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updated picture, the complete wooden structure is now remodelled with broken and wasted woods.
the wooden stairs does not look uniform anymore and have better climbable physichull.
you have totally right! often its also a simple question: would i like to show this point of view as screenshot to a audience as proof of my mod ? if no, there is always something to do ^^
some wooden structure seeng from top of the hill. placing the rubbish and stuff seems always so easy one its done but its always a very timeintensive thing :/
starting to create and place infrastructure like buildings, just to relax a little bit. have spend 6 days with mind disturbing bugfinding (save load routines). every some months i have to test if every map is load save proof in all circumstances or not, and there was two bugs: if i shoot after a loaded savegame, a merc, he have no gravity after the first bullethit. i still did not know where this bug is coming from but i finally managed to reset all enemies after loading a savegame so they behave then normally.
a other bug was related to my "drone" script, the drone was catapultet after loading to -1000 meters below mapsurface. i also still did not know why but i inserted some additionally routines which prevent this.
its sometimes so painfull to do a mod :(
the post process render pipeline is broken with HDR, no distance FOG, no sunflares and addionally some more broken shaders, which i use.
btw, did you know a method to detect a specific shader on the screen ?
thank you for your suggestions ! yeah, i already have watermaterial detection, that means i know when player is in a water volume or step on a mesh which material is "water".
but this river is a mixture of both. i think i have to solve this with a gravity like trigger, i have had the same problems with particle effects (waterripples) on this river: they have to change the direction evey ~10 meters because the river is not straight ahaid one direction, so i need some gravity triggers with a range each 10meters.
i wish you happy time if you planing a load/save system :) have had again a nice week debugging this **** as usual if i test this every some months :D :D
nice! living windows are important for immersion!
maybe you an add also "decals" on house walls, like firestairs, satelite dishes, rainpipes? just to break up the plane sturctures.
i did not have actually a good usable trading system, also no dialogs for.
the actual implemented dialoguesystem is very unhandy, and does not allow to trade. i have to code this but i actually does not know a nice interface for the editor, that is important for me as i than can do nice dialogues. will take some time. this map will be released AFTER the release of the upcomming first thing (pictures shown in last months)
thank you! i tried to model the objects as close as possible to "how the stalker guys would do it"-style. the cage was the hardest thing.
and damn who never wanted to go behind the traders table in the background office and do **** ? :D
thats what i have done first, after finishing that scene :D
map "pripyat" (you guess :D )
i'm currently heavy working on the code, debugging, menu, so i didnt have time to do what would really important: missiondesign :/
inbetween i can show some shots from another map i have done.
here you can buy weapons, food, stuff and maybe trade things, but trading things is not yet coded, will see, when i have time for that.
map "pripyat" (you guess where its from ?:D )
i tried to keep this scene as much as close to the original from stalker, just to see what is possible, and what looks better.
3 years later ...
the post process render pipeline is broken with HDR, no distance FOG, no sunflares and addionally some more broken shader which i use. indoors HDR level up the gamma from black to white grey (ok for this problem i have a do a code which prevents that), but overall its not usable :(
i actually know what happens: AMD called it "driver redesign" for the HD7xxx architecture, done with drivers > 10.10. also nearly all custom ATI / AMD tools, developed by third party fractions, did not work up that point.
by investigation i have also readen horrible stories about actual Nvidia drivers (bluescreens since months without any fixes ...)
and its not a software simulation, my old 5770 was also slowed down by 70% with newer drivers than 10.10
its sometimes a strange thingy, if you start spotting it with your crosshair, it runs away, if not, it tries to walk trough your legs from behind :D
as you maybe watched this new video Moddb.com , you wondered why i talk in the post about "soulless" and "cold" rendering with HDR, now i know exactly why:
a engine rendered screen with 800x600 and 4xAA and 4xAF (upper screen), switching then on HDR immediately switch off the whole postprocessing routines (picture below).
i can fix the missing AA feature but the missing distancefog is possible not doable, because i have no access to this renderpipeline and code, its simply not delivered to us modders.
(i also think thats why crytek never make the HDR option public, its simply broken -.-)
ah, found the problem: HDR turns off AntiAliasing on my AMD card, this bug was reported as a Nvidia only problem ~2006 for HDR...
ahahahahahah -.- thats why Crytek does not make HDR availible in FarCry with Patch1.4
Creating currently own Depht of Field with Screenblur routine as postprocessing shader to mask the blocky "sharpening" soulles artefakts.
download in high source quality
stream (lower quality)
Cryengine 1.4 with activated and working HDR rendering. unfortunately it's somewhat broken, in some special cases (maybe visible shader depending), the renderer turned total to black.
also some postprocessing seems turned off, which result in a oversharp and colt image, which looks a little bit "soulless", sometimes. have created additionally a own HDR routine and will work further on this code, maybe i can expand my routine a little bit to achieve similar effects but with post processing renderer.
video will be deleted within 5 days.
wtf, this building looks like one from S.T.A.L.K.E.R. ?
hehe, nice feature :)
dude that water is epic :) well done!
i didnt see any chance to get something similar and ripping that out feels.. hmm... false..
this looks very nice!
whats that for green soft cover boxes?
> is no longer there which was a great feature.
just switch it on with cl_weapon_light
and switch projectile light off with
cl_projectile_light = 0
wow, there is nice stuff inside Youtube.com
especially the loadingscreens and missioncomplete animation, its like farcry2, love it (original farcryclassic)
thank you! i think the good looking metal and wood should be worth a look (if its done only with better textures or if they have created new shaders)
i played 8 years ago on farcry a working coop mod, sven coop, where you could play the campaign in coop mode over LAN (not tried with internet).
it looks overall very bad, distance fog is missing and waterdeepness fog is missing.
what about the new campaign from console 2014, is it good?