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steveblake

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  1. never mind, got it sorted with comet camManager.
  2. thanks guys, just looking for a way to install and try out myself...
  3. have you guys actually got this (or similar script) working in max 9??
  4. [edit: sorry for the double post. I put this up in the realtime section but realised it's actually a pertanent question to ask here too] Since the demo came out I've been browswing a few forums gathering information and thinking about the impressive quality of the new crysis engine, espcially with the built in sandbox editor.. here's some of the info I've gleened... GDC 2007: Crysis CryEngine2 Level Editor Demo Pt.1+2 http://doc.crymod.com/frames.html?fr...ile=index.html http://www.crysis-online.com/forum/i...1500.msg203459 http://www.incrysis.com/forums/viewtopic.php?id=11418 How to get Max objects into CE2 with textures. http://www.crymod.com/thread.php?threadid=9514 Crymod forum for sandbox http://www.crymod.com/board.php?boardid=88 So I'm curious, has anyone had any experience of creating mods for visulisations with a commercial game engine like this? I'm interested in the logistics and technical legalities as well as the creative aspects. How could you set up project / buisness around creating what is essentially a mod for a game engine like this?? The only way round charging for a mod that I could see would be be clear that the client is only paying for the work done on the assets, and then essentially supply a preinstalled laptop with the game and mod for "free". Or else part with substantial amounts of cash to pay for official usage of the engine.. ?? Does anyone know how much that would cost?? Certainly see engines like this being a viable tool for architects / construction industry.. Some beautiful imagery there, kind of like a "Second Life Pro".. Comments welcome.
  5. Seems like a great idea, not got it working yet tho...does it work in max 9 / 2008? Sory if this sounds basic but how does it install? as a menu item/ modifyer or does it come up in the utility menu? I've tried "run script" but nothign appears to happen. I'm using max 9 SP2.
  6. here's some of the info I've gleened on Crysis / Sandbox: GDC 2007: Crysis CryEngine2 Level Editor Demo Pt.1+2 http://doc.crymod.com/frames.html?frmname=topic&frmfile=index.html http://www.crysis-online.com/forum/index.php?topic=11500.msg203459 http://www.incrysis.com/forums/viewtopic.php?id=11418 How to get Max objects into CE2 with textures. http://www.crymod.com/thread.php?threadid=9514 Crymod forum for sandbox http://www.crymod.com/board.php?boardid=88 Curious, has anyone had any experience of creating mods for visulisations with a commercial game engine like this? I'm interested in the logistics and technical legalities as well as the creative aspects. Since the demo came out I've been browswing a few forums gathering information and thinking about the impressive quality of the product, espcially with the built in sandbox editor.. I'm curious about the legal aspect of using such a system, and how you'd set up project / buisness around creating what is essentially a mod for a game like this. The only way round charging for something like this that I could see would be to invoice the client for the work done on the assets, and essentially supply a preinstalled laptop with the game and mod for "free". Or else part with substantial amounts of cash to pay for official usage of the engine.. ?? Certainly see engines like this being a viable tool for architects / construction industry.. Some beautiful imagery there, could be kind of like a "Second Life Pro".. Comments welcome.
  7. looks v.promising - any opinions on wether it's 'worth' going to the 3 day event encompasing IMAGINA? ..are people generally going for both??
  8. great stuff indeed - how are you doing it exactly? boujou-type-camera-track??
  9. lovely..nice rich look to the images, solid work indeed. ..are you able to post any wires, notes, rendertimes?
  10. Here at work were pushing some fairly large scenes through max, yet I'm a little confused because I've seen bigger scenes rendered (in terms of data sets). The thing is we're finding the number of layers, viewports navigation and data management unweildly in terms of sheer weight of geometry. I'm just wondering, has anyone got any advice, workflows or tips for working with larger scenes like this? I guess for a start I can imagine we could harness the power of Xrefs, work more with proxies, displacements and lo-res/hi-res object swapping.. ...am I getting warm?
  11. TRIX 4 KIDS, vol.2 course notes: http://mrblake.wordpress.com/2006/08/31/trix-4-kids-v2/
  12. looks like a fantastic tool: http://mrblake.wordpress.com/2006/08/31/relief-mapping/ "This plugin adds a new procedural texture object implementing Relief Mapping to the 3D Studio Max off-line render. It allows a good quality and easy to use per-pixel displacement mapping solution without requiring high geometry tessellation. The plugin is compatible with the default Scan Line Render, V-Ray Render, Final Render and Brazil Render..." Hoping to try it out in the next day or so..
  13. thanks notamondayfan, yeah I noticed this one seems to only render static images tho...
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