Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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pvcf Author
pvcf - - 4,943 comments

video shows a important cryengine fix for vegetation vs dynamic lights, video is selfexplaining. texture quality is "high", bumpmaps "middle".

download the video at max quality
Reflex-studio.com 233mb

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geokes
geokes - - 96 comments

wow, good job mate

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pvcf Author
pvcf - - 4,943 comments

thank you :)

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skx_doom
skx_doom - - 69 comments

Nice! This was so annoying back then... Just wondering, where is exactly problem was? Vegetation shader?

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pvcf Author
pvcf - - 4,943 comments

the complete codesection and renderphad for plants.cls / TemplPlants for case "bending,Multiplelights,Singlelights" was wrong.
I created first a tool which shows me the shadercode with brackets, clamping and syntax highlight and then, with that tool, i visited ~400 lines of shadercode and all csi libraries which this shader load in each case. after some days i found out which exact section was the wrong part, and in this section i tried to understand which process the transparency, the colors, the bending and the enlightment.
its very hard because each of those things is then processed in sub loaded csi codelibraries. that's why it was so mega hard to track this bug down to a code part and finally i could solve it.
its intresting, by accident i also created codes which allows to remove vegetation with flashlight, for example :)
or let vegetation do complete different texture shifting movements if i enlighted them :D
would be nice for burnable vegetation, but i dont undestand how to give such flags to the shader c++ section. shadercode is different than c++ sdk or lua script part or the menu widget system. is like a fourth programer language. because i'm not a programmer, its very hard for me to understand and fix such things, but someone has to do the job :D

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skx_doom
skx_doom - - 69 comments

Nice one anyway :) Yeap, it's a bit different from what I've seen too... As far as I remember, there's a lot of unused and weird shaders which does understanding all of that more difficult.

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pvcf Author
pvcf - - 4,943 comments

yeah and i was talking about ONE shader, which have ~12 own conditions with code which each calls up to two extern csi scripts with additional code which call c++ rendercode from c++ crygame core. the shader.csl and csi itself is not a real programm, its more like a condition collection.
-shadow, alphablend, bending, single light, multiplelight and all variations out of it (each variation have his own codesection for example in templplants shader).
other shaders have then for all those conditions different renderpaths for FP, sm1, sm2 and sm3 and sometimes for nvidia or ati/amd. its very, very very very complex.
in ce2 they throwed this mess complete away and have done a materialshading system which needs only ~10 different shaders. (farcry have houndreds :D )

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Marek33
Marek33 - - 3,890 comments

Great job!

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pvcf Author
pvcf - - 4,943 comments

thank you Marek33 :) this was really really needed! was also the same effect with vehicle light, (i have real lights on vehicle and real sun: if you turn on the vehicle lights at day or evening or morning the vegetation just becomes black in front of the vehicle, this was so immersion disturbing -.- )

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Marek33
Marek33 - - 3,890 comments

Excellent work! I can't wait to play this!

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pvcf Author
pvcf - - 4,943 comments

yeah :D

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