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great screenshot :) maybe some additional snow particle falling would be great :D
shadows at ultra, kill my sys totally :D
it seems its also very well playable and good lookin in third person mode, i wonder if anyone will really play with that ?
testing additive wound decals on player. you see player pierced by enemy bullets :D (yes, godmode ^^ )
very nice video and very nice screenshot!
thank you Marek33 :)
you know the last 10% are the hardest 90% :D just kidding: even if the majority mapdesign is done, all the micro, props, interactivity-stuff have to be placed and connected. the plan is not to have a nice map, the plan is to have map which is really worth to play again and again and again, so i try to get into the detail (of cost of editing time)
developing more and more the fabrik area, also i finally created a new asphalt mega texture, because all the asphalt textures availible doesnt looke good enough. now i can paint simply endless nice looking high detailed cracked asphalt street texture just direct into the map :D
the asphalt xcf texture is 160mb in size and have 4096x4096 resolution, in the map i use currently a downsized one (2048x2048 and compressed) which still looks ok (compare with the older fabrik screenshot). spended also the last 4 days in 3DSMAX and created new objects to fill the fabrik area, its going slow and painfull but it start looking intresging (player need something to explore :D )
screenshots taken with setted all ultrahigh (which beats my machine :D )
for those who intrested in:
go quick in the fabrik video and search in the thread below for a new additionally mapweapon video link :)
will be deleted in 2 days, so hurry up if you intrested in :)
map picture is deleted by me, spoil to much :D
this is a video which shows how the "mapweapon" works ingame:that is how mapweapon looks and works ingame...
video will be deleted in few days
not bad not bad :D
the wooden destructible house is left below the observatory.
in the middle of the map is the big camp where the first destructable videos came from (with the concrete structures), and thats the point where mapping has started for that map, nothing (!) from all around was planned to do :D
i never knowed that i have so much free place in south west below "yantar" (radarstation), i always was thinking i'm on edge of the map, but seeing that gives me the require to add some more intresting places :D same for northwest ^^ place for a new island :D
playground :D note that i zoommed out the buildings (mostly factor 2 and more), so they can be seen on that mapview. in this picture it looks like you can easy run from one spot to another within seconds, that is not really thrue :D
the actual map derstbase, the Fabrik is the grey area where also the black square is. the bridge connects the small island, the chicken area (video posted) is at the end of the river on the middle grey-green canyon. yantar is the brown street structure on the moutain, uh, so bad that i can't export the buildings as map. hmmm, will see. would be so nice to have such a map ingame with "fog of war" and buildings / structures in it.
i needed something which show that the sniper weapon have now a real bullet which have correct ballistics and loosing impact power by big range.
in vanilla farcry sniper weapon is a insteant death real without real bullet. bow and crossbow weapon show it much more, you have really to aim some centimeter or meter above :)
yeah, this shows the sniper bullet cam, on hit the game runs for 1-2 seconds on slow motion, then you see the weapon falls from his hand. in original farcry, the drop wpn package is simply spawned on death body pos.
i attach it to the hand and after 1 second the dying enemy release it. its very good viewable in this slowmo, but it looks better for custom dying enemies without slowmo.
thank you, and its not a own map, this is only a part of the map i show the last time: desertbase. the video with the chicken and two times destroyable entities is the same map.
download video in better quali:
video will be deleted in few days.
just a short test of some things
-rucksack +expanding wpn slots
-third person gameplay + cam handling
-character chooser in desertbase map
recordet at ultrahigh settings (but not shadow), my 6 year old system is to slow to record, so sorry for bad fps.
sound+music is layed over in the video, soundspots are not setted up for those brand new area, took 2 days in 3dsmax :)needed a break from some technically things i messed around the last week.
