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[Engine Porting] Wake Island to CE3
Posted: 2011-12-10 15:03
by D33PS1X
So, I got permission a while ago from Dankicity to attempt to port his Wake Island 4km map to Cryengine 3, so after a while of leaving it alone, I've decided to start working on it again, as I just learned how to correct a height issue in the engine.
I'm not using any statics because I'm not sure of whose permission to get in order to reverse them. So for now, it's just the heightmap and colormap, which I have permission to use. And if this is against a PR rule that I'm not aware of, please let me know ASAP.
Otherwise, What do you think?
Only Height map (Before corrections) :
Everything (Before height corrections, highspec) :
Height Corrections :
And due to the current state of the free CE3 SDK, I cannot distribute any of this, so it's personal use only, but I'd thought I'd show everyone what I've done with this.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 15:08
by Spush
That's pretty cool, great work indeed, been fiddling around with the editor too, but I'm no good at it

.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 16:24
by sylent/shooter
oooooohhhh using cry engine 3 for PR2 would be awesome! Anyways, GREAT work
BTW:
CryENGINE Free Use
You can use CryENGINE 3 for free in educational facilities, even if you are charging tuition. We have always offered our engine for free to educators, but now individual students can also freely download the engine and use if to learn about real-time 3D development.
CryENGINE 3 is also free for non-commercial use; if you are distributing your game or application for free (and not charging for your work in producing it, whether directly or indirectly), no additional license is required.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 16:47
by D33PS1X
Thanks for the compliments guys.
If a large group of people want me to, I could make a tutorial for reassembling colourmaps from BF2 into a single image file, then re-splitting for other engines.
And Does anyone want to help make statics/ground textures for the map, because up close it is incredibly pixelated from the relatively low res colormap, and repainting using the CE3 tools would give a massive performance improvement (up from 5 FPS

). Or... give permission for me to reverse the project reality models in BF2 for this.

Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 17:06
by Spush
D33PS1X wrote:If a large group of people want me to, I could make a tutorial for reassembling colourmaps from BF2 into a single image file, then re-splitting for other engines.
Yeah that'd be awesome. Only if you have the time though.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 17:47
by Pvt.LHeureux
PR:CE3
Joke aside, is CE2 free too? That would be way better I think.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 17:54
by D33PS1X
CE3 is so much more optimized for indoor areas and night scenes than CE2, and CE2 isn't free, unless you use an old demo sandbox from Crysis. I have a screenshot of another map in CE2 that I'll upload to show the difference (If I can find it).
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 18:45
by Pvt.LHeureux
Oh I see.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 19:14
by D33PS1X
Here's the earlier picture of one of the things I was testing out, it still has the height glitch in it though.

It's kind of ironic, looking back on it. Cryengine 2 is running at 155 FPS on this map, while CE3 is running at 4.5 FPS on a 4km map. I probably need to understand optimization a bit more though. Still, CE3 is free and looks quite a bit better.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 19:38
by Pvt.LHeureux
Well yeah it's glitched but the it represent well Gulf of Oman, it's just that the difference is to big in the heights.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 20:04
by Psyko
are there stock bipeds? soldier models, and if so are people allowed edit and use the models?
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-10 20:22
by D33PS1X
I've never messed around with the soldier models or weapon models, because I have no use for them, and no skill to do anything with them if I had a use.
I know the height is glitched in the Oman map, it's because CE2/3 default height for a heightmap is 1024, and it has to be readjusted to 256 or so to make the BF2 heightmaps work correctly. I just found this out yesterday when I went back to work on it.
Re: [Engine Porting] Wake Island to CE3
Posted: 2011-12-11 15:40
by karambaitos
Pvt.LHeureux wrote:
Joke aside, is CE2 free too? That would be way better I think.
Slaps you silly
Re: [Engine Porting] Wake Island to CE3
Posted: 2012-03-25 17:14
by scopedknife
i'm trying something like this too, can you please tell us ow you fixed the height mess up?