This member has provided no bio about themself...
> I haven't touched CryEngine in a year, sorry.
there is no a single sorry possible, this is unforgivable ;)
ah, i see, you mean geometrylodratio, you set it from 1.0 to 0, this increases here a empty map with 88.000 polys to 880.000 :D
i checked wireframe and yes, the geometry mesh for terraindistance was drawn with no LOD / downscaling.
btw, did you found out, what texturelodratio is for ?
> Plus, it was a small one, only 4096x4096 meters.
you can't use bigger maps in ce1 :(
(as long as you plan to use vegetation and entities). there is a bug in a physic dll which cause a nearly CPU freezing physical collusion check every frame.
> However, I still didn't check wireframe mode to see how the
> polygons get reduced. But this can be used well for optimisation
> purposes. :)
unfortunately not, 1.0 for geometrylod is actually the maxamount and the default value.
i think he is very tired :D
> Does it also affect the terrain mesh LOD?
yes! entities are hidden, and terrain and brushes are not drawn.
> I once reached 3 million polys in a relatively empty map by turning it off. :P
you turned off what ?
my max drawcall here was 5.9 mio, my GPU is way to slow for this :D
if shadow drawdistance would be increased in option, i have no doubt, this would go to ~7mio, not suitable for cryengine 1.4 ^^
actually i still try to keep it around 1mio, but the long viewdistance and the insane amount of vegetation rise this often to 2.9 mio.
by stuffing out the mapboarders i increased drastically the drawcalls from ~1.2 mio polygones to ~5millions, which decreased the FPS from ~100 to ~35 FPS on my system.
i tried now the FPS distance streamer which i have worked last year on, set it to min 50 FPS with a slider in menu and: voila: devkid engine scales now all the time the drawingdistance and keep ~50 FPS min.
only on very seldom sitiations you can break that framelimit for about 1-2 seconds, for example if you climb to that mountains, look out from the map, so you have 300 FPS, wait some seconds until the streamer increased the distance to the maxrange, and then turn around and look over the whole map: then the whole drawcall is processed for 1-2 seconds, until the streamer have reduced the sightrange again.
it was needed to make this slow so in normal play the drawed horizon and distance looks all the time identically and changed slowly if needed, so you wont be disturbed by this operations with visible changes of drawdistance and popping off far mountains and so.
view to mapboarder. it was very, very very hard to mask the mapboarder, usually we farcry mappers use a simply ocean shoreline, but nearly all my maps have a different location -.-
some progress informations :)
beside polishing empty corners, i changed the ambience sound system, i experimented with a sphere area object combined with a ambience player, which can play stereo wavs.
usually i place soundspots which play a mono sound on his position, this is not bad, but also not very good. the new system allows to have very nice dense stereo sound which also sounds on headphones very nice.
i found a bug in crytecs ambience system which calculated the chances of playing "wrong", leading in not playing for some seconds after entering a area and then jumping on the sound and after 1 second restarting the same soundloop, which sounds very odd. this is now fixed, together with the new sphere area trigger, which allows circular areas (*) with a fade-in size, the soundsystem reaches a new level, and, it seems it needs less CPU time and memory, but i'm still experimenting with it.
today i started also creating stuffing out the AI sets and gave already weapons and droppackages. i'm now thinking actually about, if i allow mixed groups like in the picture for each "hot-spot" or if each camp should have similar sort of AI. First method would it be make optical more attractive, but you can not develop a fighting strategy, depding on used enemy weapons.
second method would allow the player a special strategy for each camp.
