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yes, they leaved out the vegetation physic, maybe it was deactivated for consoles and they simply forgot to activate it for the PC version, because it's definitely in the engine and working, same for fire and particle system.
my feeling was: the coder or the coding section who have implemented this system is not anymore in duty and the new one simply forgot it and focussed more about the nice streaming system and terrain tesselation and the water fluid system and the editor.
maybe they have also a problem which i actually have with burning vegetation: i can burn and remove finally vegetation, but i did not found a way to "ressurrect" the vegetation with the fastload system.
i think they run exact in the same trap and you have always make decissions: invest weeks and manpower to debug this, so firesystem can be activated again or not. if yes, then every prop need a second, burned/destroyed version or atleast a special code which can add to every material the burn texture.
but than they maybe get in troubble with their new damn bad looking physical material shader system (the result is those strange identical colors on walls / buildings which look always like lego or painted).
additionally the firesystem needs heavy CPU resources, because every "fireplace" must look from time to time in near distance if there is a new, not burning but burnable thing, check material, and spread fire. then THIS must look also TOGETHER with the old fireplace, and after some time this cause horrible CPU load.
ps.: the proof that the old core coder team is not anymore there is the buggy vehicle physic, ok, i have it too, but i know WHY i have it and i can debug this within 20 minutes of work in 3dsmax.
the new coderteam forgot about some old cryengine core rulez in the physic section (chriss roberts team also run in this trap, last year every walking charakter was jittering like hell by every footstep because of too much microcollusions with to high physicmesh polycount).
thank you very much!
i agree with the strange feeling from "fight" places which far cry 5 give: they look totally, hmm, like: "hey, greetings from the natural division, we have leaved some places blank, so you can build there bases, good luck" and then the props and building departement totally missaranged the places so they look exactly like i have it described, very strange. i also hate the look of always the same white vehicles with the same cross symbol on it and on every building and crate, that looks so stupid and false.
actually i implement vehicles to this map, it's a little bit difficult, because it seems i have to model specific physic and mass hull boxes for good suspension and steering behavior for this map. I dont know exactly why, it seems it have to do with the physical materials i have given to roads (asphalt and gravel) which does not work with the tires (way too much grip).
on grass and mud the behavior is good. i think i will change some variables in materialsection (sliding factor, stiffiness, bounciness and such things).
ps.: i will change those ugly backplane from vehicle, it's more or less a placeholder until i create some better one. have actually fight more with vehicle physic.
have played to much GTA5 last months with a nearly perfect vehicle behaviour and ofcourse my goal is to get it in that direction.
TestRecording (Sorry, again boring stuff) :
-Full Particle Load
-Insects (Bees :D )
second Part: some recorded Bugs i have to fight with
ps.: FPS is limited in vehicles to somewhat between 50 and 70 FPS, otherwise i have no exact control about some bevahviors (suspension... sliding...) , because they alter depending on FPS. So i limit MaxFPS in vehicles and you see therefore those low values in the recording, it's NOT because the vehicle cause so much load.
i have not fully decided if i add additionally fog and clouds, because actually the summer field ambience works very well, BUT, i have not implemented the weather entities and i'm also still thinking if i add some stalker anomalies (the whole code is completely done, i have to place only the animalies which then wander around, the complete detectorcode with sounds for player is also 100% working, also a transportable scanning device).
actually i dont have planned this for this map, but i always have in mind a replayability option, then maybe with small changed gameplay and environment, and THEN all those noce things could be thrown in.