thank you :)
i did not understand the question completely, but its not type of episodic like story-tiled release, its more a "i wanna finally release something" so i decided to release single maps as standalone mod which will be expanded from time to time with new maps, but the mod stays then the same. this maps will be "desertcamp" , "pripyat" and the biggest one, "devkiddemo", then after that the whole opcl itself will follow as one _update_ with a story based ~6 maps game. every map is a exploration map, but the basic idea behind is that you can play those maps in the final opcl mad as single story based contract missions which you start in the big city map in opcl (this map is mostly a GTA clone) :)
i think slowing down the game would be better than slowing down the car, even if i'm not sure that i understand the difference.
its surely thrue that you are too familiar with the speeds because you know every single bit ;)
dont know about offtopic thread at crymod, but why not ? :)
very good, love the athmosphere and ambience. is this all destroyable?
the driving and shooting looks to fast for me, maybe you can do it adjustable?
thank you too, Marek33 :)
because of the new message log i decided to overwork three tagpoint-missions, they will change in "search in near of a ... a ... ". this was ofcourse impossible to use with the 4 seconds message texts on screen in original farcry.
so i have written today small new textpatterns which will be hopefully recordet tomorrow, so some parts of missionstructure turns even more into RPG direction. its much more satisfactioning to insert puzzles into the text / story knowing everyone can read and translate it in patience.
have wasted today a whole coding day to find and eleminate a bug with my footstep and tireskid decal routines. after a certain amount is reached, i delete the old ones and spawn new. but the build in command in farcry to delete cgf's can simply cause a crash to desktop if its called to often after eachother. this is ofcourse not accectable but the bug occoured yesterday the first time as i have had done intensive memory leak testings with a new vehicle . such unexpected things cause always delay in developing, I'm sorry fir that but atleast i would like to deliver some working stuff, not "almost" working ^^
great! yeah its difficult to work with different voiceactors who do it for free, i hope you get all takes together in time.
wow, what a amazing work! is this all realtime speed or speeded up for the video? it feels very fast ?
dunia have a complete own lua front end and interpreter, they got "only" the renderer and editor sdk and not the game front end we have. but its ofcourse possible in farcry to do it, i also know how it theoretically works but i does not have the knowledge how to implement it -.-
unfortunately not possible, without wpn its then standart farcry1 behaviour in first perspective view: nothing... i never got any ideas i have had to work properly ;(
before entering the vehicle you can press a wpnslot which does not have a wpn to get hands or select a non existent wpnslot, that also will give hands. but driving a forclift with dual uzi is so epic for example, ... its a MUST try :D
at other hands 90% of vehicles in opcl have forbidden wpnsswitch on.
thank you :) yeah, got finally some life in this machine :D if you look very close you can see on front not only the heat exhaust from engine, also you can see black small smoke coming from tires, happens if you give to fast too much power and the tires "block", it was made for the race port of devkid but i unlocked it also for normal FPS games, because its just "nice".
about the weapons: there is always a big discussion about, usually i dislike wpns in vehicles, but every vehicle have a switch where i can allow it or not, mostly its only allowed in "open" vehicles, like this truck which does not have windows.
but even without wpns you won't have hands in first person view, i never figured out how to do it properly -.-
as mission objective ... ?
great!! i can't wait, hope you have enough time for mapping!
it would be horrible if you would do the same stuff like i ^^ atleast thats the point why i learned this stlye: i like to play mods who look different, and thats why i wait for your mod(s), because they look and feel totally different to mine ^^ and your old natural shots from ET forced me (together with didjays fc2010 and spiders halfrobot) to work even more on my natural mappingskills.
yeah, thank you :)
thank you very much modsuki:)
thank you for your interest, but not this month ;( i have no time, please come back later.
since yesterday i'm also not anymore sure about letting that feature active, it would kill the flashlight-gameplay element with collectable batteries and the whole night stealth gameplay with destroyable lamps, electrification and some more, because player will simply fast forward night because at night its much harder than on day. unfortunately i dont have the possibility to start a poll here, so this thread here was my try finding out what you all are thinking about :) again thanx for your nice contributions! its very helpfull!
