Friday, November 5, 2010
Thursday, November 4, 2010
Files
Sketchup Model:
http://www.filefront.com/17477693/benv2423_structure.skp
Crysis Model:
http://www.filefront.com/17477982/z3292328_exp2_v03.cry
http://www.filefront.com/17477693/benv2423_structure.skp
Crysis Model:
http://www.filefront.com/17477982/z3292328_exp2_v03.cry
Brief for Porosity Lens
I would like to focus my porosity lens on the human traffic throughout the narrow spaces found in town hall station. I am focusing on the human trafficking issues in town hall station as we are using the town hall station model in our experiments. Town hall station has many narrow areas on the side of the platform and during peak hour these spaces get dangerously crowded. I would like to explore how people navigate through this environment and how people move at varying speeds throughout this space.
Research
http://wiki.crymod.com/index.php/Flowgraph_Nodes#Entity
http://www.youtube.com/watch?v=m52WBBNwx9U&feature=related
http://www.youtube.com/watch?v=m52WBBNwx9U&feature=related
Week 6
New Crysis World


This node handles all position related manipulations of the owner entity. All position information of the target entity can be read from the output ports. Unlike the Entity:GetPos node the output ports of this node are triggered whenever one of the target entities properties changes. It is not possible to manually trigger the Entity:EntityPos node.
Image Node:
The Image:AlienInterference node creates a interface distortion effect on the players HUD. The strength of the effect is set by using the Amount input port. The higher the value set there, the more the HUD will be distorted. To activate the effect the Enabled port needs to be triggered with 1. The range of this effect is from 0 to 1.
HUD Node:
The HUD:AirstrikeControl node is used to activate the air strike functionality in Crysis. When enabled the binoculars can be used to mark targets and destroy them using an air strike attack. The potential targets for an airstrike are defined using the EntityId input ports.
Sunday, August 29, 2010
Filefront
My crysis levels and objects used as well as my final machinima video.
http://rapidshare.com/files/416025649/z3292328-BENV2423.zip
Modes used to create Machinima
I have used the Observational documentary type for my final machinima. This was done with the use of dramatic music depicting the hard explosions coinciding with the drum beats. I combined this with an interactive mode shown by my captions in my title blocks. This allows for the observer to feel exactly what the creator wanted to show with the minimal use of text and rather audio and videos.
Hypothesis for the effect of an explosion
Each house had 9 barrels of explosives placed in it for a controlled explosion. The first house being above ground was blown to smithereens. The second house which was half submerged had its roof blown off but sustained no major damage to its foundations because of the dampening effect of water. The third house which was fully submerged was crushed by an implosion due to the low pressure created by the explosion of the barrels.
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