I have been working on various elements of the project over the past few days. Last week I processed some of the impulse that were recorded during the site visit to Spike in the various areas of interest. The preroll silence was trimmed from the recordings and then they were deconvolved in Apple's Impulse Response Utility to remove the sweeping sweeping signal from the recorded tracks. What then remains is the acoustic signature of the space. I was then able to export this and use it in Logic as a reverb plugin and apply this acoustic signature to any sound I wanted.
I have also spent a good bit of time working on my landscape. This is very much a work in progress at the moment. I began by trying to use the CAD contour drawing to create my terrain. I imported the contour drawing into 3D studio Max and converted it to an editable spline which I then converted to a terrain. This however, result in a very 'messy' mesh which was very difficult to extrude from. I also used the terresculptor plugin for 3D studio max which produced a similar result as below.
Continuing from this I am now using the Unreal Landscape editor to import a heightmap of the Island which I created in Photoshop using the contour lines from the AutoCAD drawing that I have of the Island. I assigned a different shade of grey to a different level on the contour map which resulted in the heightmap below.
The black area represents the lowest point (sea) and the lightest shade of grey represents the highest point of the Island (the fort). When the height map is imported in UDK the result is a lot better than trying to create the terrain mesh in 3D studio max. I plan to do some more work on the landscape in UDK tomorrow as I am still struggling with the scale of the Island as there does not seem to be a way to enter real dimensions into UDK to define the size of the landscape.