Friday 6 December 2013

Rayfire + cryengine so far








Today I have exported my destroyed model into cryengine and added a few decals to show some progression. I am really enjoying working on this -its possibly the most fun ive ever had in cryengine!


This was the crack texture I made..as you can see it was very basic..but very effective in my opinion.
this was my inspiration for my cracks

a simple drawn up crack in photoshop using a 3px brush and simple shadowing/noise tools

Sunday 1 December 2013

Model export without damage to cryengine



Today I exported my geometry for the half of my video in which i plan to show the before scenes 100 years ago. here are some pictures.

Thursday 28 November 2013

Crazy Bump

Today I began playing with crazy bump in an attempt to create more realistic textures. As I plan to have a laval rock/meteor like object fall and hit the barcelona pavillion, I started creating textures, and adding bump maps through this program. I found this texture online - and ran a crazy bump, and exported it. here are the results.



Monday 18 November 2013

Pompeii Documentary

This video entails a played out version of the final events of pompeii. It has allowed me to figure out what sort of textures will be needed for the human models which shall lay on the ground.

http://www.youtube.com/watch?v=sQzDcZE2hoE

Thursday 14 November 2013

export geometry from 3ds to Cryengine


I know this is a little late, but considering what ive gone through and when my due date is compared to everyone else, id say im making half decent progress.

Today I got the cryengine exporter working in its very basic form. As I have not yet made textures apart from the (meteor like object I have created), I am unable to export with any - However, I plan on doing so very soon.

This is just sum of the geometry of the barcelona pavillion - demonstrating that I have got the exporter working.

Tuesday 12 November 2013

Modelling one hundred years on ideas

the remains of people found at Pompeii thousands of years after - The volcanic ash preserved their
bodies, depicting their final hours before their inevitable demise.
As my map is based around the destruction caused by an erupting volcano, I have an idea for my final video.

for the first section of the machinima, show my model within the crysis environment in the past before the damage. Then have the volcanic debris hail down upon the structure (possibly get some AI bots running away if I can manage it) - This will show the building getting damaged somewhat from the lava rock storm falling upon the Pompeii like setting - By adding ash floating down upon the barcelona pavillion it will add more of an effect to it all.

Then skip to 100 years on, having hardened rock textured people laying down on the floor in various positions attempting to take cover - similar to this photo. It is known that during Pompeii ordeal, Mount Vesuvius erupted, taking out the entire village. As people attempted to take cover, they suffocated from the volcanic ash in the air, and were left laying there upon the ground. However, the volcanic ash hardened around several bodies, preserving them for archaeologists to find hundreds of years later.

I think if I were to model some basic human shapes and apply a darkened concrete/ash like texture, it could add to the overall effect of the environment and the subsequent assignment concepts.

Model environment Setting 100 years on

http://gamedesignplanet.com/members/free_archive/JPG/Hardening_Lava_02.jpg

This texture will be used for the purposes of this projectile object

debris from the shattered meteor created using the rayfire demo

my meteor like object which shall fall from the sky onto my building
As my map features a volcano, I have opted for a 'Pompeii' Styled environment. I wish to have a piece of volcanic debris fall onto my structure, smashing through sections of it. By adding smoke and fire effects to my meteor like object as it falls from the sky onto my building, I can do the following

Position player within Crysis to walk onto a proximity Trigger
When activated, the proximity trigger will make the meteor like object fall on the right angle onto a section of my building, scattering debris all over.
I can add sound effects within cryengine as well as particle effects for a fireball/blazing trail as well as smoke.

I have it envisioned in my mind..however having

Wednesday 30 October 2013

Getting Back into this project..

me in hospital with a severe case of glandular fever - (the reason my blog is so empty up until this point. Dont worry this will be changing very quickly now im able to sit upright for short periods of time rather than being stuck in bed constantly)

After 5-6 weeks of being in and out of  hospitals, I have gained enough energy now to be able to sit upright for about 10 minutes or so at a time at the computer - as the UNSW student central allowed me an extension - this project for me is now due on December 16 2013 - considering I spent 5-6 weeks in and out of hospital, I didnt get the same amount of time everyone else did and so I feel this will allow me to get back on track and finish what I started.

Last night I began doing some basic modelling changes to the barcelona pavillion - I have made the stairs cut and chopped away to appear as if over time the concrete has collapsed and crumbled. Im far from finished this small section - but I felt it was a good start back all things considered.

Monday 7 October 2013

Week 1: Research into the Barcelona Pavilion

Before beginning to deconstruct this model physically, I felt it was necessary to study all aspects of this building from the ways it was constructed, to the materials used and the concepts behind its creation.

From what I have researched thus far, The Barcelona Pavilion was designed by Ludwig Mies Van Der Rohe during the peiod of 1921928-29. Mies Van Der Rowe only was given one year to construct what would eventuate to be a landmark and cornerstone of modern architecture for the rest of time.

