Monday 30 July 2012

Week 03 - Reference Images

 Here are 6 images of works by the landscape painters/landscape architects/ architects listed on the task.



Humphry Repton
West Lake, Hangzhou

Claude Lorrain









Capability Brown

William Gilpin

JMW Turner

Week 02 - Task

Using my letter/number combination A and 0 I created this terrain based on this landscape image.











Based on the above criteria, this is the terrain I created in Cryengine3

valley



framed


miniscule




flat

expansive


Monday 23 July 2012

Week 2 - 5 reference images of landscape

This Lake environment found in Hokkaido, Japan is a very lively landscape. The water is full of plants and the surrounding land is covered in a thick layer of vegetation.


 This is Kata Noi beach found in Phuket, Thailand. While there is heavy urban activity taking place in the upper areas of the landscape, the beach areas remained untouched. The vegetation is mainly comprised of tropical plants and the lightning during the summer is very bright.


Rainforest Landscape. It is a very damp and wet environment where vegetation covers the majority of the forest floor with a canopy blocking out the sunlight. With the canopy, light will instead creep through in small increments even on a sunny day.


Desert Landscape. A very dry and barren landscape, there is little to no vegetation and there is a significant lack of water ponds. For the most part, the lightning will stay unchanged during the day since there is no vegetation to block out light. The terrain is also very flat (with the exception of an occasional mountain/sand dune).


Winter Snow Landscape. It is a rather bleak landscape with little vegetation (and the vegetation that is there is withered). The terrain height alternates greatly between the hills however maintains the appearance of a smooth surface.

Week 1 - Independent Study

Customising the Editor:
- The Console and Rollup Bars can be moved around and separated from the editor and even moved to a second monitor.
- Right-clicking the toolbar will bring up options for customising the toolbar.
- You create customised toolbars by creating a new one. In the toolbar tab, select new, then go to the commons tab and select the functions you want and drag that into the new toolbar.
- In the customise tab, ticking the 3rd box under 'other' will show any pre-assigned hotkeys when you hover your mouse over a function on the toolbar.
- The keyboard tab will allow you to modify and add any of your own hotkeys.

Viewports:
- The first way to move around the level is through using the right and scroll buttons on your mouse. Scrolling will move the camera forward and holding it will pan the camera. Holding alt and pressing the scroll wheel will rotate the camera around an axis, the right key will also do that.
- Another way of moving through the level is in game mode. This can be acessed by pressing ctrl+g. A,S,D,W and the space bar will allow your character basic movements. To leave game mode and return to editor mode, press the ESC key.
- Changing the camera position is another way to get to a location quickly without having to move around manually. Use the Go To Position button along the bottom of the editor and enter co-ordinates.


User Interface Panels:
- Ctrl+g will spawn you character in game allowing you to play your level like in the actual game Crysis
- M will open up the material editor
- Ctrl+t will open up the object selection window
- H will hide selected objects
- Ctrl+c will clone any selected objects and particle effects.

Week 1 - Task

Getting Started:

- The Editor Folder contains all the elements of the sandbox editor
- The Engine Folder is where all engine components are stored
- pak. files are basically the where the entire game is stored (i.e. all effects, objects and other things placed into your level are stored within these pak. files)
- cfg. files are game parameters. You can create custom commands that load immediately upon starting up the editor. These can also be modified temporarily within the sandbox editor.
- Bin32/Bin64 are where the actual editor is located and this is also where any related plug-in files are stored.


Overview of the CryENGINE 3 Sandbox user interface:

- Along the top of the editor is where the viewport can be changed. It should say perspective upon startup however right-clicking it will allow you to access the wireframe mode. Wireframe mode can also be activated via the F3 key.
- On the same line, there is a resolution button, this can be changed whenever needed and if you adjust it manually be changing the screen size, these numbers will update in real-time.
- The stamp shaped button on the bottom of the editor allows you to travel through the terrain.
- Typing a keyword into to tool bar isolates the related objects and hides all else (this will only work with entities)
- AI/PHYSICS button (to the right of the stamp button) cause the environment to act how it would in game mode while still remaining in the editor mode (e.g. water will move, lifts will move and AI characters will walk around)
- Go to Position (to the right of AI/PHYSICS) will allow you to change the real-world position of the camera.
- Allowing the console to be shown lets you see all the common parameters that are being used. This is where any custom commons will show up.
- The '...' button along the end of the console will bring up a list of variable commons that you can change as you please (e.g. setting the sound parameter to 0 will mute any sounds from the editor)
- The Rollup bar along the right hand side is where most of the editing takes place. The create tab is where entities, roads, water volumes, etc can be brought into the terrain. The modify tab allows you to change aspects of the terrain and paint layers. The hide tab allows you to hide objects by name and the layers tab shows you the individual layers that are within your crysis environment.
- Using the X,Y,Z,XY buttons when moving objects will restrict which axis you can move an object along.