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ForumsShowcase → Canyon Oasis
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Canyon Oasis
2009-04-19, 4:16 PM #1
Part of my JK mod for Crysis.

Took some creative liberty and removed the temple stuff, at least temporarily.

Using Crysis' voxels to create the entire level. Unfortunately, I can't get it to be any smoother than this, so the temple/man made bridges might need to be added eventually.

Still WIP, so don't be too harsh. Voxels are a PAIN to make fine details in. Might bring it into 3ds and smooth it out there. :)

Also gotta move some trees around to keep the gameflow similar to the original.

But whatever, enjoy.

[http://img6.imageshack.us/img6/8562/screenshot0045e.jpg]

[http://img6.imageshack.us/img6/9503/screenshot0046n.jpg]

PS: The lights are "negative lights" to create a sort of ambient occlusion (voxels generate AO normally, but those areas aren't affected, though they should be). I wrote a tutorial about my lighting methods (color bleeding and such), located here.
2009-04-19, 5:35 PM #2
Very nice interpretation. I like that you aren't going for a straight port.
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2009-04-19, 5:58 PM #3
Please please please please please release this.

Also, I have to agree, I love the interpretation. I hope you include all of the areas though, the underwater passages as well as the conc rifle area.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2009-04-19, 6:03 PM #4
Originally posted by Zloc_Vergo:
Very nice interpretation. I like that you aren't going for a straight port.


I agree, but the bridge/balcony thing looks a bit ridiculous. That could be cool as a structure built into the rocks.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-04-19, 6:53 PM #5
F*** me, Crysis makes everything sexy. :awesome:
DO NOT WANT.
2009-04-19, 7:30 PM #6
Originally posted by mb:
I agree, but the bridge/balcony thing looks a bit ridiculous. That could be cool as a structure built into the rocks.


Yeah, it's a little odd, but you know, perhaps it was carved ;)

In any case, if someone's willing to throw me some decent JK remade textures, I'd be more than happy to re-add all the temple stuff. It is a JK mod, after all ;)
2009-04-19, 7:39 PM #7
:ninja:

The JK rock textures are fairly lame and boring. But which ones do you need?
2009-04-19, 8:15 PM #8
Keep in mind that the textures would need to be ridiculously high resolution to fit in with Crysis, on the order of 2048 at least.

I think recreating the JK textures would be a bad idea. Clearly, this is a re-imagining and not a remake. You're much better off making textures from source photos from a place like Mayang or CGTextures. A lot of stuff on CGTextures already tiles, too.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-04-19, 8:23 PM #9
More screenshots please?

Also, there was a really beautiful JA version. If someone can find it, maybe you can get ideas?
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2009-04-19, 8:37 PM #10
no f***ing way! :awesome:
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2009-04-19, 8:56 PM #11
Rock textures aren't a problem, it's more about the Valley of the Jedi textures that I'm in need of. Crysis has plenty of rock textures and CGTextures is my favorite play ground :P

But that would be wicked. If anyone's willing to make some of the industrial textures (there aren't very many being used in CO. In fact, I think there was like 6 materials used in total xD).

To list them for anyone who wants to:

00CGLYF1.MAT
00WGLYF1.MAT
13WRUST2.MAT
00FDECK1.MAT (might already be redone)
00LIGHT1.MAT (probably already been redone - just need to have white lights so I can change it's color to match 00LIGHT2.MAT and the others)


That's pretty much it, unless you guys want to do 14FROCK2.MAT, 14FROCK1.MAT and 14CLIF2C.MAT :P
2009-04-19, 9:11 PM #12
From the df2mod.

I don't have any of the VOTJ temple textures, or from level 13. But most of the valley textures look like they'll be a pretty simple cutout-and-emboss job.
Attachment: 21772/00fdeck1.jpg (32,449 bytes)
Attachment: 21773/00light1.jpg (18,543 bytes)
2009-04-19, 9:25 PM #13
I'd LOVE to see you stick with the reinterpretation/reimagining approaching. This is beautiful as is, simple and much more natural than (obviously) JK is capable of, and you should take advantage of that. I think adding in built/carved/mechanical sections is fine, just don't worry TOO much about conforming directly to the original... You've got a good thing going, stick with it and we (if I may be so bold) can see how it turns out.
2009-04-19, 9:38 PM #14
Yeah, it was for HL2, but none of the pictures are still up.
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2009-04-19, 11:28 PM #15
I just noticed there's 00WGLYF1.MAT, 00WGLYF2.MAT and 00WGLYF3.MAT

Having just one is fine, but all 3 would pwn hard.
2009-04-20, 12:38 AM #16
The DF2Mod textures are mediocre and would probably look horrid in Crysis. Keep in mind you also need normal maps, specular maps and probably more for them to look proper.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-04-20, 12:38 AM #17
I agree. They don't work too well in Crysis.

