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

by testing around senseless things my vehicle got blocked by driving around: i turned out, that there is a small sort of grass which is physicalized like a rock : you can see it below the truck (below the right frontlight).
this type of grass is placed per random all over the map so i have to remodel some vegetation. this sort of bugs exceed totally unexpected the developement too :(

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Raygoza
Raygoza - - 1,639 comments

Was it a grass you made or was it already in the game?

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pvcf Author
pvcf - - 4,943 comments

it was a grass done by a other modder, the grass in the game or which i made is working like expected.
it really ended actually like i have to remodel every single thing which was done by other modders, but this is not very often, didn't use so much from other ones.

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Raygoza
Raygoza - - 1,639 comments

By the way seems you may be the only one who implemented bump or normal mapping in FarCry, thanks for also featuring that in the 2010 mod.

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pvcf Author
pvcf - - 4,943 comments

you are welcome :)
for terrain i use displacement mapping with normalmaps, but objects i use bumpmaps for specular shading and normalmaps for the real bump map effect.
i nearly never use specular maps :D
the truck bonnet and fuel tank have such a specular by bumpmap effect, which works quite well in my eyes, but it always needs some hours for each object to get the shaders and textures polished like that.

theoretically, if i would have and take the time, i could try to investigate into the ocean shader, because this one can use tesselation, (yes, the feature which is, hmm dx11/10 only but is implemented in cryengine1 for dx9 :D).
creating a new terrainshader with that tesselation would be epic :D

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DyNaM1k_Official
DyNaM1k_Official - - 215 comments

I'm speechless. Crytek impresses me more and more.

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pvcf Author
pvcf - - 4,943 comments

yeah, in the sourcecode is also a "burned" boolean for objects, so it seems fire was already planned, that explains why FarCry2 have had instantly the fire engine with burning vegetation.

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Marek33
Marek33 - - 3,890 comments

That's a very interesting bug. I'm really surprised by bugs like these which would make no sense in real life, but they can be in a video game.

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pvcf Author
pvcf - - 4,943 comments

i'm totally surpised too :D

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DyNaM1k_Official
DyNaM1k_Official - - 215 comments

What if you make those kinds of grass destructible?

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pvcf Author
pvcf - - 4,943 comments

this is not really possible. the vegetation is handled by a special routine which uses sprites for distance drawing and AI hide navigation (player can use vegetation for hiding).
the sprites are baked into the terrainmap (?) and the hiding in a spezial AI graph.
then the vegetation is special handled by shaders so that vegetation usually IS physicalized (can be pierced by bullets and spawn leaf particles) but does not block player movements. (except such buggy veg like here).
altering a single, in the map prebaked vegetation, is currently only possible with a special explosion command which simply removes the vegetation.
to have such nice destructible trees like in CE2 i would have to use basic entities as trees, but for them the wind bendforce shader does not work, also they could only break on predefined positions, would cost many months of work and would not add a intresting gameplay, its then just a "wow, it works" once and you forget it by playing the game :D

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