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Dan Tronic

CYTECH INDUSTRIES - [WIP] Underground Terrain

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So when's the weekly due again?

Also, I wanted to ask when this is done and stable, will it be possible and what loops must be jumped to have this map converted for DayZ: SA?
Licking my chops just waiting to dive into this map! hope it goes all well!

 

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so no more moving from surface to underground in one terrain?

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On 5/29/2019 at 3:38 PM, Dan Tronic said:

 

We will be keeping the underground terrain sperate from the above ground terrain. As for how this will work in terms of our MP game-mode, We will be using the server transfer script made by KillzoneKid to teleport players between each map via the many entry and exit points made for each terrain.

That's a fantastic idea, I'm really hyped for this terrain

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6 hours ago, -Lucas said:

so no more moving from surface to underground in one terrain? 

So far, it's not possible in Arma.

It's related to the way a terrain is build.

Based on my own knowledge as terrain maker, the ground you are playing on is like as an unbreakable thin decorated foil with nothing under, you can't dig in it!

The only way to can get large underground structure is to reserve an hollow in the foil and to put a massive 3D object in it.

There are 2 major drawbacks to this technique.
The first is related to the the treatment of light and lighting, because of the way in which the RV Engine works, a tunnel object even placed very deep may not be able to be of absolute darkness.

The second is that AI is very difficult to manage, on surface -the AI will tend to circumvent the invisible object placed under the surface- as in the object itself where the management of pathfinding is a real nightmare.

So the only workable way is to be able to teleport the player in a dark world, conceived as a closed structure with objects placed on the surface.

 

Edited by oldbear
English is not my maternal language, but you had already get it
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19 hours ago, oldbear said:

So far, it's not possible in Arma.

It's related to the way a terrain is build.

Based on my own knowledge as terrain maker, the ground you are playing on is like as an unbreakable thin decorated foil with nothing under, you can't dig in it!

The only way to can get large underground structure is to reserve an hollow in the foil and to put a massive 3D object in it.

There are 2 major drawbacks to this technique.
The first is related to the the treatment of light and lighting, because of the way in which the RV Engine works, a tunnel object even placed very deep may not be able to be of absolute darkness.

The second is that AI is very difficult to manage, on surface -the AI will tend to circumvent the invisible object placed under the surface- as in the object itself where the management of pathfinding is a real nightmare.

So the only workable way is to be able to teleport the player in a dark world, conceived as a closed structure with objects placed on the surface.

 

understood what a shame...keep it going anyway...thanks

 

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On 6/21/2019 at 3:36 PM, Digger James said:

So when's the weekly due again?

Also, I wanted to ask when this is done and stable, will it be possible and what loops must be jumped to have this map converted for DayZ: SA?
Licking my chops just waiting to dive into this map! hope it goes all well!

 

I do apologise for the lack of posts, I have had not time to post as the organisation I work for requested I work for the last 3 weekends. I will try and make a post tomorrow we have been working hard in our spare time, we have more frequent image posts from our devs on our discord. I will also try and address everyone else's posts this weekend. 

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Update #6 - Cytech Development.

I would like to start off by apologising for our absence over the last weeks, We are still here alive and well.

However, work has been slow over the past few weeks due to most of our team having University exams over the last few weeks and coming weeks. I myself have been with work as I explained in my previous post but my work should be back to normal in a few weeks. 

 

We will also be changing this weekly update from weekly to as often (Maybe be longer than a week) as I or another member of the team can post. With the goal of returning to this format once again in a few weeks.

 

This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.


Atom_Monky:

Monky has been hard at work with populating our aboveground terrain it with nature such as trees and bushes. He has also been hard at work creating our custom bridges for the map

Media:

 

 


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Dan Tronic:

Dan has been extremely hard at work crafting the underground environment, making decals, combo models and creating textures.

Media:

 

 


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Rawr-Tech

I Have not had very much time to do much so I will share an image from my back catalogue of my work.

Media:

 

 


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Responses: 

On 6/26/2019 at 1:34 PM, -Lucas said:

so no more moving from surface to underground in one terrain?

How will the 2 terrains work in MP? 

Our plan is to allow players to utilize both terrains in our MP game mode. We will do this by using KillzoneKid's server transfer script, this will be embedded into the MP framework allowing for a semi-seamless server transfer, something similar to how S.T.A.L.K.E.R. handles map transfers. This will allow for players to continue their survival experience across both terrains. Rawr-Tech has already tested and implemented this feature into our MP Framework.