Don't worry about normal maps and specular maps, I'm more than capable of making those if I have a base texture.
2009-04-20, 1:09 AM #18
Originally posted by Dark__Knight:
Please please please please please release this.

Also, I have to agree, I love the interpretation. I hope you include all of the areas though, the underwater passages as well as the conc rifle area.


It's all there.

I just finished adding the platforms. They look rather dull in comparison to the level. It needs to be spiced up (better textures would be great too, the JA remakes aren't good enough, even with normal maps and the likes).

Any suggestions would be appreciated.
2009-04-20, 2:59 AM #19
It's comforting to know that, after all these years, Canyon Oasis is still as prevalent as ever. :)
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2009-04-20, 5:11 AM #20
Can you make the normal maps from bumpmaps?
2009-04-20, 5:16 AM #21
Sure. Why do you ask?
2009-04-20, 5:53 AM #22
I can make color/bump maps, and bake them for the JA/JK versions.
2009-04-20, 8:39 AM #23
Wow, this looks pretty awesome. Wish I had Crysis/a computer to run it so I could enjoy this when it is finished.
2009-04-20, 3:04 PM #24
I think you should leave the JK textures out. I like it as is.
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2009-04-20, 6:04 PM #25
Yummy....And thankfully I have Crisis XD Can't wait.
Major projects working on:
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Completed
Judgement Day (HLP), My level pack
2009-04-20, 6:08 PM #26
Yeah, I kind of agree, keep it crisis textures. You can see a ****ty JK rendering whenever you want, don't gimp the engine and the level for no reason.
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2009-04-20, 6:49 PM #27
Originally posted by mb:
I agree, but the bridge/balcony thing looks a bit ridiculous. That could be cool as a structure built into the rocks.


Yeah structural stuff built into the rocks would look great!!!!!
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-04-20, 7:21 PM #28
moar pictures!
DO NOT WANT.
2009-04-21, 8:32 PM #29
I gave 00WGLYF1 a shot.

The image on the texture is different, of course, but it doesn't really matter.

I've also got the normal maps and specular maps here (along with a height map for parallax mapping, which is active in this level.)
Attachment: 21792/00WGLYF1.jpg (279,398 bytes)
2009-04-21, 8:58 PM #30
Wow, that's rather nice. I think that'll work pretty well.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-04-21, 8:59 PM #31
Yeah the lighting trap is essential.
DO NOT WANT.
2009-04-21, 9:02 PM #32
Originally posted by Zell:
Yeah the lighting trap is essential.


It's already implemented ;)

Screenshots coming soon - just trying to fix up the bridge.
2009-04-22, 7:26 AM #33
Okay, here's a few pics. I spent most of my time (... alright.. I stayed up all night..) smoothing out the voxels (just had to split the voxels into smaller parts). Made the scale much more accurate, stuff like that.

[http://teamyo.org/xzero/Images/Crysis/Levels/Canyon%20Oasis/ScreenShot0047.jpg]

[http://teamyo.org/xzero/Images/Crysis/Levels/Canyon%20Oasis/ScreenShot0048.jpg]

[http://teamyo.org/xzero/Images/Crysis/Levels/Canyon%20Oasis/ScreenShot0049.jpg]

[http://teamyo.org/xzero/Images/Crysis/Levels/Canyon%20Oasis/ScreenShot0050.jpg]

[http://teamyo.org/xzero/Images/Crysis/Levels/Canyon%20Oasis/ScreenShot0052.jpg]

It's a real shame that the water doesn't reflect Voxels. :(
2009-04-22, 7:31 AM #34
That is hot-tacular! Definitely much closer to the original Canyon Oasis. Unmistakable even.

That makes me want to play RBots in CO with duty calls [/subliminal message]
Lyrics are highly overrated.
2009-04-22, 7:40 AM #35
amazing, but I,d love to see more detail on that ramp. Some support beams, electrict conduits, etc.
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2009-04-22, 8:15 AM #36
Awesome! However, I do agree with Jep that more details on the ramp would make this even AWESOMER.
幻術
2009-04-22, 8:29 AM #37
Originally posted by Jep:
amazing, but I,d love to see more detail on that ramp. Some support beams, electrict conduits, etc.


I think that if you have some vegetation growing around it, give a reason for all of the lights on the side, maybe have some broken railing, etc etc.
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2009-04-22, 9:41 AM #38
Looks good and all good suggestions. I like the idea of more vegetation and broken rails.
2009-04-22, 10:19 AM #39
About the reflecting voxels: Now, I have no idea what a voxel actually is, but can you put another pillar inside those pillars, like 1 (whatever unit crysis uses) underneath the surface of those pillars, so the player wont actually see it, but will see it reflected in the water? Obviously it doesn't need to have super high detail or bumpmapping, because the only place the player will see it is reflected in the water. :)

Also, this talk about broken rails and conduits on the walkway makes me moist.
DO NOT WANT.
2009-04-22, 10:35 AM #40
why use voxels for large flat objects?
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