yes, but only if i have the final decission how to reinforce. the heli reinforce also would dissallow the free choosbale time-fast forward, because helireinforce would need a timebased setting (if not two times a day then after player attack a camp, then, after first death guard, a timer must be started, which triggers after a certain time the reinforce helicopter. i dont know what how the world would interact if press player new dayfastforward, its all a little bit complicated, to much variables-.- )
agree to that ! i plan to use the russian Mi17 which i have shown here as video on first june this year, www.reflex-studio.com/clearing/video/opcl_mi17_gunship.avi
island is still in process. there are some things about water i have to explain: a good looking water is made with bumpmaps, and bumpmaps need a light reflection to occour, and the light reflection is hardlocked for watershaders for crytec sun. i also have made a little failure in terraindesign and use the ocean water also inside the terrain for lakes, so high waves are not possible, which also are the source for a good bump reflection. i also know that you have very nice watershaders, but this map was never designed to see water or let player interact with ocean, the bridge and island was added very late and lake-problem was already there. the waterfog have also fullfill some other conditions which are caused by the lake problem. i already tried different watershaders and they dont work with all conditions i need for this map (lake problem vs waves vs bumpmap vs sunreflection). so you can be sure that i always know what i do and have often specific reasons why i do it like its be.
hmm, but a plane needs long runway and heavy animations for leaving the planes and go to the camp :/ (and the map is already finished and the airport is only for helicopters, short runway :/ )
the clouds (if you mean that with fog) react to day night cycle, the clouds are volumetric particle clouds and they need some time to adapt the correct color, so it sometimes it looks like that.
the watershader: if you mean sunlight reflecting watershader: i dont have crytecs mounted sun, and all watershaders are hardcoded to crytecs sun. i have a own sun and not the knowledge to recodet the shader -.-
the rope reinforce is original farcry style :D
you mean the rope-reinforcement from farcry ?
i like both methods, but distance-reinforce system and truck/heli reinforce can't be together, we have to choose one system.
truck/heli would be timebased, its more intresting for player so he have to observe the camp and is forced to clean up a camp BEFORE reinforcements come in and maybe can also place explosive mines on road to interrupt the reinforcement one time.
distance reinforcement: its already working and i have to set up only a trigger --> minimum work for me.
exactly, the decission is also now like that: i leave in activated the day fast forward key, so you can, like in the bridge / moon video, just fast forward the time, with cost of food and finally, if jack is hungry, you have to pay with health. in simulation mode also health affect walking speed, but you can carry more weight, but more weight also affect walking speed, so i hope its always a very, very hard decission and its possible better to try some situations with different ideas (equipement, daytimes). atleast thats the core idea: make opcl not a game which is boring after you have played it one time, because its everytime complete different (it already is, i test it every day :D )
yes :) but it affects also heavy the gameplay, so its a bit difficulty to set up every spot for all circumstances so its not unfair or to easy for player.
thank you 8) to be honestly it was /is not set up like that, its a random thing when sunset + clouds + fog + tiredust comes together. but this is the best thing, the game looks on every hour and spot different.
the rocks are the rocks i have gotten from you a year ago as obj files i think, i send them back to you rigged as max and cgf as i remember. the wall is very simpel done and set up like lego bricks, but thanks :) was first done as damn wall but it also worked as cover wall for infrastructure. i use it also with white bricks on the metal bridge.
yeah, Vikoms idea :)
thank you! ahm currently not, but its a good idea, thank you! will make them climbable! is exact that what "interactivity with world" should be, thank you for the hint!
nice work, didjay :)
sorry, i dont have this gun from FC3 ;(
and definitiv no release in next 2 weeks. i spended yesterday 3 hours for the first 2 missions and this map will have ~30 or more missions, together with my timebudget i have actually you can simply calculate: it will need much longer -.-
would like to take a bath :)
nice action! water shader is really epic!
thank you for your positive comments and that nice request :)
Jerikho found a bug which affects non turret vehicles on blow up which was caused by my as i inserted the turret removal on blow up event.
