28.5.12

MOVING ELEVATOR BETWEEN 2 TAGPOINTS + PROXIMITY TRIGGER




This flowgraph builds upon the previous tagpoint flowgraph.

Instead of pressing a button to move the elevator, the elevator starts to move when the player enters a certain area, called a proximity trigger.

MOVING ELEVATOR BETWEEN 2 TAGPOINTS



Instead of specifying two fixed positions for your elevator to move between, you can use tag point (Rollup Bar > AI > Tagpoints) for your elevator to move and rotate between. This flowgraph gets the position and rotation of each tagpoint, and tells the elevator to match the position and rotation of the top tagpoint when 'P' is pressed, then tells the elevator to match the position and rotation of the bottom tagpoint when 'O' is pressed.

Wherever you decide to place these two tagpoints, your elevator will move between them. You could imagine then, a series of tagpoints, placed along a path, for your elevator to move through.

6.5.12

CHANGE WATERFALL COLOUR


In Database view, try changing all the parts of the waterfall particles ("splash", "big_splash" etc) to desired colour, ie blue, green...red.

3.5.12

CHECK NORMALS // REASSIGN MATERIALS

Check normals:


Reassign material - navigate under the diffuse tab to where your material is:


26.4.12

ELECTRO LIQUID AGGREGATION:


If any of you are struggling with this part of the Independent Study:


2. Rewrite the concepts relating to your chosen axonometric so that the new piece of writing forms an "Electroliquid Aggregation". 


Recall the definition of an Electroliquid Aggregation from the lecture:


“Why still speak of the real and the virtual, the material and immaterial? Here these categories are not in opposition, or in some metaphysical disagreement, but more in an electroliquid aggregation, enforcing each other, as in a two part adhesive.” Lars Spuybroek, [1998] Motor Geometry, Architectural Design, Vol 68 No 5/6, p5


Try to think of the process as:


1+1=3 - Combine the two concepts / words together in a sentence to create a new concept. (The original two concepts can still be referred back to for sub-component ideas)


as suggested by Jacky Yuen, Thanks Jacky! Any further questions relating to Experiment 2 please post on the class forum so everyone take part in the discussion.

11.4.12

DETAIL BUMP MAPS:

You can give your materials a certain texture to them, for example, make them appear like concrete or wood. You do this by applying a bump map in the Detail box - see below: 

1. Assign a surface type, eg concrete to get rid of the ASSIGN SURFACE TYPE! warning.

2. Assign a Detail bump map from the folder: textures/detail_bumpmaps. eg metal_ddn.dds:

metal_ddn.dds


3. Under Shader Generation Params tick Detail bump mapping

4. Under Shader Params play around with the following settings:

Detail bump scale: (how bumpy the surface will be)
Detail tiling U and V: (the scale the texture will be mapped. A setting of 100 will make the texture tile smaller than a setting of 1. I usually go for around 10, however if you've used the Sketchup default white material, you may need to use around .05


bump example 01

bump example 02


For further information on materials and textures, watch  CryEngine 3 : an introduction and application. Vol. 3 "Materials and Creating A Prop" and "Materials And Textures" found here.

ARE YOUR MATERIALS TOO BRIGHT?

When you export from Sketchup into Crysis, the resource compiler sets your material diffuse settings to 235,235,235 by default. However, the Crysis default is 186,186,186. To improve your materials, switch to the Crysis default...Or experiment with the diffuse settings to see what looks the best:

Incorrect diffuse settings

Crysis default diffuse settings