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thank you :) i dislike the UE3 engine, vegetation, especially grass, looks like green stribes of plastic. also the editor is not my kind of taste. the naturally progress would be ofcourse ce2,ce3 and now the cex version, but each of them have some issues i personal dislike and, the mainreason: i make this mod not because i wanna make a game, i started it because i absolutely love FarCry, but some things was missing. the limitations this old engine haves, is the threatment i need so i can show that some things are even possible on this 12 years old engine. a additionally big plus is, ce1 is the modding friendliest engine from cryengine package and the best documented one. i dosn't know if you are familiar with the actual cryengine port and what crytek have done to the comunity (it seems they really try to motivate them to leave to some other engine ^^). i plan also to work further with my almost finished developed version of cryengine1, even if i can't have some fancy things like multiprocessor rendering and real world streaming. for example: if i would have started this mod with CE3, it would be totally death inbetween because of non anymore working weapons and animations, which is a absolutely no go what crytek there have done. but beside modding farcry i ofcourse would love to create a own studio and creating games as full time profession, but i dont have the money for.
there is also a second sight: i started this mod 2008, and i have seen many groups, which also have worked on CE1 for FarCry, moving to the fancy new CE2, worked there some time, and moved later to CE3 and so on. you can imagine how hard it is to throw away all previous work and start from scratch again and again and how the result will be: nothing.
you are welcome :)
this is a "old" screenshot where i have tested different watershader with not so blue colored ocean surface. i ended up throwing this away because the water ripple sun-bump reflections from the blue water shader i currently use, gives a better water "ambience" and a better contrast to green vegetation.
for those who doesn't watched any videos: this is how it looks actually under water.
looks good :)
Q6600 @ 3ghz from 2008... easy :D
this is an intresting option! because this map is designed as replay area with mapreset after each round, such things are possible in a round :)
thank you marek! today i found out that i have switched off bumpmaps totally so the textures looks very poor (boat, rock, weapon).
its still possible but very very hard. atleast i'm not the leveldesigner who not punish players for errors. if player really wants to destroy his way, the way IS destroyed. there is no mercy.
its part of the leveldesign that player keep track for his own possible routes and does not destroy for example wooden boxes which he need to move and stable to climb a wall.
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ok, it seems its now flawless destroyable, even with activated shadows. i needed to recode some parts and rigged the wooden plank structures with additionally fakeshadow planes, which simulates shadows. the scene have problems if you standing on top of this sctructure
and watch in river direction: 2.7 mio polycount. in ultra settings i achieve now 30 FPS on my machine, thats the min FPS i try to achieve at ultra settings, so i can now proceed.
have found also a bad original farcry bug which killed my nice underwater diving effects:
i use there blur-shader, but once the player got hurt in farcry, the engine sets blur to 0 at every frame, so this shader is now practically disabled all the time. i needed two whole days to find and eleminate this bug. i switched off farcrys blur handling and implemented my own routines on hit, diving and drowning.
have also found a bug in my entity streaming routine which caused sometimes a to late unhide effect (props popping on/appearing on screen in front of player, you may know this effect from other game engines). however, this is now gone and you did not notice this streaming anymore, but this also needed some hours today.
the destroyable simple entity routine is now expanded by a physical impulse routine, if you watch the video closer, you see falling objects (barrels, props, wooden banks) which break in pieces if they crash on ground: they have standed prviously on top of the wooden structures, by destroying them, they now react physically correct and start then their own destroy routines, just watch the video.
now it seems it looks all naturally and "feels" right and it all goes automaticly: just place in editor, thats all.
yes, but its very hard to find fitting props :/ i also have not enough ideas for ... theoretically i need sleeping places, food storages, aborts, amunation storages, defending/guard places. but for all that i dont have fitting props, for example sleeping places i have to model hammock and so on.
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video will be deleted in a view days, its just a first test if devkid engine really can handle such massive destroyable structures.
okay, was one hour work :D now its complete destroyable :D
did you have some pictures? inspirations are always welcome, i seriously run out of ideas (or it need to long to create new stuff, i have planned to invest for this canyon 1-2 days and now i have 4 days invested -.-)
hmmm, okay :)
i've started to add hanging coverplanes, metalshields, shelters, pols and flags, also some props but its way to less :/ one idea is missing so i can add big filling wooden structures to break up the monotonia in visible design and walking phad.
thank you :) look foorward how it looks filled up with structures :)
what did you have planned to do with ? i will place there AI and will force player to go trough on third round of play (round one and two are different routes). but i did not have much ideas what to place for props and structures on -.-
will start now to fill the wooden structures, was a hell job to create and place it.
btw this is the actual and last state: Reflex-studio.com
yeah i second that :)
i have worked some hours today on it and its not so easy to recode waterschader, its pure hell. its not like changing rgb float values somewhere in a script -.- i have inserted color for the shader and if i now have grey water (instead of blue), the white cloudreflection is now red. i dont think that i invest further time in it, i think modders can later work further on that map and devkid.
new video and description here
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I'm very short on time, so i can only post a little vidclip about actual progess, its mainly the new finalized universal boat script and the new binocular, which is now a weapon. janzu did there a great job with animations, unfortunately the melee anims are not coded yet (you can use binocular at close distance as melee weapon) and i have had no time to wait for his nice fidget animations, will post next days a new video about. it was extrem hard to implement binocular as weapon, cryengine was not really designed to handled it that way, but its much better for immersion. i also created a new hud for bino active and designed the zoomwheel with some fake animated zoomviewnumbers, which was very hard.
the universal boat script (which was open since 2 years-.-) have some editor advanced things for leveldesigner, but also for players: some crossfading soundroutines for engine on/off (gives real nice smoth sounds without interruption), some new waterpitch effects and cam underwater detections and effects plus some first person driver view and passanger slots. also i finally have created good looking metal shader so the boat looks not like plastic anymore. also the water particle effects are now scaled with engine boatspeed, so the boat does not kill anymore the FPS if you stop after high speed the boat and the particles was drawn countles on same position, this is now fixed and the boat works also in havy load (the video have sometimes 2.7 millions polys on screen (with realtime shadow) and i can drive smoth around).
just 4 knowledge: ai hiding/waypoints will be only processed inside visareas! outside only brushes with "hide" switch on will be triangulated.
what is the concept of this mod? will there be ... guards or enemies in this museum ?
thank you Marek33 :)
yeah, it would be good, but it would need about 1 week of coding and investigation. its not part of the SDK, its somewhere in the renderer.
wow, nice railings! good work!
thank you killz :) spended today 5 hours in 3dsmax and now its drivable and look like massive iron, not plastic like this picture :)