self:SwitchLight(0); -- switch off attached lights
replace the --pvcf marked line with that complete thing:
if self.Properties.Clearing and self.Properties.Clearing.object_ModelTankTurret and self.Properties.Clearing.object_ModelTankTurret ~= "" then
(or reload the tank mod, its now fixed inside)
thank you too Marek33 :)
i'm working hard :D
its forbidden to use crysis stuff in farcry. Crytek have had big beef with UBIsoft because of Farcry ^^
now Crytek seems even to forbid CE3 users to use Assets from Crytek games.
thank you Didjay for the compliment !
uuuuh, THAT sounds nice :D
imagine the moment when the truck stops at the gate and you can hear the conversation from guards :D
really, this is currently my favorit :)
i have the routines working for "be enemy if player holds a gun" and i also have the guard switch, "be enemy if player enters area", i really should use those both ones, i currently dont know if ican use both together, but will see.
thank you for that nice response! please more of that! i also think currently about let the gate closed all day until twice a day a truck drives in to the camp, so player could try to pass that time or caprure that truck.
nice light settings!
ok, officers barrack !
looks very good but the sand looks purple on my TFT.
thank you very much :) yeah, interactivity with environment is extreme important for immersion. the mainproblem is, if you have played ONE time one of the devkid/opcl levels, you realize very hard in other games where this is NOT possible. atleast i'm that guy who will press every button on a console in a game and expect something :)
i have composed the soundtrack especially with IGI in mind, gratulation! IGI was and is a reference for infiltration gameplay in OPCL.
nothing to do in that emptiness, but booze helps :D
i have to mention that i also scaled down in range all other weapons. in farcy it was possible to clean up all enemy camps with m4 single shot at a big distance. such gameplay is in opcl not possible anymore.
with 800 or 1000 you could clean up a whole map without getting in touch with a single enemy, the same for enemies who would kill you instantly like in so many farcry mods. i have done a lot of testings with ranges, ballistics and bullet power so i came to this value.
the goal for the whole game is CLOSE COMBAT or CLOSE STEALTH, sniping is allowed, much better than in farcry (because i have bullet and slowmo kill cam ^^), but its not the level clean up weapon which it should be if we compare it with realistic weapon behaviour.
thank you janzu! @vikom, the link is now working, thank you for reporting!
damn that ambient light is just breathtaking! very nice work! what about the newspaper? are they solid or did u make them really like paper (1 kg mass or something lika that ? i dont know exactly all possibilities of CE2 )
very nice natural ambience!
but i have no really time for that -.-
yesterday i inserted in the simple entity collusion routine a second (*) vehicle and a speed detection, so i can call from there also the on damage routine.
now its possible to throw this trashcan and ,if its hard enough on impact, it crashes in pieces. before that i asked "only" for weapon or melee hits from players.
now the simple entities can interact with other simple entities: throwing a trashcan from hhhigher position and hit with it another trashcan, its now possible that both trashcans broke.
a vehicle can move the trashcan and at higher speeds ofcours break them.
the equipement spawner (a broken trashcan can spawn what ever the mapper like), is now combined with a chance generator. if the mapper insert there a 10% chance you have only 10% chance to get a collectable goodie.
its very nice for looting items without spamming the game with to much equipement/ammo/health/whatever and even the mapper does not know at WHICH breakable simple entity comes out a goodie. so its now not only pure fun to destroy environment, it also makes fun to search in the pieces for pickups
(*) i have also a "first" one, which take care about the "mounted" state of a simple entity in devkid:
if a simply entity is "mounted", its not moveable or breakable unless a predefined impact event (vehicle at higher speed for example), unmount it.
now its not only possible to create a wooden hut which is solid for player, but can be demontaged with a vehicle, its now also possible to let break all the wooden planks in pieces by that operation.
would be fun to create a little minimap with such buildings which player now can totally destroy like in crysis.
thank you too vikom!
wtf !! blown away!
thank you for respond!
can you tell me the time in video? its actually like that: the anomalie catch the nearest victim, rotates him for 1-2 seconds inside and then shredders him.
have watched it and it seems all ok for me, there was only a hard kill strike as 4 mercs runned inside ?
