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i work in cryengine1.4, which have a total different lua code than your cryengine port, but i can say it was not so easy to find a solution for different sounds on the fly: i have it done like that: characterselector changes the model, the bonekey animation set and gives a isfemale boolean to the player. then i totally have rewritten the soundroutines, tables and wav-player, so it chooses a wav -set from the correct table depending on the boolean.
i would be intrested to get a model as long you have it as max7 or max8 file ? and maybe already with bones structure rigged?
the engine file is different, your ones are similar to cryengine ~1.8 and this is more like cryengine2 for crysis, which have a additionally materiallayer which makes it incompatible with the old port i use.
> Do you want to play as the Jackal?! :D
yeeah! but THAT would lead into another question: what are the benefits, are you able to change on the fly the atributes for walkingspeed, stamina and jumphigh ?
would be epic to have then kind of different game depending on character you choose :)
haha, have the same done in my mod, but if you are aware of a correct working voiceset (mostly pain and jump/landing sounds) ?
little vidcap from latest posted video
thank you :)
no, it's not but i tried to achieve that effect :)
actually the sun is switched off if you are in this indoor scene, which gives even on this big map a FPS of >100 (shadows and sun switched off).
it's also not a visarea which totaly kills the renderer for all outside, you can really look trough all windows or doors to outdoor without placing special entrance areas.
this visarea's are limited to 4 point rectangle areas which totally not work with that building, so i use my own coded indoortrigger which reduce sight range massivly, switch off shadow, sun, animals and also shift down the gamma/brightness.
the illusion of sun glowing through windows is done with special shadertextures, same for sun/shadow play on floor near the windows and the sunrays.
you seriously played FarCry on your Phone ?!?
btw, farcry have a linux export, but i didnt know where it is or if we would have to compile it byself.
download in source quality:
a little fly over the map to the second Lighthouse. Lighthouse is still fresh placed and needs a lot of props around and inside, but still worth a look :)
yeah, same here, but i didnt know how everyone have set his brightness on desktop, and this is a indoorscreenshot without light indoor, so it HAVE to be dark.
so for my taste something between 0 and 50% brightness should be correct.
btw, if you play this mod on your phone, i give you some extra credits :D
correct, the second one. i will place four and each should be looking different inside and outside. finding all lighthouses will be a sidequest and it would be dissapointing if all would look the same :D
actually i redesigned this while section (all mountains, nearly all textures and materials, water, cloudparticles) to the one you see above, and i have many more unfinished places on this map, so i think i will let it like it actually is, because player will spend only some minutes in this canyon, maybe maximum 10-15 minutes.
to achieve real photorealistic i would have to make compromises with shaders and texturequalities which i can't on this big map.
every youtube demonstrations in cryengine of photorealistic look alike places are very very small sections, and i have a big world around and i'm already extrem CPU and memory limitated.
i think newer versions of cryengine have nicer postprocess algorythms, extrem nice unlimited shadows and higher rendering resolution (cryengine 1.4 is limited to 800x600 ^^). so no real chance to compete with that but once you are walking really inside you forget such things very fast.
looking forward to your mod :)
thank you :) this structure jumped around in my head for some time, but never was able to visualize it, researched a lot of pictures and i never found what was in my head, so i started to create this complete scene out of little tiles like lego, until it was done :D
yeah, have done this also :D on which project did you working actually ?
metalchain is swingin in the wind slowly :D
needs nearly no CPU time, this effect is holded if player move. i actually use this also for hanging plants which gives a intresting effect for FPS: if you stand still, the FPS is noticable lower than if you actually move (which practically cause more CPU load). this is because of this shaderbehaviour crytek have build in.
this was and is actually one of the hardest colorcompositions because the grey-brown rock have to interact with the rusty metal and old used creten structures. but i need also contrast from buildings vs the rocks without looking like a comic. very difficulty, especially it looks very different at every angle because of sun reflection on metal which then also brighten up his colors.
it's very very hard to get a decent look but atleast in cryengine it is possible to have such nice shaders for materials and set them up wach with many parameters. for example such a metal beam have not only a rusty texture, it have also textures for normal map (gives fake 3D structures), for bumpmap (gives nice fake 3D realtime sun reflections and shadows), specular map (for reflection), detail textures (which i did'nt use).
so, even if you think you see one object with one texture, its in fact a object with a minimum of 3 textures, sometimes 5 or 6.
those in combination with the nice shaders gives that intresting look.
i think with some days more in colordesign it would be possible to reach photorealistic look and feel, in a 11 year old engine.
i love cryengine.
note that the exhaust jet on the sky is realtime from a flying aircraft.
in that particulary discussion i change each leave texture in its colordeepness and contrast maybe 10 times each in gimp unless it looks ok in farcry with rendered terrain texture. if you place a fresh vegetation on terrain, the brightness value of this plant/tree is twice or third times so high unless you performe a "generate terrain texture", which also will then calculate the sprite-map for the new vegetation.
especially by creating the models and doing the DDS with leaves you never see how the tree-color will really look after you have placed the vegetation object until you have done the long time calculation of terrain surface layer creating. regarding the vegetation of FarCry 1, i think especially the gras looks way better than in crysis1-3 and FarCry2-4.
seems i slowly get the needed blacklevel for shadowsite from leaves. unfortunately it depends very much from you Monitor brightness / contrast settings. correct (as designed by me): the right and left big tree are nearly black with some very dark green leaves.
this colorsetting and lighting is very important for vegetation, otherwise it will look like the dull green grass in farcry 3 and 4 and crysis, which is totally all the same green sausage all over the time and only a little bit darkened if they are in shadow.
thank you! infact it's nearly impossible to take correct screenshots because inside the gameengine it looks really a little bit different, but definately better :)
i try i try :/
no, i'm not into this topic, but i'm sure other will do it after release :D
no big steps were done last week, i work actually a little bit on colordesign, vegetation vs rocks vs crete.
it's a little bit difficulty, if the rock or crete color is to "warm", the whole setting looks more like GTA or a comical, which i didn't need in that map.
damn this is really small, thanks for the link!
nah, rabota is arbeiten :D
nice, is this char already rigged&animated; ? how long did you need vor such a model ?
looks very good ! nice work!
could you maybe try a alternativ normal or bumpmap texture for better clothing details?
btw.; i have the feeling that the size of the weapon is,hmm, ~10% to small.
damn, nice models! great work, also nice textures!