Digital Collaboration Studio Work

My contribution to our final project!

Posted in Uncategorized by jiafeifbeunsw on June 17, 2009

 -Final WCC Video Trailer

 

-Site modification and edited terrain

The following pictures shows the development of our WCC terrain from assignment one to the final fabrication. This is according to the real part of map of Manhattan city in Google earth. We can tell that the more realistic terrain you created the better environment it will be. At the beginning, the map has not enough surrounding buildings. It can’t show how busy this city is and people can not tell this is part of New York city. By creating and developing more new variety of building models(objects), the whole environment has changed immediately.

Terrian 01

Terrian 02

Terrian 03

Map01

Map02

layer

 Cntr03

Objects01

Objects02

 Objects03

 

-Creating a yellow car and export them into crysis sandbox map

This is properly most tedious headache for everyone in the class. I’ve learnt how to successfully export a car from 3D max to Crysis game engine. Don’t freak out how complicated it sounds. It’s very simple for everyone to do it as long as you are a patient person. Steps are:

- Installed SDK plug-in and 3D max (except 2009 version, it will work perfectly)

-A car (your model) is ready

-Break a car into 4 different parts in order to export smoothly. I divided them into shell, edge, window and wheels. SDK refuses to work if you have a very complicated model. So don’t waste your time!

-Save each piece of model into separate different 3D max file.

-Export them into CGF.file by pressing export node, you may also create your material now inside of 3D max or you can do it later inside of crysis sandbox. It’s up to you

-Then copy all the CGF.files that you created and paste into Level>Objects folder, then you may get them into crysis by using brush tool in sandbox roller bar.  (I suggested you’d better put all CFG files with your original 3D max files together for the purpose of modification)

-Finally, you can texture a car and you are done!

The following snap shots that recorded the whole process of exporting a car from 3D max to Crysis.

Car edges

Car shell

Car wheels

Car windows

Edges

Materiral of edges

ED02

ED03

ED04

Lock the position 

Materiral of shell

ME01

Final import

 

-Fix the problems of Mel’s file (Our main building import) and textures

This is supposed to be Mel’s job because she is the person in our group specilised on 3D max and import objects. However, she didn’t work successfully due to her busy full time job and unstable SDK plugin in her unpowerful labtop. She was quite confident about what she was doing and left everything last minute till big problems appeared. Then she passed her file to Karl and Karl couldn’t sovled problems. Finally, it became my job. Here we go, problems won’t be solved when there was not enough time. I did try my best to fix the problems. Finally, I figured out that everything won’t work out without original 3D max model files, but Mel refused me to send me such a huge file about 400mb and she said it would take 4 hrs or more. Again, we are out of time! Time issue….

Our main building has major issues of scale and functionality of walking on each level. Because she didn’t ajust right unit setting and didn’t assign materials for each object she created in 3D max, our main building looked out of scale once you import our building model in crysis and AI can not walk on it if we scale it up. This caused us a big trouble. It’s too late to remodel WCC again cos she noticed these issues last minute!

Eventully, I ended up importing them, textured them and  join them together again with original scale with people walk on stairs in order to make a trailer video.  

cgf files

texture our main building

 final import

 -Importing people and make them walk

Suthea’s original job is creating a variety of AI and making them animated. However, she had so many problems and troubles to achieve a result. She couldn’t figure it out before she left the country. So this became my job, since I was the only person who knew how to do this. Meanwhile, I have to wait for Mel’s file so that I can put people into the map. I found that it was difficult to work together based on the final file. Once a person delays his/her work, the whole process for the team is postponed as everyone else waits for the file to be sent. That’s the main reason why our team work was not efficient this time.

You may use default AI from Crysis and you may also custom your own AI by changing the settings of Grunt. And draw your AI path and give a name of it with off tick option Road under AI path’s property. Finally create your AI flow graph to make your AI walk or run with the path you’ve created. That’s how I did the AI for our fabrication.

Custom AI01

Custom AI02

AI path01

AI path02

AI path03

FG01

FG02

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