like to thank Straubz for answering some of my questions I had. If I get this map the way I want it, I may just put it up for download. Map works really well with Box5's truggy.
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  2. #14822
    Straubz
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by RockCrwlr View Post
    Made a few offroad maps in L3DT but all had a heightmap of 1025 which didn't make it look right. I would really like to thank Straubz for answering some of my questions I had. If I get this map the way I want it, I may just put it up for download. Map works really well with Box5's truggy.
    glad i could help can't wait to see it finished, if you need any more help feel free to pm me again, and keep in mind that Box5's truggy is slightly oversized, so in most of the newer cars the tracks might seem a bit wide.

  3. #14824
    Nadeox1
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    Default MeGustaExperimenting

    I'd like to have a blog to post this stuff, anyway.

    I'm doing progresses on my LandScaping experience.

    I did a small experiment.

    -Step 1
    Generating a random terrain in L3DT and export the Heightmap

    -Step 2
    Creating a road in Cryeditor (just to smooth out the Heightmap)

    -Step 3
    Re-import in L3DT and export as .obj

    -Step 4
    Import in Blender, create a road sample, then arrayed it

    -Step 5
    Curve along the road path i flattened in Cryeditor

    -Step 6
    Adding Curve modifier to the Road and Guard Rail

    -Step 7
    Dividing the meshes in different vertex groups (1 group contains all the vertex that are on the same height level)

    -Step 8
    Adding Shrinkwrap modifier to each vertex group (changing offset to each, to preserve the model integrity)

    -Note - If i didn't divide into vertex groups, the whole mesh (road and guard rails) would have been flattened to the ground, while dividing them, i was able to set different offset level for each group as said above)

    -Step 9
    Applying all modifier, exporting, and testing.





    It's a good start, i should have applied more offset on the road level, so that the ground doesn't overlap it (the Exported terrain model will never be accurate, unless i export it with 0 error), maybe next time
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  5. #14825
    DeGa
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by daveywaveyHD View Post
    That "thing" looks very detailed..... What is it? it looks like a building you would find on a industrial estate?
    Quote Originally Posted by MaxPowers View Post
    Is this to be added to that crane map that has not been updated in a long time?
    Well, I think the port map is dead, it's been so long, it quite obviously shows that's it's not an adequate project for any of us. Donoteat felt in love with CryEngine (traitor!) so I guess it's gonna be hard finishing it.
    I have in my mind to re-use my assets modelled for this map in a smaller, yet very detailled map, a more realistic project (more derlict and crappy). Ideally, this new building shoud be included over there. But you know, you should not believe me about my projects, I have too many unfinished, and even more not started!

  6. #14827
    DeGa
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by hoscalecody View Post
    if its very high detailed little map wont it lag
    Not if you have a decent computer. I decided long time ago already to do maps for today's computers, not for old machines not intended at playing... That's just unmotivating otherwise. I don't get any satisfaction in placing a few houses and roads on a standard L3DT generated map...

    Quote Originally Posted by hoscalecody View Post
    and another thing will there not be easy to drive semi trucks on it
    I'll still try to make it fun for heavy machinery, but for semi trucking and role playing, you'll have to find someone else, sorry

  7. 3 users found this post helpful: tmf45, w900, xxlonghaulerxx
  8. #14828
    VeyronEB
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Got the frame almost 70% done and placed the engine for a rough idea of its position.
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    Got a skype now...

  9. #14829
    maurice825
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by VeyronEB View Post
    Got the frame almost 70% done and placed the engine for a rough idea of its position.
    Are you going to make a trailer (or tracked version) for it too? Just wondering, because it always was something that i missed.

    Anyway very neat progress! Looking really well.
    And asfar as the wheels, will those be normal wheels or meshwheels(2)?
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  10. #14830
    DeGa
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    thing again
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  11. 2 users found this post helpful: INTERCEPTOR, w900
  12. #14831
    VeyronEB
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by maurice825 View Post
    Are you going to make a trailer (or tracked version) for it too? Just wondering, because it always was something that i missed.
    I'm not to sure atm but I might after its released.

    Meshwheels2 hopefully
    Last edited by VeyronEB; 08-09-12 at 11:25 PM.
    Got a skype now...

  13. #14833
    Off-Roader
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by hoscalecody View Post
    then you have just lost a fan
    Grow up.
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  14. 13 users found this post helpful: BLaCK Cloud DiEsel, Ford_boy, Iceman [U.S.], Nadeox1, OMGWTFBBQ, Ownernator1197, Rebel Haulin, VeyronEB, White Death, khadner, lilgti, w900, xxlonghaulerxx
  15. #14834
    w900
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    ZOMG hoscalecody is not fan OMG the world will end

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  17. #14835
    negativeice
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    trailers
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    Last edited by negativeice; 08-10-12 at 02:17 AM.
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  18. #14836
    MICRACER
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Anyone know this tire. And no its not supposed to be red but i am making a replica of it that I am going to make black and red.
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  19. #14838
    Yotaak
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by MICRACER View Post
    Anyone know this tire. And no its not supposed to be red but i am making a replica of it that I am going to make black and red.
    Im not sure of what tire it is, but I think its from a RZR razor.
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  20. #14839
    Davded
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Not seen many n/b's on here, but its development so it counts.

    True Motorbike;
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  21. 2 users found this post helpful: Creak, INTERCEPTOR
  22. #14840
    negativeice
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    flares
    and some testing
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    Colder than Ice
    Next project might be a John deere 310 SJ

  23. 2 users found this post helpful: INTERCEPTOR, w900

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