Crysis 1 Mod - adapting Crysis to FarCry 1 with alterations. Not a remake. This is a One level game. No new assets, weapons or gameplay features. PC version.

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Blue199
Blue199

Good progress, nice to see AI and all the locations that are finished/already there. I am strangely digging this no-vegetation, grass and rocks version of the islands :P (yes, I know you will add plants later)

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roadiereloaded Author
roadiereloaded

I went and loaded the level for the first time yesterday in game and took a stroll. Amazing, it already shows the atmosphere I want a little bit. Those huge rocks sprinkled around are from the Alien Mountain in Crysis and they bring this 'scifiKongIsland' look I want to the level at night time. It took me full 30 minutes just to run from training 'PlayerStart' to the archives. I checked running the full player area in island.cry (the first crysis level 'contact') and that takes 11 minutes including dodging bullets, taking out the radar jammer and doing the data download at the far end and then returning a mile to the frozen ship end of level. So that is promising - huge map. I also put the crysis wars MP map 'treehouse' where those bottom stairs are up to the Fort location. The AI was just the boat, ltv and heli moving around for the fly through. I am now putting in around 20 AI patrols that start on level load and go in loops with random breaks, dropping off troops that go on walking patrols and later collecting them at different locations etc. to see how that works regarding framerate etc. - The locations are in but they all need the Navigation modifier areas and nav points so the AI can enter the caves and locations and come out again - ton of work. I am really happy how this seems to work out so far. And once the location navigation is set up I will see how they all connect to each other across the islands and how the AI can travel the whole area by implementing some kind of shuttle service maybe. In theory they should be able to walk from training to Pier. Then they can walk all over Control, Rebellion and Volcano and the Boat level islands would be the third area where they would use Helicopters and boats to travel. So far, from Crysis there is the Mine level Camp, the Cavern which held the Alien ship entrance, the complete Harbor area from Assault and the IA map Outpost and the Treehouse map from wars.

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pvcf
pvcf

Nice Progress :)
btw, is it possible in CE2 to import cgf from CE1 ?

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roadiereloaded Author
roadiereloaded

I think so - look at the image with the plane wreck in Project FarCry ... Moddb.com
I don't know how its done but there is this tool from takaro: cryimporter 1.2.1 that lets you export FC1 models into max ... and from there to CE2 I guess. I am going to try that if my approach to build Krieger Tech from the Alien structures does not cover everything.
Takaro.net and Moddb.com

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pvcf
pvcf

thank you for mentioning the takaro importer! i use it since years already, but it is one of the must have if it comes to hard core modding.
my question was more like "can CE2 directly load CE1 cgf's " ?
I have readen a statement from TAKARO, as he created a updated cgf importer for max, which could import ce2 CGF's, but he drawed the tool back because he feared problems by his working company where he was employed (yes, crytek).

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roadiereloaded Author
roadiereloaded

it kind of can - see this image: Crymod.org
wheels are not proper, steering wheel is below in the sand (z-axis mismatch) and it does not move an inch. But the nano stands on it properly - shadow is missing but I did not click anything in the settings so it might work since it properly receives shadow. This is just putting the buggy folder from the FC objects.pak into Game/Objects and loading it from the Rollup Bar. Project FarCry went nuts over this I think cause someone told them how unethical it was to 'rip' objects from FarCry etc.

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pvcf
pvcf

naaaaaaah, vehicle riggs are a complete other story, same as charakters.
but then i think you can also easy import static objects like the carrier.

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roadiereloaded Author
roadiereloaded

I had a look at the glm/shipwreck folder and you are right - that should be possible. Do you happen to have the old pdf called "Steering Wheel axis fix.pdf" from Takaro ?
here is the quote from the crymod forum years ago:
Name: Steeringwheel Axis Fix Author: TakaroS Description: * Shows you a way
to resolve an issue with the steering wheel, using C++ and 3DStudio Max, in
this tutorial is shown how.
its a 250KB file ... it was downloaded 21 times so maybe I can find it somewhere ...

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pvcf
pvcf

i dont have it ;(
but i do not see any point why you could need it: just import the buggy in 3dsmax with his importer and set/move the helper like they have to be set for CE2.
should be MUCH faster than reading or searching a PDF or tweaking stuff in c++ in crygame.dll.

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Description

Got some major complaints about the choppy video quality for the drone fly through, so here is a better version (without the advertising too). DSOG ran an update linking to the drone 3 trailer and people started vomiting seeing the stuttering video frames. Here is the article with some nice comments :) Dsogaming.com - I have to say that I am not sure this mod is a FarCry total conversion ... but I am very happy that John is covering this epic saga. So far I have the complete Mine Level Cave and the Camp (not the crusher area) plus the complete Harbor from the Assault area and the MP Instant Action Outpost in the map. Not really worried about view optimization or Vegetation etc, right now. Work is still on the basic layout and then comes carving out the locations. The scary tunnel goes from Pier to Control (you can see the broken bridge to the entrance in the video - taken from the ascension map). I am taking out the rails and putting in storage and wreckage - a mile-long zombie tunnel fight galore is planned there. Also going to put much more stuff into the mine cavern voxels (where nomad enters the alien ship in crysis). This is part of Control. Fort is replaced with the Outpost cave - looking good - you see the helipad in the video. You can see the Harbor location on the right flying back from Volcano towards Zombie Tunnel Bridge. The Boat level has the Camp on wooden pier and the Container wreck yard as locations as well as another merc camp. Stay tuned and hang in there. This is going to happen, no worries. :)

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