(and yes, even THAT code for different "waves" is finished and working, devkid allows actually to have 8 different waves, every wave can totally alter the gameplay and behaviour and existence of props and entities on a map)
yeah, it is possible in menu, you can also switch on a autoscaler, which keeps stable FPS rate and change the drawdistance.
but the drawdistance have nothing to do with the memoryload ;(
theoretically there is a command in crynengine 1.4 which switch on discstreaming textures, but if i activate it, cryengine crashes immediately to desctop.
where have you been so long time, i missed you!
and thank you! but the stalker credit must be given to stalker, the building is taken from stalker :D
hmm, modding scene looks so boring, i look every day and no news ;(
so, atleast i can post some things.
started building the second military base on this map, unfortunately i run out of memory. this can be solved by lowering texturequality, but this is not very satisfying to me.
it seems the vegetation kills the memory: every single plant have a table in ram which simply adds to a gigabyte at all.
testing a lakewith panted puddle and waterarea above. to be honestly i have expected massive shadercrashes but nothing happened, it looked only a little bit matt.
the white points you see here are pollen particles, have had added also leaves and boids like dragon flys, frogs, bees, butterflies, birds, grashoppers...
i got the idea from those strew piles from PUBG :D here on my country they use only the cylindric ones.
yeah, i have to rework all hit-particles, have laying this task since two years on my to-do list. it's not a very funny part of modding.
the fascinating thing is, that it is really all working nearly flawless, so even i did not notice all the nice fancy things, because they simply work. i have worked soooo long on the code base and its still surpsising for me that the really totally extrem recodet engine behave like a usual engine should do, so it's not visible that this is a mod.
(warning, boring video)
testing following Far Cry 1 Devkid features:
-fastsave / fastload
-devkid in outdoor management in destroyable hut
-HDR (appears not in recording ! can't capture that!)
-random pickup anim
-vegetationphysic collusion to player and bullets and objects
-real 3D environment / ambient sound (yeah, listen to it with headphones)
-player step sounds depending on ground and different speed types
-usable performance with not expected vegetation density and terraintexture shaders which was not
imaginable before on FC1
known issues: bulletshell dropsounds, wpndrop sound, yellow field vegetation does not react on
I'm also a little proud that i found a way to let appear the fields up to the horizon (or atleast let it look like it is so :D )
btw, you see here 5 terrain texture layer (7 ismaximum at all).
every layer have 4 textures plus 1 color bmp texture which colorize the diffuse layer. the 4 textures each are then the deffuse texture, the bumpmap, speculartexture and normalmap.
i dont use detailtexture and no decaltexture (i'm even not sure if those are work for terrainshader).
spended last two days on those wooden hut and the waterwheel infront.
on the right side, behind the single lime tree, the map is empty and have to be filled, pls ignore that :)
i slowly start to understand how cryengine works with textures --> shaders --> and ROPS in GPU's, it seem's it is really possible to create okey-ish looking environment with one single Thread in CE1.4 :D
little fun fact: this scene looks totally like the place where i live here in germany (including the mountains)
i dont understand your question, could you give another try pls ? :)
yup, ofcourse, no engine is bugfree, and every company have to ship sometime their game, the question is always: is it playable with the bugs or not?
no, memory is very limited in CE1.4 -.- i actually have only 2-300 mb left for objects, enemies, weapons, sound, missionstuff. and i have only filled 50% of the map with vegetation, there is a horrible memorybug in CE1.4 with vegetation.
the youtube encoder ? :D
thank you! me too, and the best thing, it costs no performance, only muuuach memory.
i second that. but now this road looks on other parts in the map awefull -.-
like pure black-white.
yeah, Far Cry 5 was definitive the inspiration for many things / mappingstyles.
good, with this road i can live. was important to know if its possible, because otherwise i would have to do this in 3dsmax as modelset which is then always limited in shape / kurves and have also always visible different colors and shadowrecivings than terrain.
yes, i have modelled every single calyx and textured them, also all single leaves you see here.
i have a strange yellow color in the road, this is not intendet, i try to go more into white-beige-grey, but it's always a complicated and timeconsuming process to change a color from a terrain layer, because it's a result from a color map, the terraintexture, the sun color and the ambientcolor, all is visible first after 10minutes of baking the terraintexture.
so, i have to create always a new color bitmap in gimp, import it in editor and then wait 10minutes to see what happens :D
just a test if it's possible to create a good looking Dirt road with Terrain Editor.
sorry for youtube quality, i tried three different versions, this is the "best" one -.-
ps.: i sat 2 days on those timble plant (finger hut in german), i made 10 different versions which you can see in the video, so it looks naturally.