So many good things are happening in terms of Environment Artwork, and today we're going to have several screenshots outlining what that work entails... let's just say this is a pretty big (awesome) update that you want to check out. There's also some investigation and discovery to see what we can do, some fixes to existing artwork, and brand new artwork as well, so let's get right to it. Special thanks to our environment artists: Xl2rippr, Mkw and Morganlines.
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URBAN BUILDING #3
This building is presently in-game but needs to have its secondary damage state reactivated. Due to some tech reasons (like clipping and such) it was deactivated long ago, so we asked Xl2rippr to do his magic and get it back online. This shows you a new approach on how we plan to get rubble to look, we're aiming to go back to that charred "burnt" look.
NEW "URBAN" BUILDING IN PROGRESS
Xl2rippr: This one very much inspired by the French style of buildings during the era. This building is fully enterable and contains a large number of rooms, as you can see. The damaged state will feature the center part of the structure ( the tower ) being collapsed.
MORE NEW BUILDINGS IN PROGRESS
Morganlines: These are in-progress shots for the restaurant, a hotel, an apartment, bakery, butcher, and telephone shop!
Mkw: Take notice at our goal to provide roof access for WWII Online players, we are looking at several new ways at achieving this.
This is the Bakery.
This is a kitchen in this building.
Here is a unique side-building view look at most of the interiors
Here is an apartment building currently being developed.
Here is a new hotel being developed.
EXPLORATORY INITIATIVES - INCREASING IMMERSION
Here we'll demonstrate to you a couple of our explorations to make your game play environment more realistic / believable within the game engine. It's a variety of adding new textures on the ground tiles, manipulating grass textures / models, making grass taller to reflect fields, and of course cornfields.
First here is the taller grass, as you can see compared to the German infantryman, it stands much higher, enabling concealment of troops.
This is a quick test of replacing the grass model.
Here we test a dirtier ground texture for different environments.
And here is more of a farmland texture on a terrain tile.
An infantryman stands next to a cornfield with some taller grass as well.
A quick shot of a small corn crop.
Up close and personal to the corn crop to see the detail.
Close up of the corn crop as it goes into night.
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I had to look this up actually, but yes, corn has been grown in Europe since the early 1500s. I was able to find several anecdotal references to cornfields during the war, including an account of a British pilot hiding in one in Belgium after his bomber was shot down. Of course, wheat and potatoes are more common but less visually interesting. Maybe those will be added later?
But cornfield in 1940 Europe? I don't think. I'm not even sure farmers grow corn in Europe (at least that is part of the current theatre) today. I might be wrong though. Just something to look into.
If the next thing being worked on is moving away from cp's to grid capture or moving cps outside of towns to bridges, xroads and forrests etc, it will be gold.
This is a great update, congrats CRS.
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