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oh yes, No.1 :)
for my taste the posted one from previous screen is better than this versions.
this one is clear better, nice design!
thank you :) farcry modding is best :)
i have to say that i have stolen this idea from HL2, but i like it also very much :)
thank you, will see how it will work out with the new home :)
the cryengine use a predefined grid size for terrain meshes, and it seems they have forgotten to tesselate the grid on that place if a hole is created.
(ocean tesselation is implemented and working, but this code is as usual not delivered in SDK). that means the holes are not very nice and smooth, it's basically identically to the grenade holes in vanilla farcry. not soooooo nice and usefull, it's more a funny gimmick :)
wow, i even did not understand how you have done the skycolors but it looks really great and this is a very intresting and creative idea for a day-night change, well done!
nothing special, just a short live sign :D
after moving home, with weeks and months of very cruel and stressfull live, i'm back in modding.
actually i polish some things. this video shows the polished fire routine, which base on a new heatdamage code. heat damage is a new damage class which can do damage because of ... you get it.., to any entity or player / enemy.
heatdamage is a near-detection thing: every fire have a burning and a heat-radius, which decrease on time by burning down.
theoreticly and practically this is a groundstep routine for a possible global fire, which could burn down the whole map, (if i would allow fire to spread active out of his actual burn radius, which i didnt allow actually ^^ ).
fire throw now correct yellow-red specular light (it was white light in last showed states) and use my new decal routine, so it will, depending on his fire radius, draw fancy burn decals around it.
by developing this routine i accidentally developed also a routine, which allows to dig holes in terrain with a spade "weapon" :D (i forgot to show it in video).
will see if i can let it in the game, because its now maybe possible to dig below fences a hole and crouch under the fence in closed areas :D
i also show the new implementation of the devmode cheat menu, which will not be full accessible in game, but its very helpfull for mapping and debugging, and i was so sick about all the hotkeys which steal really the complete keyboard mapping beside farcry's keymapping.
download in full quality
60 FPS HD
nice work! good idea :)
the worst thing is done: have given back the old home emptied and cleaned home to our old landlord (lol is this really the english word for !?!? ).
this needed 2 weeks of work every day for 1-2 hour, at evening after work. have eaten up a lot of ressources too. now its gone and i already started modding again :)
i really never ever will wake up in SUCH a hospital :D
thank you! yeah, i'm still figuring out what have to be repaired in the new home, still have no kitchen, no sink ... really cruel, and needs a lot of money-.-
--> done :)
great addition! be sure to test eacht new script if its save/load proof ingame, it's nearly impossible to find sich bugs some months later and the whole mod is then just broken. epsecially i remember there was a broken jeski save/load function in the delivered script.
great, downloading and testing :)
i already tried to give simply a FPS goal, which the scaler should try to reach, but i failed to hack my own 3 year old code :D
it's not the vram, at ultra and very high the memory exceeds his limit from 1.86 gb, so it will crash. (this is the 32bit limit from fc.exe and its caused by a to big and to well stuffed map. it have absolut nothing to do with CPU power or GPU ram or GPU load.
unfortunately i forgot at first second to turn off flashlight, and at next lamps, the fire shot light from weapon kill a little bit the real effect, but you can shoot out every light and it will always affect the lighting and the AI sight :)
wow, so much detailled work! great stuff!
great normal map for terrain, very impressive scene!
one additional question: how the distance scaler behave in such scenes, if you already HAVE over 30 FPS and turn it on ? theoretically they then should increase the viewdistance ? but practically, what happens on your machine in such situations (please set them to "aggressive") ?
haha, so i wish you good luck :)
yeah, thanks Admer :)
it will be not so easy... atleast for 4 weeks no kitchen, no sink (only one sink in bathroom). no internet... ohman, i hate moving home so much...
thank you Buddy :) imagine this at night, with zombies and you holding a flashlight :D
it's even for me scary, and i have mapped this :D
wow, that is twice time what i have ^^
what happened to your Nvidia card which was behaving strange in the single texture room scenario last year ?
hmm, but instantfightmap, how man FPS standing at starting point, looking to the river (not ocean) ?
this is one of the absolut worst case scenes (beside standing close to the river, looking to the city).
with middle quality settings: how much can you achieve there ? (without activated distance scaler!)
that scene is a simple test scene, farcry have also this polycount.
my mod have ~600.000 - 1.2 millions and if you slide the shadowslider to max viewdistance, 2.8 mio poly. but those are the drawcalls, it seems the single Core power of your CPU is also extreme important.
and yes, my mod is not designed to run on low end systems ;(
without, 64bit patch is without SDK and not modable (atleast from c++ site).
but 64bit means NOT all is faster and better, 64bit means: larger memory acces availible.
yeaaaaah, cpu :/ my Q6600 @ 3GHz is slower, my AMD6950 GPU is slower, so its really the GPU driver or the memory management from a 64bit OS or a combination :/