 

On 6/10/2019 at 6:02 PM, Glow said:

This is so cool!

I hope for at least a one, big room with working AI. When we could lock players and spawn zombies, behind every corner coming out and attacking.

 

Any ETA? This year, next year?

As for the question for ETA, That's a tough one we don't want to make any promises. However, our goal is to get the project completed as soon as possible.

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AWESOME STUFF!!!

 

Once this project reaches playable alpha or beta status, it's gonna hit like... like an ICBM with multiple nuclear warheads!

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1 hour ago, tourist said:

like an ICBM with multiple nuclear warheads! 

 

It's really a Blast !

Spoiler

blast-off-its-party-time-and-where-the-f

 

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Well, there's no need to hit the porn channel today. ^^

 

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Miller meets Artyom and Strelok 🙂

 

PS: Bohemia PLEASE make your new engine have instances/worldspaces !!!!

 

 

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This is a brief development update. Unfortunately most of the team have been busy doing their final exams over the past few weeks, however, I have managed to get quite a lot done myself during this time.

 

This includes

- New models

- New textures

- Lighting/atmosphere

- New underground area's (completed)

 

New Models - [Lights-Windows-Electrical]

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Wall Textures

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New Underground - Screenshots

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That is just AMAZING @Dan Tronic !

 

May I ask if those lights sources are mostly dynamic (so they generate dynamic shadows on nearby objects/entities)?

 

If so, how did you achieved that? I want to make a mod/script for my horror mission and make ALL light sources (flashlights, chemlights and even the moon light) dynamic. 

 

Thank you and keep this up! Getting the stalker vibes!

 

 

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On 7/29/2019 at 5:39 PM, LSValmont said:

That is just AMAZING @Dan Tronic !

 

May I ask if those lights sources are mostly dynamic (so they generate dynamic shadows on nearby objects/entities)?

 

If so, how did you achieved that? I want to make a mod/script for my horror mission and make ALL light sources (flashlights, chemlights and even the moon light) dynamic. 

 

Thank you and keep this up! Getting the stalker vibes!

 

 

 

Thanks! I don't think it's possible for light sources to create shadows at night unless I'm mistaken.  

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I haven't seen a true dynamic lights in Arma3 yet. If you know a mod or mission, give a link pls.

I remember that for Skyrim someone come with a mod like that. It was the jaws dropping mod but very heavy fps hit come with it.

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11 hours ago, Glow said:

I haven't seen a true dynamic lights in Arma3 yet. If you know a mod or mission, give a link pls. 

It is possible to mod, though I only know two people who even know roughly how to. So I don't think you'll ever see that be a thing.

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Time for another brief development update. Here are a few new models I have been working on over the last week.

 

This includes

- New Electrical Props

- Weapons Scanner

- New Industrial Props 

- Keycard Points 

- Morgue

- In-Game Screenshot

 

Electrical Props

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Weapons Scanner

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Industrial Props

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Keycard Scanner

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Morgue

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In-Game Screenshot

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6 hours ago, Dedmen said:

It is possible to mod, though I only know two people who even know roughly how to. So I don't think you'll ever see that be a thing.

 

This subterranean/underground mod would greatly benefit by having Dynamic Lights, do you think we can contact any of those two guys? Perhaps you can direct them here to share with us what they can 😉

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15 hours ago, LSValmont said:

 

This subterranean/underground mod would greatly benefit by having Dynamic Lights, do you think we can contact any of those two guys? Perhaps you can direct them here to share with us what they can 😉

I'm already here 😄 And i know I don't want to attempt that, i could barely get my PBR shader to work right.
Not sure what @Defunkt's thoughts are on that. I guess dynamic lighting is also a no 😄

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6 hours ago, Dedmen said:

I'm already here 😄 And i know I don't want to attempt that, i could barely get my PBR shader to work right.
Not sure what @Defunkt's thoughts are on that. I guess dynamic lighting is also a no 😄

 

So no light casts any shadows on Arma 3 objects and entities? I believe the car lights do generate shadows on objects?

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18 hours ago, LSValmont said:

So no light casts any shadows on Arma 3 objects and entities?

The sun does.

18 hours ago, LSValmont said:

I believe the car lights do generate shadows on objects?

Well. If you ever stood in a house and suddenly everything lit up brightly because a car 300m away went around a corner, you'll know that's not the case.

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