thank you! please report the bugs!
you are welcome dinnerblaster1 :D
the credit for textures must go to original stalker! but thank you for the compliment :)
hehe, thank you! but i never liked doom3 gameplay very much because of the spawning enemies in players back or in already "cleaned" rooms and areas.
thank you very much :)
very nice ! (especially without the cornipheres :D )
i also love the wpn and the arms, clothes and hands! very nice!
yes, but i'm not sure if they even so empty in original s.t.a.l.k.e.r. , however, i try to fill all indoor areas with intresting stuff :)
thank you, thats it how you will start.
no worries, its only on screenshots strange, it feels total right ingame, you never see them so static.
woooooooooow, that looks so great! i just love the buildings in background!
thank you! but its not finished yet, it will be look better with more interiour !
is that a heathaze effect behind?
lightmap is a baked shadowmap, no dynamic shadows from swinging leaves/trees and from moving sun, so i use no lightmaps.
but you can turn on/off shadow everytime with F9, was designed as testing key but everybody use it.
will see, currently the trees are brushes (not vegetation), i will convert them to simple entities, maybe my entity distance hider will take effect. i test this tonight.
have currently a big mess with those shadows ^^ they decrease the framerate to 50% -.-
its only that map in stalker style and i'm not sure if i insert anomalies.
download in high quality as avi:
i think i nearly removed all problematic cgf's
thank you 8) yes, this works overall on the game, if needed money is > 0. the "buy false item" bug is still there, i can't control which collusion box is active, so you see (in movie) i have to place the items with a big amount of space inbetween.
police system is finished and full working XD
thank you too, Marek33 :D
boah, i can't believe what you have done here! that scene kicks totally ***!
two small trees have no alpha channel in texture.
i could release immediately a beta but would you download 4gb data for 40-60min playtime ? and this would be only one mission on a map with about 20 missions + submissions.
it would be not so good, i have to finish some things first. please wait for the next real news, and you will see why XD
no, thats why i asked for the anomaly!
the spooky tree on the left side doesnt fit the setting, beside that, i like that scenery very much :) traktor drivable ?
woooooow, they are epic ! can you tell something about? polycount? full rigged ? how long did that take ?
i'm curious about the style of the trees, they normally dont fit into a city ambience. is that a result of a anomaly ?
wow, looks funny, how did u have made that?
something is missing, maybe animals ?
during running the upper body part just should bend down forward, (think about the physics/mass)
okay, seems that is liked by the comunity, thanks for taking part / voting :)
i will implement that feature. the best way would be to show that with a little ingame sequence, will see what is possible without going crazy by doing such things (its only a submission, like deliver pizza or rob a bank XD)
ok, three votes for police XD plus angry civillians XD
yes, bumpmaps (and maybe normalmaps) are the best invention after the 3D engine invention, i think. all the depth of field or modtion blure or such things are NOTHING against bumpmaps. sometimes i have the feeling that the texture is also only 20% and the bumpamp 80% of the environment.
ofcourse i cant get paid for models which was provided by the helpers and co workers of opcl or which i found as 3ds max filees in the internet! thats why this mod wont get be sold, its for free for use and everyone can use what i have done XD
btw none of the videos provided yet shows the real gameplay, because that will extremely depend on your players character and his values, difficulty level and playingstyle. also i would spoil story related things. so wait until you can play it actually byself, i swear you will be blowed away XD
i have played opcl or some parts THOUSEND times and i cant stop it! and i cant play standart farcry anymore ^^
in Counterstrike (which i actually play) i always try to pick up barrels and throw them in de_dust in the tunel XD or i try to destroy dropped weapons by shooting them in pieces (its all possible in OPCL) :)
thank you Vikom :)
yeah, nice link, thx vikom XD
thank you vikom! stuntpark ...? find it out, the map have much things to explore beside the storyline and mainmission XD
haha, much fun XD i know its a hell to detect if enemy have seen player without modding XD
very very nice 8) saw this video today and i'm very impressed, janzu!