CONCEPT:

The concept behind the Barcelona Pavilion was to design a building which blended both the inside and outside spaces seamlessly, forcing one to have to move through the building rather than going around it. The Commissioner, Georg von Schnitzler said it should give "voice to the spirit of a new era", and thus Mies Van Der Rohe achieved this concept with the realization of the free plan design and 'floating room'. [http://en.wikipedia.org/wiki/Barcelona_Pavilion#Concept]

MATERIALS:

The materials used to construct the Barcelona Pavilion primarily consisted of Plates of high-grade stone materials like:
- veneers of:
       - Timos Verde Antico Marble
       - Golden / Red onyx
       - Tinted glass of grey, green, white, as well as translucent glass, perform exclusively as spatial dividers.
- Travertine
- Concrete for the slab beneath the marble tiles.


In addition to the design, the materials are what give the Barcelona Pavilion its true architectural essence as well as the ethereal and experiential qualities that the pavilion embodies.  The pavilion meshes the man-made and the natural employing four types of marble, steel, chrome, and glass.  The marble originates from the Swiss Alps and the Mediterranean.  Mies’ implementation of the marble is created through a process of splitting, called broaching, that creates a symmetrical patternization that’s found in the marble.  However, the most used material is the Italian travertine that wraps the plinth and the exterior walls adjacent to the reflecting pool.  When exposed to the sun, the travertine becomes illuminated almost as a secondary light source that dissolves the natural stone and washes the light over the space.  The travertine’s inherent luminous qualities as well as Mies’ seamless employment of the material over the plinth adds to the dissolution of spatial demarcation transforming the pavilion into one continuous volume rather than two separate entities.
[ http://architectureassociate.blogspot.com.au/2012/12/barcelonapavilion-commentary-thesite_7943.html]


CONSTRUCTION

"In reality, the Barcelona Pavilion was a patch-up structure. Technically Mies was unable to erect the pavilion as a pure 'Dom-ino' structure; the eight cruciform columns alone could not support the roof and a number of extra columns had to be lodged in the double-skinned marble screens to help carry the load. But this makeshift structure did the job Mies asked of it and the plan remained inviolate. He pursued the idea in his model house at the Berlin Building Exhibition of 1931,..."
— Frank Russell, ed. Mies van der Rohe: European Works. p20.

This paragraph taken from [http://architectureassociate.blogspot.com.au/2012/12/barcelonapavilion-commentary-thesite_7943.html] defines this structure very nicely. The entire building was created from skinned exotic panels - it allowed for the quick construction of the building as it was only meant to be a temporary structure.

Friday 13 September 2013

SUBMISSION

Files: http://www.gamefront.com/files/23694009/3332502_DANIEL_JOSEPH.zip

Strategy Statement

The concealment of my two characters 'H 2' is represented throughout various points on my custom Island I have made. The inspiration for my island came from the concept of  Mount Vesuvius at Pompeii. The devastating Volcano destroyed the entire civilization when it errupted, leaving nothing but remnants of a distant past behind. In this level, I have attempted to create a similar notion, using particle effects of smoke and fire to depict the volcanic erruption at the tip of the Mountain, whilst using a proximity trigger and shake to cause tremors throughout the island in certain spots. To add to this notion, I have created a custom texture for my lava, which moves throughout the island.

My 5 depictions of H2 are seen clearly throughout the island. As stated below in my blog, I have 5 variations, all of different size.

1. The largest is the H2 created from rock masses halfway down the volcano. This can be viewed from the top of the volcano or from a distant height, which I will show in my video.

2. The next biggest is the flowing lava down the side of the volcano. Whilst walking up the side of the Mountain it cannot be viewed, however, once standing upon a rock platform, the two characters become very obvious.

3. As we continue the H2 gets smaller. The next one is seen at the end of the volcanic lava stream, conveyed through the placement of rocks within the lava stream. Just as remnants of Pompeii have lasted throughout time, so do these volcanic Rocks which protrude the surface of the lava.

4. The next H2 is seen through the placement of logs within the forest section of the environment. The Logs are there to demonstrate the constraints of time within nature. Although the trees have fallen, they have left behind a portion of their existence.

5. The 5th depiction of H2 is seen in the ruins which lay upon the side of the beach. Once an Ancient civilization, these ruins lay as a memory to the once mighty race who lived there. The H2, seen on the ground with tattered papers, allows one to see into the distant past. A memory of what used to be.

5 different Views of H2






Tuesday 10 September 2013

Proximity Trigger

Today I used a Proximity trigger to cause a shaking at the top of the volcano. By doing so, it allows for a more realistic erruption to take place.

Saturday 7 September 2013

Video Volano Sounds

My video demonstrating the sounds I have associated within an area shape so that the volcanic sounds are present within the environment.

