New Project: Bombing Mission!

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I talked with aali about htis some time ago. The short of it is that he said it'd take a lawng time to get working. the longer version is that there is debatable reason to set it up, as many field backgrounds are clipped anyways, and if they were rendered widescreen, a lot would still have cut off edges.
True, but that happens in many areas already, check some of the areas at Cosmo Canyon for example.
It would just make wide-screen look way better without that god awful stretching.
 
I talked with aali about htis some time ago. The short of it is that he said it'd take a lawng time to get working. the longer version is that there is debatable reason to set it up, as many field backgrounds are clipped anyways, and if they were rendered widescreen, a lot would still have cut off edges.
True, but that happens in many areas already, check some of the areas at Cosmo Canyon for example.
It would just make wide-screen look way better without that god awful stretching.
Yeah in my opinion I would say that benefit would outweigh the downside of seeing cut-offs.
But it's up to Aali anyways I suppose. I wonder if he has made any progress in this area, haven't heard from him in a while.

And as for the TA redesign, just thought I should bring up the possibility before the texturing and final renders start being made.
As for imagination, well it depends on the scene I suppose. Like the above example would probably just be a simple matter of extending the bricks and walkway a bit.
 
i'm not against the idea, it does really come down to a scene by scene basis though. Some are big enough that it would be fine, whilst some are limited not by the original render or our imagination, but by the image size, say if the background image's edge is shown (if it fades to black or is cut) I dont think we can actually make bigger background images, if you get my meaning.
 
Hey I want to help you guys with the battle backgrounds for this, can't have a proper bombing mission without hi-res battle-scenes now can we?
 
Hey I want to help you guys with the battle backgrounds for this, can't have a proper bombing mission without hi-res battle-scenes now can we?
I think there's a thread where TA needs help. Try asking sl1982. He's the leader and Halkun has some tutorials around here two in making backgrounds.
 
i'm not against the idea, it does really come down to a scene by scene basis though. Some are big enough that it would be fine, whilst some are limited not by the original render or our imagination, but by the image size, say if the background image's edge is shown (if it fades to black or is cut) I dont think we can actually make bigger background images, if you get my meaning.
Yeah I know what you mean, the idea is just assuming that being able to have 'extended' background images would be part of Aali's wizardry, if he chose to do it.
 
I've read somewhere you can texture. can you 1- show some of yer work, 2- do u know how to model/uv map?
 
Hey I want to help you guys with the battle backgrounds for this, can't have a proper bombing mission without hi-res battle-scenes now can we?
Of course not. Let me know which one you wish to do and ill reserve it to you
 
Hey I want to help you guys with the battle backgrounds for this, can't have a proper bombing mission without hi-res battle-scenes now can we?
Of course not. Let me know which one you wish to do and ill reserve it to you
Well I would like to start with the first reactor battle scene,(not the same scene you get by the train) I do not know the exact file name, but me and my wife are going to eat chinese, and when I get back, I'll get started!
 
98209229-4.jpg

What do you guys think so far? Took me a little less than an hour.
(Don't mind the textures, i used crysis assets temporarily)
 
What program was that made in? Looks pretty good so far.
Crysis Sandbox 2 editor, using solids (basically the engine form of brushes) as well as some ingame assets combined (such as the bridge in the screens)
 
What program was that made in? Looks pretty good so far.
Crysis Sandbox 2 editor, using solids (basically the engine form of brushes) as well as some ingame assets combined (such as the bridge in the screens)
Unless the crysis editor can output in some format that can be opened with 3ds max or maya we most likely will not be able to use it
 
Crytek officially supports 3Ds max, so i think there is a way to do it, but i have to find out first.

can 3dsmax view files that are .obj?
 
Last edited:
Small update on wedge
WEDGETEST.png

He's almost done - Modelled a new head for him (of course, it needs to be tweaked a lot, plus I stole the hair part from the original model, need to make my own :P) and all that's left are arms and textures, pretty much. Actually I gotta opimise him before texturing which might take a while.
 
Was it ever decided if the models will have hands? Or will they remain stubs? I vote hands personally
 
"Hands" can be textured on. I am modelling 'More detailed' stubs that will capture the concept art just fine, I think. No need for fingers to be seperately modelled etc
 
Personally i think we should have hands. Or take away hands from all other models. I dont want to be half and half
 
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