[WIP] Muttrah City in CryEngine3 (image heavy)

Maps created by PR community members.
Locked
titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by titsmcgee852 »

Jesus fuck that looks awesome.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Hulabi »

Looks stunning! Keep up the great work! :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Rhino »

BigNaptizzle wrote:The colourmap is hand-painted, so no, its not the original one. The heightmap however is the original one, which I'm using with the permission of Rob(TwistedHelix) and pretty much the whole PR:Bf2 team, as IronTaxi is inactive. Credit was given where it was neccessary (the crydev.net recruitment post for example). Now stop trying to convict me of plagiarism, thanks.
No I'm just more concerned about not asking permission for things as I know that I liked to be asked first, and if asked, I normally say yes, if not asked however then that's a different story.

I'm still waiting for you to replace your "place holder" Muttrah heightmap and colourmaps which you are using from my map too btw which you put in without asking me either.

EDIT: this also wouldn't be an issue if you made something orignal :p
Last edited by Rhino on 2013-05-03 13:08, edited 3 times in total.
Image
BigNaptizzle
Posts: 38
Joined: 2011-04-11 11:13

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by BigNaptizzle »

Rhino, I'm not sure if you've noticed, but for the case you didnt, I'm a PR2 dev (yes, even officially), hence doing this for PR2, not for my own personal benefit. I still dont understand what you are trying to express with that attitude apart from "hurr durr I'm butthurt because someone tries to expand upon something I've built some years ago".
I've been open about anything that wasn't OC from the moment I've started this thread, while you have basically been doing nothing but pointing out how incredibly unoriginal everything I did is (even though I never implied to be original) and have furthermore been suspecting me of plagiarism right from the get-go.
Everything further should be discussed via PM. But be aware that the attitude you're showing here in a public forum, might cast a bad light on the relations between the PR:Bf2 and PR2 dev teams.
Last edited by BigNaptizzle on 2013-05-03 13:56, edited 1 time in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Rhino »

if you didn't get the " :p " at the end of the last bit that dose mean that I'm joking with you on the originality part there...

But anyways my concern was just the right people had not been contacted, since any work made online by copyright law belongs to the individual(s) who made it and those individuals need to give their consent in order for it to be used. I've yet to be asked for Muttrah's heightmap and colourmaps which I know your using as a "place holder" and I was worried that the same thing was happening here, but with Taxi's work and Having TwistedHelix's "ok" isn't enough on its own, but if IT has been contacted and gave his permission and your not using the orignal colourmap then that's all good there.

EDIT: also not stating some work isn't others work, even if not claiming it to all be your own isn't good practice. Its best to give credit to all contributed work at any time you get, which if you look at any of my blogs/highlights/posts showing new work + any other team members doing the same thing, you will always see my crediting everyone's contribution when ever something is showed off, how ever small it might be to avoid this kinda thing.
Last edited by Rhino on 2013-05-03 14:04, edited 3 times in total.
Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by AfterDune »

E-drama all over the place.
Image
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Navo »

I don't think the problem is you asking, Rhino, but the tone of your posts.
baltimore
Posts: 623
Joined: 2012-08-27 09:30

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by baltimore »

BigNaptizzle a question: We not using more variable(different) car wrenches,trees,houses,and all kind of objects.
You have thousands on cryengine 3 mod tool(that have some name just cant search now) .
You may use more,more.
Image

Image
BigNaptizzle
Posts: 38
Joined: 2011-04-11 11:13

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by BigNaptizzle »

Because once we'd use them we wouldnt be developing a standalone but a Crysis 2 Mod (given you are refering to the assets from the ModSDK). This option has been ruled out as far as I'm aware.
masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by masterceo »

Damn rhino, that's some ***** like behaviour there.

Take a breather and relax for a second

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
baltimore
Posts: 623
Joined: 2012-08-27 09:30

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by baltimore »

I copy BigNaptizzle understood
Image

Image
Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Darman1138 »

User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Mineral »

looks good. Although I'm more looking forward to brand new PR2 maps :p But I guess those are not for public to show yet ;)

can higher forest density's be achieved in comparison to BF2?
Image
BigNaptizzle
Posts: 38
Joined: 2011-04-11 11:13

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by BigNaptizzle »

Only at the cost of a huge performance impact. People generally need to lower their expectations a bit, just because its a newer engine doesnt mean that certain hardware limitations can be bypassed :) . I'd even go as far and say, that the graphical fidelity you've seen on the screens (even though its not even that great) can only be maintained for 2x2km maps. Ofc there is always room for optimisations, but for that to run with 64 players on current mid-spec harware, certain trade-offs have to be made.
Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Moszeusz6Pl »

You are making PR2 to run on current mid-game hardware? Are the release date so close or you want it to be able to run on low-game PC when released? From that I known games are always made to run on high-end PC when making, because by the time game is released, those PC are mid-game already.

Image
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Spush »

System Requirements [End User]
End Users who only use the game launcher without Sandbox have lower system requirements.
• Operating System: Windows XP SP2, Windows Vista SP1, Windows 7
• CPU: Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2GHz or better (a multi-core processor is strongly recommended)
• Memory: 1 GB RAM (2 GB recommended)
• Video Card: nVidia 8800GT 512MB RAM, ATI 3850HD 512MB RAM or better (SM 3.0 minimum)
Crydev.net
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by SANGUE-RUIM »

pics look fantastic
map looks just like fools road, in better graphics
gj :o
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by SGT.Ice »

ShockUnitBlack wrote:You have a pretty massive job ahead of you... Good luck (this could get extremely interesting, by the way).

IMO if you're going to remake all the buildings, you might as well make more of them enterable.
On top of that probably change some of the buildings for variety, trying to recreate muttrah in a new engines great, but copy and pasting isn't.
Image
Vonzip
Posts: 298
Joined: 2012-12-21 23:12

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Vonzip »

Wow this is truly amazing!
Locked

Return to “Community Maps”