Hi Tim, thanks for the info, i wanted to do this: http://youtu.be/3uxx2fFb2Z4 About importing characters in cryengine there are a couple of guys in the forum that had success from softomage. And found this too, http://www.crydev.net/newspage.php?news=79949 This post made me sit again in front of cryengine agian, lets see what comes out ;) F.
On Sunday, March 2, 2014, Tim Leydecker <bauero...@gmx.de> wrote: > > Do you know if there is an option in Cryengine, that would let me output > the game in full view without crytek´s ui? like Unity on UDK > > I´m not sure what you mean. > > Is that it? > > http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic > > I remember it took me a bit to understand how to set up a player start in > cryengine > to play full screen (starting from that location) in the sandbox editor. > > I didn´t try to capture or load levels sofar, as that wasn´t neccessary > yet. > > Sorry, I also don´t have a example file at hand, my file disks are > unlinked because > I´m currently in the process to switch this box from xp64 os to win7/win8.1 > > Cheers, > > tim > > > > > On 02.03.2014 18:36, Francisco Criado wrote: > >> Hi Tim, >> >> yeap, already made my first tests on cryengine and unity. The first one >> has amazing graphics but just couldn´t give it the necesary time to do >> something different than fps. In >> Unity was different, everything is possible, is very very friendly like a >> softimage concept :) but graphics ouch, they really hurt for someone used >> to CG. What i liked a lot from >> cryengine was the tools for rapid prototyping, like the paint tools for >> models and textures. >> Tried UDK (just a couple of hours a few times) but didn´t like the ui, >> was like maya or worst, max.Saw the tech demo of UE4 and yes, amazing >> grapchics. Maybe is just a matter of >> getting used to the ui. >> Even though it would be nice to get hands on cryengine cinebox, but it >> seems they are in a closed beta. >> Do you know if there is an option in Cryengine, that would let me output >> the game in full view without crytek´s ui? like Unity on UDK. >> Thanks in advance. >> F. >> >> >> >> 2014-03-02 14:15 GMT-03:00 Tim Leydecker <bauero...@gmx.de <mailto: >> bauero...@gmx.de>>: >> >> How about giving udk, cryengine or unity a try? >> >> I´ve found that spending time with udk, then cryengine helped me >> grow as an artist,especially in terms of modeling and shading/texture >> mapping. >> >> It is quite rewarding to have your own character run around and to >> play with it. >> >> UDK is reasonably well covered on youtube to get into it and lets >> you use most of it´s sample files as a base for your own prototype >> game, >> including the default animation library to make bots run (at least >> for a start), >> even if it is more difficult to make things work initially, that´s a >> good start. >> >> Cryengine may probably feel easier to get into, because it´s sandbox >> and file structures >> are more clearly recognizeable as from the windows/microsoft world >> but the small print >> has to be read and properly understood, none of the sample files can >> be in your prototype, >> IF you plan on releasing it for free or at all. Also, atm, the sample >> skeletons (in sample files 3.4) >> don´t go well with the engine version 3.5.7, so you´ll have some >> grief making your own character >> work with the cryengine animation system (in progress/change atm, >> too). >> >> I would think unity is the most flexible option but I didn´t get >> around to play with it >> sofar because I landed a job on a project which (as usual) pretty >> much brings everything >> else to a halt. >> >> In terms of movie vs. advertisement vs. games. I´m a male, tripple >> AAA blockbuster type of guy, >> that´s what sets the bar and that´s where most of my money will go. >> Getting money out of it >> I find more difficult, mostly because getting access to such projects >> is still difficult >> in Germany, there´s only a handful of places to look for work at and >> overly generalizing, >> they get those high profile jobs because they try to cut into that >> market, not because >> they´ve set the reference for others. Again, that´s overly >> generalising and should not >> be understood as speaking poorly of fellow artists. A great many of >> my former collegues >> have moved away to get access to better projects&opportunities not >> sufficently available >> to them here in Germany. Myself, atm I´m at a shop I like, nice >> projects and nice collegues >> but I don´t know for how long this´ll be, simply given the amount of >> work available and competition >> for these jobs on a show in general. >> >> Personally, I´m looking forward to games, unreal engine 4 looks >> sickening good. >> >> If I project that linearly ahead 1-5 years, bamm. Real, in real-time. >> With story. >> >> Nice. >> >> tim >> >> >> >> >> >> >> >> >> On 02.03.2014 17:48, Francisco Criado wrote: >> >> Same as Mauricio here, what i think is that these kind of games >> that have more a storyline like a movie than first person shooter games, >> are quite interesting in terms of >> production.You see all the effort and detail they put in every >> area, and its quite similar. >> >> In terms of ethics, selling coke, alcohol or cigarettes is the >> same as making a jackpot game or a fps game, in my opinion. >> Just thought that working in a game production would be same like >> film or better, animated features, completely different than tv ads, where >> we are always running, and if >> someone >> on the marketing office says "more red" people start crying, >> jumping from buildings and drinking energy drinks until they die! You know >> what they say, "ad, love it or leave it" >> >> F. >> >> >> >> 2014-03-02 9:07 GMT-03:00 Maurício PC <goneba...