a FPshooter called "i goin in". IGI and IGI2 was released back in time. it was a stealth shooter with cameras, very very intensive athmosphere.
it have similar things, but it have more to do with GTA5 , FarCry, Farcry2, farcry3 and IGI and IGI2.
its a mixture of all that elements which i like most.
positive support in comments is very helpfull for mapping XD
so thank you again XD
@haawok and @vikom
thank you both very much for your positive response !
thank you very much, vikom!
yeah i try to find the bug why on very very big maps onsome places the FPS breaks down to the 60% of the possible value if you dont move and to 10% if you shoot :( thats why i started to insert routines which can switch off very big patterns of the core code XD
but currently i only have found a 10%-50% boost which depends on amount of active light sources (32,32,94 in city XD )
thats exactly the point! and i hope that motivates the pack creators to do some more stuff or atleast it shows them (Buba and Tnllg in that case) that there is a usage for !
thank you semimono :)
argh i meant "no toilet WITHOUT ..." all those stuff.
thank you very much didjay :)
cmon, are you kidding ? i do opcl mostly alone since 5 years. and you are two guys ... ^^
Material editor. Diffuse color;)
You see your work is highly welcome and hopefully properly used :)
Will that be sp or mp ?
Death areas are not my taste but you should give a warning to the player first! Did u really have tested the mp modus? I cannot give garanties if my code is working flawless in mp environment, i never have checked it m
Did u mean the daynight fastforward? Press u in the latest update. But wait for mext release. Its now a little bit userfriendly and some new nice triggers are finished.:-D have just to finish the demomap:-D
Ok , have checked it. The broken shadow seems also to be history :-D
Wow, looks like a good and intense leveldesign! Keep that up!
will have flying blimps, aircrafts and maybe some single blinking stars too, its all wip. i try to get the sky alive!
which animations are displaced? for me its looking just epic!!
did u solved the explosed vehicle-tile bug ? i still have it :(
thank you Vikom!
7z file with plain modstructure to copy them by own hand.
wooooooooooooooooooooow! keep that up!
added the rpg fitness system to the weight limitroutine. that means after some time with trained fitness you can carry more kg (there are 10 fitness training levels so its now possible to train your character even in "tourist" difficulty mode to carry heavy load XD
(if i allow rpgfitness in touristmode...)
yes, its defined in each material, pls look in scripts/materials/mat.materialname and search for friction.
for some unknown reasons cryengine change the global friction scale in every level, so you can adjust it also in ClearingWorldTrigger (globalfriction scale) in each level. so, for a racing game you can adjust Oil patches on street or whater lages which all changes the driving abilities by touching it for each wheel.
keep up the good work, 39gamer XD
thank you haawok :)
adding more and more is a weak point XD
i mean the sun ambient light, left from sun, in front of the massive rock, the light looks more green than yellow-orange there :P
you are welcome, dieger :)
green sunlight ? or is it my new (bad) monitor color calibration ?
yeah, unfortunately its one of the things which i cannot make switchable in menu (you may know you can customize the WHOLE hud / design and messages and messagstyles to your needs), but the casesize is currently hardscripted in >50 scripts (with each special entry), and i decided for me to have big cases :/ learn it to love or to ignore XD
that is intended to be:
better immersion and because bulletshells are physicalized, the engine would crash with to small bulletshells.
1.) there is ClearingRadio entity, can have 10 tracks.
each track will be a own station with own style.