(*)this spherearea triggers are not documented and not very practically in usage in editor and was never used in farcry.
once placed, it's a hell to work with them because it's nearly impossible to capture them again with the mousecursor and click them, so you can edit them. also the look totally awefull in map editor, but i still try to work with them, because from soundtechnicall perspective this is a very very nice new way to play stereo, fadeable area sound effects.
lucky guy, i hope you can stay there as much as possible, living in urban environment is not my personal taste.
seriously ? you live in such nice environment? and you have there internet ?
i come closer and closer to the time where i finally can add some angry guys who dislike to see you wandering here around ^^
found out today that the glowstick turns immediately off after some time, without the nice flickering and lightrange reducing effect like i have it codet, very strange, i does not touched this complete routines since they have worked years ago.
by electrifiyng some electrical fences and testing how to turn it off ingame, (yeah, one method is a good old grenade), i found out, that the grenade also destroyed fences left and right from the desired fence, still some tweakings needed -.-
but all in all i think its a good sign that i actually can focus on such minor things and have no real serious problems (which i probably simply not have found yet :D )
and boring :/
but it's almost finished :)
thank you :)
5km railway ... -.-
stuffing up all empty map corners/boarders and places, that leads into a new railway set, which i have had to create for (yes, i know there are already the MP train set and Bubas railway set, but i was not very satisfied with the look and feel).
please note, that this is NON PLAYING area, its just to cover up nowwhere places on the map. i have really no idea how i could lead the player to this really very very very long section, (which task beside "count all railway tie's" would be usefull... ? no idea....)
ah, here is the whole zip package with 14 pictures, 22 mb
actually the only usefull usage would be as third way, to avoid enemy camps / villages / roads, but damn, than you can avoid playing the whole map :D
ps.: sorry for the boring pictures, but this is really non playing area :/
ah, i remember the exact condition:
-no vanilla maps
that means the fc.exe must not be provided together with the stand-alone mod.
ok, i watched to much arma3 mods :D
generic random non playing area
actually i was to lazy to model also a open version, but it is already prepared (terrain with deleted entrance mesh), so i will give it a try in next days.
(i'm not a friend of "death" cover buildings which give feels "placed" and have no suitable function ).
making progress with the airfield, which is the last real inclompete area in the last map from planned beta demo.
i found those nice photo from a "camou flaged" military hangar, and was thinking, its exact what i have had in my mind, so i gave it a try in the evening, needed about ~2 hours for modeling and one additional hour for mapping in editor, because the terrain culling is extreme hard for such things, but i needed real terrain over those buildings so i can have vegetation on the top.
i'm aware of the stand alone problematic, and i think there is a solution: the game farcry must not be playable, that means if you left out all original levels and maybe other stuff, it could be somewhat ok to release it as stand-alone.
in addition, ubi soft is not known for taking down mods, especially for farcry.
i try it ^^
> Have a nice day,
thank you, you too :)
but i miss here something, but i absolutely dont know what :/
thank you for your comment :)
thank you! but stuffin out all the rooms is very hard ;(
where is half robots ? :D
demo is planned, this map has to be finished first. but airfield was the last big empty areal. now i have to fill all the props, pickups, enemy, locations.
then i have to code a level transition with a savegame, then the demo will be thrown out.
estimated playingtime from the demo is hopefully longer than other complete mods, but for me it's hard to say this exactly, because i know the maps.
random natural place, player will pass this at a chance of 50% or miss it completely, but i try to model and stuff those places out at full scale.
i found those nice photo from a abandoned airfield tower called "allstedt" in germany, so i spend some days to model and stuff this nice thing out :D
this airfield was planned since a month on this map and i suffered from ideas about the design, because this is not a death zomby map, it must be rotten but still in use by mercenary forces.
there are 3 buildings (third is covered by a tree here) and all are full accessible and windows are destroyable.
the big tower is rotated because by gameplaytests it was better and it also makes more senses for the runways directions (airfield start and landing directions).
the road structure is done by displacemapping with special prepared texture layers inside the terrain shader for this layer. the thrue geometry is total flat and very low poly, so basically the GPU creates this, like tesselation on actual engines.
creating intresting looking roads in nowhere is very hard, timeconsuming and frustrating.
the other variant would be, to lock the playing and walking area between walls, which leads in a corridor shooter, but this is not the goal here.
filling actually non-playing area with vegetation
ah, i meant distance fog, it disables distance fog , not shadow -.-
i think its blur with very light setting ?
HDR kills distance shadow and AA.