Thursday 14 November 2013

EXP2 TRAILER


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

FINAL IMAGES


Final images of decayed Rudin House in crysis.













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.