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looks very good :) maybe you could post and speak english? anyway, good job !
i managed ONE time to export the SDK merc WITH lipsync animations, it have to do with a swell- value in bone exporter, but as you (me..) altered the original SDK mesh, the lipsync animations were gone.
proc flare shaders, selfillum shaders. if you don't find one drop a line and i will look for the exact name for one of those.
its possible but it's a hell: fingers wont work, also the complete lipsync animation get lost, so you have a character which only can look, not talk with faceanimations. Crytek delivered a SDK merc which theoretically and practically have all this animations, its the same Grunt we have in FarCry, but the crytek exporter simply does not export the needed faceanimations.
thank you Marek33, but this was not really my work, its a originally crytek shader which i found accidentally and tried how it looks ;)
i love the water and the ocean bottom texture, lookslike crysis :) well done! is this a new map or a testmap ?
unfortunately we didn't have access to the rendercode, which is hardcoded to DX9. the delivered MOD-SDK is not complete, to get the complete stuff, like game AION, you have to bought a licence from Crytek, but i have strong doubts that they can or will sell them, because they lost it to Ubisoft due to some bad contracts regarding FarCry. So Ubisoft have now the source SDK, but without the lua-scripts, they still belong to Crytek. Thats why dunia, the engine behind Farcry2-4, is a little bit different, the guys have recodet from scratch all lua scripts and have it also done a little bit different. they also bought a ~1.6 -1.8 version from CE, this is the 1.4.
so, to come to the point, its totally impossible to see or have FarCry with a different renderpipeline than DX9 or OpenGL.
Maybe if the AION guys would share his SDK or port their cryengine to a higher renderphad, but i think they also have strong changed in the last 8 years a lot of things, so it would be maybe incompatible, but it would be worth a try.
yeah i love them too :D
now its finished :D
btw its a TESTMAP, nothing to see or to do, just for testing things out, like this
FUR simulation in Cryengine 1.4 DirectX 9.0c AMD5770 (ATI)
finally i found a way to get rid of those FPS :) here is a very practicable way to reduce those FPS at random will to all lowest values you can imagine :D
download in originally quality
thank you Marek :) was a desperate try, needed 3-4 days for this new code, the mainproblem was not the rotation, it was the detection from own doorposition and initial rotation in the world, , the player position and looking angle and the bullet impactdirection, all are coordinate tables which need special routines because in cryengine the anglerotation goeas from 0-180 and from 180-360, where the second part is more a 0-(-180), this is very dirty math operations and kalkulations, not everytime bugfree but atleast the simulatioin looks good enough :D
thank you for your support :)
yep, was dreaming from such doors since about one year and thought its impossible in cryengine1, but hey ... :D
download in full quality
currently working on a locked swinging gate. its locked by a destroyable chain with a lock. have programmed a new door entity, which can now swing like doors in DayZ on physical contact or by bulletshots, can be locked by keys, can be opened by explosions, by damage or by a vehicle. in all damage cases the door switch to a physicalized destroyed model.
in this video you can see how such a door works with a lock (which is only a destroyable object, on damage event it just unlocks the swining door).
i hoped so, didnt understand anything :D
they have but not all have correct setted tile values in respect to the actual zoomed model (some have x 21), its much work, but i will have a look on it, thank you!
dont expect raptors ^^ :D
thanks 8) have 3dsmax aside running all the time and model direct into the map.
currently working on a locked swinging gate. its locked by a destroyable chain with a lock. have programmed a new door entity, which can now swing like doors in DayZ on physical contact or by bulletshots, can be locked by keys, can be opened by explosions, by damage or by a vehicle. in all damage cases the door switch to a physicalized destroyed model, have currently some small bugs but i hope i can fix it in next hour and record a movie :)
what is this for a animation? is this a real ingame scene?
great bumpmap from clothes!
haha, love the bling bling guy :) is it crocket ?
very nice! good usage of new bark texture and the sky fits very well!
nice work :) i love the water! maybe you could change the grey distant fog and make it a little bit more darker?
thank you tnlgg! have written something above what came in my mind about Raygoza's input over the last night.
thank you very much for your input, Raygoza. have sleeped about your suggestion and came up with following:
-a minigame for opening closed doors with trainable skill should be possible and will be included in devkid, but not for this map (in fact i doesnt have many doors here and this map is not part of the real game).
-it wont be a trainable weapon, i have something in mind like "oilimperium", drill for oil Youtube.com 7.33 min, how exactly it would be is not yet designed in my mind, but it will happen only on a very small part of the screen, so you dont loose the immersion
-it will fit perfectly in the I.G.I. gamestyle i want to achieve: open silently locked doors depending on trained skill: perfect!
-thinking twice: knife as weapon sounds perfect, or i invent a new key-unlocking weapon, which steals a weaponslot and can't be used as melee weapon, so player have to think twice if he want to waste his weaponslots with such a tool.
this is where you can steal a vehicle if you dont like to go by your own feet anymore. standart conditions like eleminate guards, find a wrench, repair vehicle, find fuel, trasnport jerrycan with fuel to vehicle, refuel vehicle... just standart vehicle RPG elements :)
i actually thinking about add a additionally door puzzle, so you also have to break in, or is this just overkill for a vehicle ?
or you just leave it alone and proceed wandering :)
i actually think about to add gates and a door-puzzle. or is this overkille for just a vehicle ?
UAZ, russian military Vehicle.
about Playermodel: theoretically i could add my Character selector, first shown here Moddb.com , but i have in this map very hard jumping and climbing puzzles, (even very hard for me, the designer).
the problem is now, that every choosable character ofcourse have different values about strongness, speed and jumping agility. so, a character selector would just kill the gameplay in this tunel-shooter map. but because its a military mission i think a military character with comou flage clothes would fit.
damn, have the usual shaderbug over viewdist 1 by grass (broken sky, terrain)
strange, the grass should be visible as sprites, will look into it, thanks!