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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explosives pvcf
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pvcf - - 4,943 comments

attention, its a developer testmap!

by adding the code for support drag&drop; for explosives in Inventory, i found out, that the original FarCry's ones looks horrible, so i modelled a new one. then i have had to do this also for the placeable red dummy spot too.
then i found out, that i need a Onscreen notify for each explosive which is placed, this took 2 days and debuggin c++ code from crytek, which theoretically would allow to do this, but simply dont worked (and therefore it was not used in farcry, and no, the Binocular Enemy detection system is working ONLY for living entities with bones and overriding this rotuines in c++ caused randomly unexpecting crashes if this routine is running).
ok, i solved this too.
this video shows then also the specular cloudreflection inside muddy water on ground at day and night.
also the video shows that far seeable terrain-mountains without let cryengine switch to the lowres texture are possible. in fact the mountains use now 4 textures / paintlayer (diffuse, specular, bump,normal, 2 additional would be possible (decal and detail)), and they are processed also on very far distances.
it seems it was a undocumented feature or bug, that cryengine fades terrain textures after ~40 meters (or less) to the stupid single color bmp texture.
there is ONE (!) map (fort) where this is NOT the case, so i looked in and found out, that there is a hardcoded (and not in SDK delivered) texture y / x rotation switch. usually textures are laying with z rotation, which works always.
y or x rotation, which works only on mountains, and only on one side (respecting the x or y cam view), allows than the magic trick.
unfortunately we are only allowed to have 7 texture layers / map, so one mountaint texture will eat up then 2 of them and the transition to ground is still looking like uvwmapping error (you can see that at the very end of the video).

other things showed in video:
ironview
daynight shift
cheatmenu
vegetation (grass) which reacts physically on the explosion impulse
and maybe more which i actually simply not notice anymore

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