Forums
Crymods :: Forums :: Forum :: Mods
 
<< Previous thread | Next thread >>
OPERATION CLEARING.... WIP by pvcf
Go to page       >>  
Moderators: Tnlgg, sniper_m4, VET, eviltimes, Basss, 39Modder, Kiper
Author Post
VET
Wed Jan 05 2011, 06:02PM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288
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 ^^. "
Back to top
VET
Wed Jan 05 2011, 06:10PM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288
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.
Back to top
VET
Wed Jan 05 2011, 06:28PM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288
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



Back to top
Basss
Thu Jan 06 2011, 03:22PM

Registered Member #383
Joined: Sun May 16 2010, 06:54AM
Posts: 732
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?
Back to top
VET
Wed Jan 12 2011, 02:41PM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288
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 !
Back to top
villagecryer
Thu Jan 13 2011, 04:04PM

Registered Member #28
Joined: Fri Jun 12 2009, 01:39PM
Posts: 297
Thanks, VET. Know now that pvcf is Deutsch speaking!?!?
Just guessing.....
Back to top
Tnlgg
Fri Jan 14 2011, 02:14AM


Registered Member #1
Joined: Fri May 22 2009, 01:24PM
Posts: 896
He is from Germany.
Back to top
Basss
Fri Jan 14 2011, 02:31AM

Registered Member #383
Joined: Sun May 16 2010, 06:54AM
Posts: 732
That sounds kind of logic.


Really nice video, pvcf! I was disappointed it was so short.
Back to top
villagecryer
Fri Jan 14 2011, 05:12PM

Registered Member #28
Joined: Fri Jun 12 2009, 01:39PM
Posts: 297
Now, the "Who Is" pvcf, been reduced to Germany. German FC mappers, anyone?
Just curious, or nosy on my part..................................lol!
Back to top
VET
Fri Jan 14 2011, 09:19PM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288
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.















Back to top
VET
Fri Jan 14 2011, 09:25PM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288


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.









Back to top
VET
Fri Jan 14 2011, 10:00PM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288
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
Back to top
Basss
Sat Jan 15 2011, 03:54AM

Registered Member #383
Joined: Sun May 16 2010, 06:54AM
Posts: 732
Awesome. Epic. Don't know what to say.
Back to top
villagecryer
Sat Jan 15 2011, 11:23AM

Registered Member #28
Joined: Fri Jun 12 2009, 01:39PM
Posts: 297
Cool. FarCry4ever!
Back to top
Wowkiller231
Sat Jan 15 2011, 03:59PM

Registered Member #205
Joined: Sun Jan 10 2010, 08:39AM
Posts: 12
really great !!!
Back to top
Garcy
Tue Jan 18 2011, 04:39AM

Registered Member #2
Joined: Fri May 22 2009, 06:32PM
Posts: 84
Awsome work!!!

Its things like this that motivate me to work on my mods

Keep it up.


Cheers
Garcy
Back to top
VET
Thu Jan 27 2011, 02:12AM
Val's Evil Twin


Registered Member #6
Joined: Mon May 25 2009, 07:36PM
Posts: 2288
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----
Back to top
villagecryer
Thu Jan 27 2011, 11:04AM

Registered Member #28
Joined: Fri Jun 12 2009, 01:39PM
Posts: 297
Wow!
FarCry Rules. The rest are just imitators, except it's younger sibling, Crysis..............................................lol
Thanks VET
Back to top
Basss
Thu Jan 27 2011, 01:59PM

Registered Member #383
Joined: Sun May 16 2010, 06:54AM
Posts: 732
Amazing! Best mod of the year?
Back to top
sniper_m4
Fri Jan 28 2011, 01:21PM

Registered Member #5
Joined: Sun May 24 2009, 03:44AM
Posts: 215
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.
Back to top
Go to page       >>   

Jump:     Back to top

Syndicate this thread: rss 0.92 Syndicate this thread: rss 2.0 Syndicate this thread: RDF
Powered by e107 Forum System
 
 
 
Render time: 0.5171 sec, 0.1805 of that for queries. Memory Usage: 4,559kB