Tuesday, November 2, 2010

Video Tutorial


I decided to create a video tutorial to fill in the gap of terrain and environment/level design.
Through the observation of past assignments it has come to my attention that many people’s concepts could have been improved with the help of a complex or interesting landscape.
The tutorial covers how to use an external program called GeoControl to create unbelievably detailed and complex landscapes for Crysis and other applications.
Through using the built in Landscape and environment modifiers in Crysis, it came to my attention that there must be a more superior method to create your level as I tend to spend a large amount of time making sure that the environment I have created is good enough.

The following extract is from GeoControl.com:

“The revolutionary concept of GeoControl2 opens up totally new dimensions of creating virtual landscapes.
The unique combination of more artistic tools and semi-scientific algorithms makes it possible to create realistic, breathtaking landscapes, based on conceptual layouts..”


The tutorial I created walks through how to simply use the GeoControl program to create a basic landscape for export to Crysis. Of course the program goes much deeper and there are many tools and settings which can be tweaked and changed to edit your terrain.
The tutorial utilises the preset terrain types which are built into the program, so that the viewer following the tutorial will achieve a similar result.
This tutorial will be suited to the more advanced Crysis users who wish to create levels with much more definition, detail accuracy. Although the tutorial is only a basic look into the program, it gives the viewer a basic understanding of how the program works, and will hopefully be able to give them enough knowledge to create some detailed landscapes.

My video tutorial is based on a basic written tutorial from maxedgaming.com.
'The tutorial was written by 'xxxgamer' and the tutorial is called “Creating Awesome Heightmaps”. Full credit goes to this first tutorial I came across and thank you to him for introducing me to this wonderful program.

GeoControl Screenshot
GeoControl Screenshot

Custom Content

The cityscape content in my sketch installation for my porosity lens plays a small but crucial role. The city relates to families and living. The porosity lens makes more sense if i is set in a habitable space than in a space such as a field or open landscape. 


The city content was downloaded from crymod.com 
Creator: RayFanMan [RayFan9876]
 
http://crymod.com/filebase.php?userid=32588



 

Week 5

The video below is my custom sound in Crysis. I recorded some of the introduction to Andy Mckee's 'For My Father'. When the 'o' key is held down the song plays, when it is released it stops. 



Through researching details about my Porosity lens, the research already contains data representation. The social analysis graphs are detailed graphs of social connectivity. I am going to try to convey the social analysis graph in my Porosity lens through the Ai's moving along specific paths throughout my sketch installation.
The social analysis is 'an attempt to analyze a situation or a social problem objectively..'.
The following image is a social analysis graph of the Twitter Network:

The nodes represent areas where people connect, or are in the same space, or visiting the same webpage.
Using this technique, I will try to convey how social classes of families move about and connect with each other. Ai's will stay stationary for a couple of seconds to create nodes, then move off again to create the edges of the graph.  

Week 4

I began thinking about the tutorial I am going to complete. Whilst completing Experiment1, I spent a lot of time refining and creating an environment that i was happy with. Creating environments and landscapes takes time and a lot of practice to do well.
I came across a written tutorial on how to create terrains for Crysis in an external program called GeoControl. After completing this tutorial myself, I am going to create a video tutorial version myself and maybe go into the program in a little more detail. 






Week 3



This is my sketch installation I will use for my Porosity lens.  



This is the final sketch installation for my Machinima. I changed the environment completely, a motive for doing this was because a large part of my documentary focuses on the particle effects that the AI's are spawning and the environment before is too distracting for them to have my desired effect.

Week 2



This flowgraph uses both the spawn particle and the entity:getPos to spawn a particle every given amount of time.

Week 1



This video shows an AI entering the selected vehicle. There is also a KeyInput so the AI doesn't follow the selected path until the key is pressed.