2.) i plan to do the music by my own, depending on time i have.
watching some of the videos here will show you some of my musical work:)
i'm thinking about. but its only needed one time in the level if you plan to leave that level. and that was the worst case, normally, if you are in the middle of the map, u'll need only 1 minute to the autobahn and than about 4-5 minutes i think.
choose a nice radiostation and cruise XD
its currently easier to achieve than the airport(s) in SanAndreas.
yeah, it wont be complete without such things XD
the dark room with the guys with shotguns XD
dito 8) hurry up!!!
have changed the picture and added the destroeyd version without waterfontain. actually it IS a destroyable entity, after shooting, exploding or crash it with a vehicle with enough power, the firehydrant will brake to the destroyed model (picture above) and spawn the waterfountaine.
the big screenshot shows the same firehydrant, before and after i have shooted them in pieces :)
edit: and yes, the model in the mini picture have a better base.
i noticed that the missing shadow from pillar also first time on that screenshot, i'll look into that.
regarding big shadows from skyscrapers: i started to experiment with new shadow variants, but its all a little bit uncomfortable.
real dynamic shadow of such big objects seems impossible :(
regarding light / diffuse: there is a specularity channel, and i think i have to insert a spec alpha channel and have to color that simply dark, the same like my old glowing arms, i think (look old screenshots and new ones: the old arms from hero are glowing on day).
that is a word XD
yeah, i've problems with the light color on midday on the walkway textures :( i dont know what the failure is, maybe the missing alpha channel ?
same with the white glowing skyscraper in the back.
beta: i'm currently overhelmed with work&reallife stuff, so i doesnt have much time currently :(
dud you've used a special tool for painting clothes ?
as fast as possible, i hope this year :)
more fire! more fire! XD
thank you, projektariel :)
auto and burst, switchable, currently no singleshot.
regarding pretty and powerful: if a weapon have a sniperscope i dont allow automload with heavy projectiles, every weapon should have his pros and his cons, so there is no ultimate weapon, you have always to choose about weight, scope, range, power, payoff and availibility of ammo (and if no enemies drop such ammo, how much ammo cost and if you in the near of a ammostore) and so on. ah, and that all depends on your amount of availible weaponslots and if you have a vehicle to transport heavy weight weapons and and and.
but the finetuning of weapon range, soundrange, costs, availibility and so on can only be done of the game is finished :/
but i have to say its not a realistic weaponparams simulation of the original settings, i have to tweak this settings to fit the game and work with the other "environment" :)
thx dieger :)
L (you can download the image and zoom in to the weapon info text).
wohoo! that its looking nice!!
yep! you can see it on the FPS depending on particle effect on both screens.
XD you wont imagine how long it have taken to realize this...
i think all together 3-4 months...
thank you very much, Shing 8)
the color shader is simply a areacolorshader, it was shooted before i've added the real daynight code, now this is handled additionally (!) with the current light color of the sun, which is different on morning, day and evening.
beside this, the color areas are supposed to give a "temperature" feeling of this area; (together with sound ambience, ofcourse).
i also have recodet all particle, fog and color entities to react on day night settings and change their behaviours/colors/shaders on different daytimes.
i work on this since middle of 2008 :)
since on year i have big help by other modders who seems to believe in me and supporting me with models. i have learned to script and do some code for their mods, so its a win-win situation :) howevery, could need ofcourse much more help, especially one who helps me to create cloth textures for civilians.
thank you N3uR0m4nT3 :)
sorry, its a old screenshot with missing vegetation, its all Work in Progress and will look hopefully MUCH better in final game!
hmm, very good question... maybe we should add a hull2proxy which throws the shadow, i'll tell it to Tnlgg which have done the vehicle. thank you for reporting!
thank you! you will be surprised if you see the finished game and compare it with that video 8) (in positive way surprised, i hope *gg*)
its operation clearing XD first level :)
and why ?
thx pals 8) positive reactions are always welcome and motivates me to improve some things XD
70 - 80 percent :)
very good cam ^^
30 % and no they are not made by me ;)
if they look like a existing vehicle its pure randomness and not intended in anyway ^^
btw here is the video with real light which will be in OPCL , this time during sunrise:
thanks for your comment! i have mentioned also the missing of grainy snow textures. i'll completely redesign the terrain texture in this map;
i never have seen those monsters in farcry oO they was to fast i think (they aren't the invisible ones, correct? )
thank you guys 8)
you are welcome didjay :)
thank you 8) good to hear that someone is reading the news ;) most visitors are just image viewers ;)
great work didjay 8)