VIEWS FROM ELEVATOR
Tuesday, June 15, 2010
I had a problem with the textures I used for the windows of my model. Every time I saved the level and then went back to it the window texture had returned to the default. I'm not sure why. These are the settings I used:
LIGHTING SETTINGS
Diffuse Colour: 190,252,252
Spectral Colour:132,207,236
Glossiness:29
Specular Level 1
Emmissive Colour: 250,250,250
TEXTURE MAPS
Diffuse: textures/autotest/road_ground_stoneb_brighter.dds
Bumpmap: textures/defaults/glasstint.dds
SHADER GENERATION PARAMS
-Refraction Map
LIGHTING SETTINGS
Diffuse Colour: 190,252,252
Spectral Colour:132,207,236
Glossiness:29
Specular Level 1
Emmissive Colour: 250,250,250
TEXTURE MAPS
Diffuse: textures/autotest/road_ground_stoneb_brighter.dds
Bumpmap: textures/defaults/glasstint.dds
SHADER GENERATION PARAMS
-Refraction Map
LINKS TO FILEFRONT FILES:
http://www.filefront.com/16768535/z3331794_CRYSYS_EXP3_2010_HannahDevine.rar
http://www.filefront.com/16768615/z3331794_CRYSIS_EXP3_2010_HannahDevine.rar
LINK TO GOOGLE 3D WAREHOUSE MODEL:
http://sketchup.google.com/3dwarehouse/details?mid=22e55111fe1ed66f5580c73124d4ddf
http://www.filefront.com/16768535/z3331794_CRYSYS_EXP3_2010_HannahDevine.rar
http://www.filefront.com/16768615/z3331794_CRYSIS_EXP3_2010_HannahDevine.rar
LINK TO GOOGLE 3D WAREHOUSE MODEL:
http://sketchup.google.com/3dwarehouse/details?mid=22e55111fe1ed66f5580c73124d4ddf
INSTRUCTIONS FOR CRYSIS:
1. Press "q" - this will move the first set of spaces. To move back press "r"
2. Press "l" -this will move the second set of spaces. Press "n" to move them backwards
3. When the model is full extended it will join up with the tower construction at the front of the model
4. To open the sliding door which lets you walk to the elevator press "c", this will move the sliding doors on both the left and right hand side of the model
5. To open and close the elevator door on the left hand side of the model press "f", to make the elevator go up and down press "x".
6. To open the sliding door at the bottom of the elevator shaft press "j ".
7. On the right hand side press "b" to open the elevator door and "h" to make the lift move
up and down.
8. To open the sliding door at the bottom press "k".
1. Press "q" - this will move the first set of spaces. To move back press "r"
2. Press "l" -this will move the second set of spaces. Press "n" to move them backwards
3. When the model is full extended it will join up with the tower construction at the front of the model
4. To open the sliding door which lets you walk to the elevator press "c", this will move the sliding doors on both the left and right hand side of the model
5. To open and close the elevator door on the left hand side of the model press "f", to make the elevator go up and down press "x".
6. To open the sliding door at the bottom of the elevator shaft press "j ".
7. On the right hand side press "b" to open the elevator door and "h" to make the lift move
up and down.
8. To open the sliding door at the bottom press "k".
CRYSIS IMAGES
This image shows the meeting space of the two clients Angela Merkle and Helen Keller. It also shows two of the drawn textures I have used in the Crysis Program, one on the table and another on the sliding door. The table and chairs also allude to the number of stages an induvidual needs to get through in order to attain power. I did this with the use a stair like shapes.
The image below shows a view of both elevators working in game. I used light within the elevators so you can see the shapes moving up and down behind the glass. You could also see the clients clearly as they would be silhouetted against this light. You would always know where they would be.
This image shows the meeting space of the two clients Angela Merkle and Helen Keller. It also shows two of the drawn textures I have used in the Crysis Program, one on the table and another on the sliding door. The table and chairs also allude to the number of stages an induvidual needs to get through in order to attain power. I did this with the use a stair like shapes.
The image below shows a view of both elevators working in game. I used light within the elevators so you can see the shapes moving up and down behind the glass. You could also see the clients clearly as they would be silhouetted against this light. You would always know where they would be.
IMAGES OF CRYSIS MODEL
My model is a series of rectangular interlocking shapes which move when in game. There are a number of stages/spaces that the client has to travel through to reach the meeting space. Each of these stages could represent a corresponding level of influence and power. Each client did not automatically possess power rather it was an accumulation over time.
My model is a series of rectangular interlocking shapes which move when in game. There are a number of stages/spaces that the client has to travel through to reach the meeting space. Each of these stages could represent a corresponding level of influence and power. Each client did not automatically possess power rather it was an accumulation over time.
Subscribe to:
Posts (Atom)