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| OPERATION CLEARING.... WIP by pvcf | ||
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Moderators: Tnlgg, Garcy, sniper_m4, VET, eviltimes
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | Previous posts on WIP map "Operation Clearing" by pcvf can be seen, beginning here Thanks to pvcf for this further update. He is entitled to feel proud of this achievement, as there have been many problems to solve along the way. In this 1.3mb video download the animated arm is working but always has the same height (along the z axis) Quote: "A routine is needed which checks the z-position from the picked up item and rotates the animation to the new z-coordinate. Also the collider boxes are not so good, (as seen in the videoclip). It was very hard to achieve: -item does not disappear after pressing use key to collect -item binds first to the hand if the hand reaches the item -item hides if bound to hand -item unbinds to the hand after animation Realtime timings during the animation sequence are needed, but I cannot code ^^. " | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | MENU Here is a preview of the new menu. Any feedback, comments or first reactions are welcome. (pvcf is already thinking of changing the color of the logos to yellow.) So what did you think about the style? 1.4mb video download here. | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | re: GRAB ANIMATION Update: Now it is nearly fully working. The engine chooses depending on position of the item/weapon the right animation. 7Mb video here . pvcf planned this animation a long time ago. Not a lot of fun to make, and causing many headaches, but it is finally working. I hope now he can get back to mapping the levels themselves | ||
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| Basss |
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![]() Registered Member #383 Joined: Sun May 16 2010, 06:54AMPosts: 582 | Amazing work! Will there also be a day/night cycles when you're awake? And I'm curious why there are multiple levels in the menu video, while pvcf said that he want to create about 22 missions on the same map? | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | Here is the latest update by pvcf, quite amazing what he has achieved! The difficulty of storytelling in cryengine1 has always limited story arcs as seen with more modern engines. With some influence from GTA series, pvcf is making his MOD more realistic by adding storytelling elements, extending the simple FPS format so that story characters are personalised and heavily influence Jack's actions. Quote pcvf: "The (18Mb) mini trailer shows the animation trigger. It is of course currently under heavy construction and debugging. The spoken text does not correspond with the text, its only a demo. My dream currently is: that you get an income call symbol, and if you press a key the trigger is started. It would also be nice, to have the player and his arm with the walkie-talkie too. But I have no knowledge for forcing player animations in realtime, my other animations are all played sequences, which are very short, so that the player will not notice that this is not realtime. I have two more great ideas using this trigger Sorry for the short sequence, but I'm sick of this trigger, it needed about 10 days very hard research to get this thing to work, not its finished and i really need vacations "Amazing work pcvf , stay inspired ! | ||
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| villagecryer |
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![]() Registered Member #28 Joined: Fri Jun 12 2009, 01:39PMPosts: 302 | Thanks, VET. Know now that pvcf is Deutsch speaking!?!? Just guessing..... | ||
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| Tnlgg |
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![]() ![]() Registered Member #1 Joined: Fri May 22 2009, 01:24PMPosts: 571 | He is from Germany. | ||
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| Basss |
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![]() Registered Member #383 Joined: Sun May 16 2010, 06:54AMPosts: 582 | That sounds kind of logic. Really nice video, pvcf! I was disappointed it was so short. | ||
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| villagecryer |
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![]() Registered Member #28 Joined: Fri Jun 12 2009, 01:39PMPosts: 302 | Now, the "Who Is" pvcf, been reduced to Germany. German FC mappers, anyone? Just curious, or nosy on my part..................................lol! | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | SCREEN SHOTS 01 Here are some screenshots from WIP Operation Clearing. These are all taken from the main map. Note the changes to weather and ambience. ![]() ![]() ![]() ![]() ![]() ![]() | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | SCREEN SHOTS 02 These screens show props made by sniper_m4, never before seen in a FarCry MOD. Thanks to sniper for permission to use them. ![]() ![]() ![]() ![]() ![]() | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | Thanks again to pvcf for sharing his progress on Operation Clearing and allowing me to pass it on to our forum. Here is an insight into the mapping process. IIRC Gary Fowler had to split his Explore map into three parts because computers of the day could not run it. pvcf has encountered similar issues: Quote pvcf: "Regarding the size of the map: When I finished the whole thing with all main missions, I found out that Windows cannot handle the amount of needed RAM. If you would really play the whole game without save and complete restarting and reloading the game in the middle, you will have serious crashes So I split the map into two pieces some months ago. Then, with new free space I begun to add the sub-missions and vegetation and all the nice new objects. Long story short I had to split the big piece again... But no worry; you would not be interrupted during gameplay like in vanilla FarCry. I'll use the same system as Half Life 2. In the main mission you will see if a loading is needed only