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The process starts by taking hi-res pictures of real location. We had spent 5 days taking pictures of the buildings, roads, pavements and all other necessary details (including 360x180 degrees panoramic full HDR photos on several spots to match lighting of the level to a real area ).
There's no easy way to do it but to hit the road with DLSR cameras. I think that we've taken over have 30+GB of photo materials. One additional day was spent to make measurements of the buildings’ positions so that we don’t make mistake in proportions.
Finally when the fieldwork was done we started to build up the city module. First, all textures have to be sorted out and associated with the structures that we want to create. After sorting them out color textures have to be cleared from people passing by and other obstacles. Then we create normal, specular, reflection and albedo textures (all in high res – ranging from 2K to 4K pixels, giving us full range of setups from low to high end platforms).
There is a certain amount of texture optimization that need to be done as well; since most of the buildings are tiled (the same windows are repeated in columns) we create skin textures for all buildings. That allows us to have high resolution textures on all buildings with a high amount of details (you can practically read the product titles in the store windows).
After all textures are finalized we start to make the physical models, first with basic layout and spacing by creating the level from boxes to make sure that all the dimensions are good. Eventually when buildings are completed we replace placeholders with final models.
When most of the level is completed we start to work on additional details, such as statues, garbage cans, street lamps and all other objects which are unique to the specific location. After those objects are completed we determine which props will be interactive and make detailed interactions for them too.
When most of the level is completed we begin creating background models along with textures. The BCG models are simple representations of distant buildings; actually they're considered to be place holders for possible future level expansions. Eventually in the future we can just make new sections of the city and replace it instead of having the bcg models in the level. :)
Finally when the level is finalized we bake the ambient occlusion for all surroundings so that things fit more naturally inside.
Here are some facts from Zagreb arena:
- 60+ buildings were made
- 400+ hi res textures
- Terrain
- 20+ unique objects (props, lamps, signs, statues, etc..) with destruction models were made
- 5+ trees or plants
- Playable level covers approx. 140,000.00 square meters (1,560,000.00 sq ft)
- Total level with BCG models covers approx. 500,000 square meters (5,400,000.00 sq ft)
Piece of cake, hope it was worth it :)
Can you shed any light on when it unlocks in single player? I have completed the campaign but no Zagreb map yet :( Is there something more that needs to be done to unlock it?
I started the campaign with the dlc and the extra cars are there but this map was the main reason for getting the dlc.
It's unlock later in the campaign, not when you just start it.
You can also play it directly within quick rac eor multiplayer!
Yeah, that'll work too.
I just don't suggest to use the command as it can kill the fun of unlocking everything!
Turns out I just didn't do enough deathmatches during the campaign.
The ignore locks on test profile revealed a number of deathmatch maps which I had not unlocked yet.
All sorted now on main profile by just playing deathmatches, cheers.
I should also say, love the game! 5/5 for me :)