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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basic sandbox tutorial | Locked | |
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Jun 26 2012 Anchor | |
this little tutorial is for those who asking "why we have different categories with same objects in editor?" whats about the the idea behind: there is a pool of objects, like stones, houses, barracks, crates and so on. if you need that object for some world interaction, lets say it should be physicalized, you can choose the object from the pool it refers to the same object pool like brush, but the world can interact with the object, the leveldesigner also can choose trigger events from this object to connect it with something other (events or objects). than we have "Entity", in that pool we have things which can handled/interacted by the player, for example Doors, Lights, Ladders, Pickups, Drivable Vehicles and so on. and last but not least we have "Archetype Entity". if you start the editor its empty, by openeing the DataBaseView you can load predefined Packages into the EntityLibrary, things like Physicalized_Objects, Pickups, Destroyable objects and so on. this packages are now availible in "Archetype Entity". you can create the same for example with entity / others / destroyable object and choose there what you need. but if you simple note, that for example 100 brushes need less CPU time than 2 simple entities (both, brush and s.entity, with identical object). ofcourse all vegetation objects can also be found in that categories, that is not a mistake in a database or something like that, its because that the brush and simple entities categories are just plain directory folders from your harddisc! just hardmapped to farcry/objects/ as root folder! but back to vegetation: if you import stones in vegetation and place those stones as vegetation, they never will bend because they use a other shader (mostly TempleBumpDiffuse). and last but not least we have some strange special, animated textures in some bushes and some (very rare) trees; they also look i hope this helps to break "in" |
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