@gmail.com<mailto: >> goneba...@gmail.com> <mailto:goneba...@gmail.com <mailto: >> goneba...@gmail.com>>>: >> >> >> That's actually a nice input and could generate a nice >> discussion about it. >> >> I do agree in some extend ... MMO is not something I would >> want to work, but take this game for example "The Last of Us", I thought >> they spend a lot of time creating a >> good >> history that works like a movie. >> >> So that game I would like to be a part of. I haven't played >> games in years, but after seeing the documentary I got a will to play this >> game at least. >> >> >> On Sun, Mar 2, 2014 at 9:01 AM, Stefan Kubicek < >> s...@tidbit-images.com <mailto:s...@tidbit-images.com> <mailto: >> s...@tidbit-images.com <mailto:s...@tidbit-images.com>>> wrote: >> >> __ >> >> My very personal experience with games is that when you >> come from Film/Advertising you don't want to transition to games for two >> reasons: >> >> 1.) Money. All the places I've been in pay considerably >> less than what you can earn elsewhere (esp. commercials), and telling a >> story or vision (assuming that this >> is the >> prime motivation in pretty much any artist, whether they >> know it or not) is a lot harder and convoluted than in pretty much any >> other media. >> >> 2) Ethics. You produce something that steals peoples >> time on a much larger scale than any single movie or ad ever could. Online >> slot-machine type of games are even >> worse, >> where people can loose a fortune. I played a lot of >> games when I was a kid and I know first hand that they can be very >> addictive, and I don't want to make money >> exploiting >> other peoples addictions. To me that's just...bad karma >> :-) >> Educational games are an exception to that, but having >> certain expectations towards what is considered "quality" in a game >> (artistic and technical excellence, both >> of which >> usually require higher budgets than what is commonly >> available in education) will most likely make you want to do something >> else, or leave you frustrated. Mind >> you, during >> the making, and some time after, I considered Manhunt2 >> the single most rewarding game I ever worked on (Rockstar), in which you >> can sneak up on people and >> "execute" them >> by poking their eyes out with a glass shard or choke >> them with a plastic bag. How f#%&§ed up is that? While most of this was so >> over the top up to the point where >> it was >> already strangely funny and entertaining again from a >> grown up players point of view, there are not only grown ups playing these >> kind of games, and many grown ups >> are not >> grown up to begin with. Of course you can lean back and >> say: Not my problem, it's peoples own decision what they play, and parents >> responsibility to look after >> their kids >> and what they play. Or you take responsibility yourself >> and just not make that kind of stuff in the first place. >> >> If anything, making computer games made me stop playing >> computer games entirely. >> >> >> >> >> they did an amazing job! does any of you guys that >> work on games came from film or comercials? i wonder how to make the >> translation to the game industry being >> a generalist. >> >> F. >> >> On Friday, February 28, 2014, Stefan Kubicek < >> s...@tidbit-images.com <mailto:s...@tidbit-images.com> <mailto: >> s...@tidbit-images.com <mailto:s...@tidbit-images.com>>> >> wrote: >> >> Thanks for the link Nicolas! >> Naughty Dog is completely insane when it comes >> to details and atmosphere - always outstanding work. >> >> >> >> Interesting behind the scene of a good >> videogame,and some technical info >> (Maya) >> The shocking thing is that they key facial >> expressions.by <http://expressions.by> <http://expressions.by> >> hand,which I >> found completely insane... >> >> Exclusive | Grounded: The making of The Last >> of Us <https://www.youtube.com/__watch?v=R0l7LzC_h8I&feature=__ >> youtube_gdat >> <https://www.youtube.com/watch?v=R0l7LzC_h8I&feature=youtube_gdat >> >> >> >> >> >> >> -- >> ------------------------------__--------------- >> Stefan Kubicek ste...@keyvis.at <mailto: >> ste...@keyvis.at> >> ------------------------------__--------------- >> keyvis digital imagery >> Alfred Feierfeilstraße 3 >> A-2380 Perchtoldsdorf bei Wien >> Phone: +43 (0) 699 12614231 >> <tel:%2B43%20%280%29%20699%__2012614231> >> www.keyvis.at <http://www.keyvis.at> <http://www.keyvis.at> >> >> -- This email and its attachments are -- >> -- confidential and for the recipient only -- >> >> >> >> >> -- >> ------------------------------__------------- >> Stefan Kubicek >> ------------------------------__------------- >> keyvis digital imagery >> Alfred Feierfeilstraße 3 >> A-2380 Perchtoldsdorf bei Wien >> Phone: +43/699/12614231 <tel:%2B43%2F699%2F12614231> >> www.keyvis.at <http://www.keyvis.at> <http://www.keyvis.at> >> ste...@keyvis.at <mailto:ste...@keyvis.at> <mailto:ste...@keyvis.at<mailto: >> ste...@keyvis.at>> >> >> -- This email and its attachments are -- >> --confidential and for the recipient only-- >> >> >> >> >> -- >> gonebadfx.com <http://gonebadfx.com> <http://gonebadfx.com> >> >> - your source for bad fx >> >> >> >>