on your ingame screen with a LOADING message. You can walk back and the previous part of the map will be loaded. Due to splitting the map, the loading will also not need as long as for a large unsplit single map. Example: The big unsplit map took 8 min of loading time on my old athlonxp ... (and that with original shaders from farcry, which are already built). Now, a split map could be loaded within 2 minutes; but don't fear you will get small mini maps like vanilla FarCry. Sorry for that, it was the only solution without forcing the player to use a 64bit OS with a patched FC.exe version. This cut was very hard for me, but I had the goal that the user will not be interrupted during gameplay with teleporting out of the map and starting a new level. You will only see the loading message and cannot move this time, and, once the loading is finished, you can walk back Regarding the day /night cycles: I'm not sure yet. Because I sometimes have a forced night setting on the map after a save, I'm currently wondering if that would make sense. Ah, regarding mapping: the maps are in such a finished state I currently care more for the new eye candy. If TnIgg provides me with some new animations, I can build some new things which will greatly enhance the gameplay. Very, very much Remember, my goal is NOT to hunt the player through a well designed canyon, but to present an open world in which the player can interact, play out a story, AND make your own story with this bunch of free sub-missions, forcing you to explore to all edges of the map. And it is still huge *g* ! Wow! Sure something to look forward to | ||
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| Basss |
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![]() Registered Member #383 Joined: Sun May 16 2010, 06:54AMPosts: 582 | Awesome. Epic. Don't know what to say. | ||
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| villagecryer |
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![]() Registered Member #28 Joined: Fri Jun 12 2009, 01:39PMPosts: 302 | Cool. FarCry4ever! | ||
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| Wowkiller231 |
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![]() Registered Member #205 Joined: Sun Jan 10 2010, 08:39AMPosts: 14 | really great !!! | ||
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| Garcy |
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![]() ![]() Registered Member #2 Joined: Fri May 22 2009, 06:32PMPosts: 87 | Awsome work!!! Its things like this that motivate me to work on my mods Keep it up. Cheers Garcy | ||
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| VET |
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![]() ![]() Registered Member #6 Joined: Mon May 25 2009, 07:36PMPosts: 1563 | Alpha Video Preview of Rain/Weather Effects ![]() Here is more from pvcf's work diary. As well as story telling triggers, he is working on weather effects. This video is an alpha preview of rain effects, with raindrops running down Jack's visor and causing ripples where they hit the water. QUOTE: "A minor update; unfortunately it shows not the full effect, it is also extremely hard to capture, as those raindrops are too fast and to small for such things. Anyway, I tried it (this short piece consumed 6gigs on HDD ^^ )It will take some more time to finish this effect because some of the codes of the different effect layer don't harmonize sometimes with each other That is why I'm not a coder and I maybe muddled some variables in the new triggers. It is why I try to keep this random weather effect overall on the map, but without any performance issues or memory-leaks). Also the water ripples from the raindrops may be unstable at the moment, but you see the potential I provided some screenshots from this part of the map without the weather effect, so you can see the difference in illumination and mood. I have also ready the code for scaling AI down if different things happens, for instance their hearing range if loud volumes are nearby (in this case heavy rain) or scale down their viewing range, depending on the darkness. Now I'm sure that it makes sense to include dynamic night/day changes. PS. Don't worry, in this capture you see some mission text at the upper part of the screen, this will of course replaced with the new story telling trigger if I have finished some of the new code. (It is connected with the new weather effect-code (scran animation layer)). Currently I have problems unloading the weather effects dynamically during usage, to save some RAM. Currently it needs 15 Mb (2 days before it needed 300mb and have crashed the mainmap^^)" END QUOTE. There are nine zipped screenshots taken from the video (link is below) http://www.reflex-studio-storage.com/clearing/screenshots/operation_clearing_screenshots_rain.zip 1.1mb Here is a 24Mb video of "Operation Clearing Weather...alpha preview of rain. http://www.reflex-studio-storage.com/clearing/video/operation_clearing_weather_alpha_prev.avi stay tuned pvcf ----oooOooo---- | ||
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| villagecryer |
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![]() Registered Member #28 Joined: Fri Jun 12 2009, 01:39PMPosts: 302 | Wow! FarCry Rules. The rest are just imitators, except it's younger sibling, Crysis..............................................lol Thanks VET | ||
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| Basss |
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![]() Registered Member #383 Joined: Sun May 16 2010, 06:54AMPosts: 582 | Amazing! Best mod of the year? | ||
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| sniper_m4 |
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![]() ![]() Registered Member #5 Joined: Sun May 24 2009, 03:44AMPosts: 146 | That is pretty neat! I have been waiting for some kind of weather effects scripts. Now did you create a new storm entity or is it the original? I sure hope you fix those nasty looking splash effect on the weapon. Now you can do dirt effects and blood effects when hit. | ||
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