Friday 6 September 2013

Custom Sounds within my Level.

Here is a diagram of my sound barriers I have made using Area shapes. I created an area shape, and then tied it in with a ambient sound using the 'pick target'. I know not many other people in the course will be making/importing their own custom sounds, let alone sectioning them off within the level to localize them to where they should be.

I have a crackling sound which slightly overlaps its surroundings for the slow moving lava. I also have one which extends the entire level allowing for a distant volcanic erruption to be heard. as well as a final sound attached to the tip of the volcano, which has the hissing, spurting, cracking and errupting noises :)

Lava Sounds!

Today I began to import sound files into my level to add to the realistic approach I have to my volcano. I have decided to have 3 sound files playing constantly.. One of the volcano errupting up close, one of it errupting from a distance, and another of the lava flowing down the stream.

All these sounds have been taken from the website www.sounddogs.com - which allow free to use mp3 clips.

H 2

Today I made my two characters "h" and "2". These were shown via the rockwork along the side of the lava..
H 2

H 2 shwon in yellow

Monday 2 September 2013

Week 6 Student Gradings + progress

This week I have edited some trees and their subsequent
textures in order to allow for an ember  effect on the tree trunks and
branches. I have also deleted the leaves to make it look more realistic
and thus more damaged by the fiery climate.


Week 6 Progress

This week so far I have worked on re editing the rest of my island.. I have decided to change the way my two characters will appear I think. I was not entirely happy with the detail of my island, and so as you can now see there is much more emphasis on textures. I have lava rocks next to the flowing stream..cliff rocks splitting levels within my environment. I have also edited the sky in order to make it appear more menacing. This allows for a deeper emphasis to be placed upon the glowing lava streams.

To do still:

particle effects for my lava stream (spurting)

possibly ash falling from the sky

H 2 - Figure out a new way to display my two characters within the level

Burnt or scorched Trees and vegetation

Make the Ground shake with tremors from the Volcano  (This can be done with the earthquake effect)

Sunday 1 September 2013

Volcano lava movement

This week I have uploaded a video of my moving texture for the lava stream in which I plan to have in my level. This allows me to have my stream flowing - Im pretty sure nobody else within the course will have done this, so thats cool i guess.

Now all i need to do is put in the spurting ash, some light particle effects, vegetation and finish off the H2 and im complete :)


Thursday 29 August 2013

Week 5 Work - Strategy for concealment of H2

I have decided to hide my 5 variations of H2 within my island in a variety of ways. The first being a large land mass depicting H2. This is able to be only seen from the tip of the volcano, allowing the user to skydive or look down at it from the top of the map.  The second is embedded into the pattern of the lava stream running down the volcano side. The Third, is strategically placed with the placement of logs within the forest area of my level. The fourth, placed within the bottom of the lava stream, depicts H2 via the placement of some rocks. If the user is within the lava stream they cannot see it, however if they are on top of a nearby rock they can see it very clearly. Lastly, the smallest H2 is placed within the ruins of the old village nearby, laying on the floor next to a pile of rubble.  The papers which are placed in the shape of H2 (decal) allows the user to only view it from up close.

Monday 26 August 2013

skybox edit + 'h' '2' within my Level

My Initial "H 2"
daniel josepH 333250"2"
As you can see I have flipped the 'h' in order to make it flow
with the two in somewhat of a mirror image effect.
My reasoning for this is that in a volcano, the effects are usually
devastating, and nothing more is left behind than a mere memory of
what was there before..

A View of my sky within the level. I plan to change this later on.

Monday 19 August 2013

Testing How To Make my Textures Move

By making my textures move, it will effectively allow my volcano lava streams seen in the video i posted earlier move freely down the mountain.

Week 4: Sky Changing + Image from the Lecture

This weeks task was to change the sky
to add an effect of clouds or whatever we
desired to it. I chose to make the sky a menacing
green/grey with dark clouds stretching into the
horizon.

Saturday 17 August 2013

Monday 12 August 2013

Week 3 Task

My re creation - William Gilpin Landscape
My re creation -           Humphrey Repton

my re creation - Claude Lorrain "Küstenlandschaft mit Acis und Galatea."

My re creation - Fishermen at Sea, Exhibited 1796

Joseph Mallord William Turner


Friday 9 August 2013

50 word reflection

From this weeks lecture, I realised the convergence between reality and fiction throughout a gaming environment. The video we were shown depicting the meat dress as well as the guy who 3d modelled a glass bottle shattering gave me the idea to do something similar in my level possibly. To create a volcano errupting in a similar fashion, making a path for the volcanic matter to travel through the air as it spurts out onto my surrounding map environment.

Custom Texture + in game view




Week 2 Independent Study: 3 Vantage Points of a newly generated Island