Maria Park BENV2423
Thursday 14 November 2013
EXP2 FILE
LINK:
In this file there will be max folders
under game/object/rudin_house:
1. Rudin_House: this is given max file when
we started EXP2
2. rudin_house_before & rudin_house_original:
This is rudin house that I re-modeled from given model
3. Rudin_house_rayfire: Model that I tested
in class whether breaking works
4. Rudin_house-decay: Model with decay
material and form changed after 100 years
5. Rudin_House_Break: This is my final max
model with decay material as well as the break in crysis.
And there are two different levels designed
for before and after 100 years. It's placed in game/level/EXP2:
1. EXP2k_100years_4 is the level designed
for 100 years after Rudin House abandoned. On game mode, if you press
"P" key, it will break the house down.
2. EXP2l_before_2 is the level designed for
before incident. When you open this, please move Rudin house model placed in (1018.152
1367.609 394.0679) to (1090.502 1266.844 356.2255) before viewing.
Materials:
before model = rudin_house.mtl
100 years of time = rudin_house_decay
invisible ball = invisible.mtl
Interactivity
In terms of interactivity, I wanted to show
Rudin House breaking into pieces and collapsing. This was achieved by using
rayfire technique in 3ds max. When model is exported to crysis, entity can show
the breaking by player shooting on the object. However since Rudin House is
breaking by the abandonment, I achieved by placing basic entity of a ball with
0 opacity material. Then using flow graph, I have setted for the ball to drop
on Rudin House when I press "P" key in game mode.
The Event
To show the sign of human occupation, I
have used objects like furniture, cars, fences and lights.
BEFORE AFTER 100 YEARS
Crysis Landscape design
In designing landscape in crysis, I have chosen
one area from EXP1 Island (Camera Position of 1122.63 1295.66 363.92) and
continued to design for EXP2.
I wanted to create contrast between how it
was and how it is when Rudin House is abandoned for 100 years. I firstly wanted
to give contrast by setting different time of day. I made before as bright and
sunny and after as dim and foggy. The next was by vegetation. For the before, I
wanted to have less trees and more open at the front of house whereas after is
looking like a forest.
Problems Encountered.
After designing landscape of both before
and 100 years after, I have exported max models of original Rudin House and
decayed Rudin House. After placing original Rudin House and opening level
designed for 100 years, I found out that two levels were linked. It saved last position
of brushes. Therefore I had to remember position for original house and decayed
house and move it to position whenever I opened other level.
Original Rudin House position : 1090.502
1266.844 356.2255
Decayed Rudin House position: 1094.541
1271.37 359.8057
Position of house placed when not used: 1018.152
1367.609 394.0679
House breaking apart (Rayfire)
Problems encountered
As the final model, I wanted to show house
breaking apart and collapsing. When I tried earlier following video tutorial, I
noticed having big pieces gives more of exploding effect. Therefore I wanted to
make a lot of small pieces so that it collapses down. However I could not
achieve this as it would not let me export max model to crysis if there are
more than 64 geometry.
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