View Full Version : CryEngine steals hl2 modders?
Gavon
04-08-2004, 04:14 AM
engine change! - z1trone 06.02.2004 - 16:38
Today itâ´s official - we changed! The former Half-Life 2 modification Pandora Forces will now be continued as a FarCry modification. There are various reasons for this decision, e.g. Crytek (developer of Farcry) assured us of a special support. Furthermore the FarCry-engine is much better for our project, that is based on jungle combat in the South American rain forest. In opposite to the Half-Life 2-engine, the FarCry-engine is able to produce huge outdoor-levels with a very close vegetation. In cause of this fact we decided to change the engine, because we want to have the best conditions for our project.
In addition weâ´re sure, that the ones, who want to play our mod will be glad too, because it will be releases befor the HLâ² release!
In this way weâ´ll want to point to the announcement to our closed beta, which will be in April. The beta will proceed in different steps - the more steps, the more tsters will be allowed. After the closed beta there will be a public beta!
We hope weâ´ll produce a great mod and we wanbt to thank everyone, who is supporting us, e.g. www.ngz-server.de (http://www.ngz-server.de) and www.crytek.de (http://www.crytek.de)
Gavon
04-08-2004, 04:14 AM
engine change! - z1trone 06.02.2004 - 16:38
Today itâ´s official - we changed! The former Half-Life 2 modification Pandora Forces will now be continued as a FarCry modification. There are various reasons for this decision, e.g. Crytek (developer of Farcry) assured us of a special support. Furthermore the FarCry-engine is much better for our project, that is based on jungle combat in the South American rain forest. In opposite to the Half-Life 2-engine, the FarCry-engine is able to produce huge outdoor-levels with a very close vegetation. In cause of this fact we decided to change the engine, because we want to have the best conditions for our project.
In addition weâ´re sure, that the ones, who want to play our mod will be glad too, because it will be releases befor the HLâ² release!
In this way weâ´ll want to point to the announcement to our closed beta, which will be in April. The beta will proceed in different steps - the more steps, the more tsters will be allowed. After the closed beta there will be a public beta!
We hope weâ´ll produce a great mod and we wanbt to thank everyone, who is supporting us, e.g. www.ngz-server.de (http://www.ngz-server.de) and www.crytek.de (http://www.crytek.de)
Process73
04-08-2004, 04:37 AM
Excellent http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif
And Crytek is doing the right thing keeping the modders happy with some extra support.
Mods will probably make FarCry much better than it is now (like Desertcombat for BF1942).
darkwolf79
04-08-2004, 05:16 AM
indeed...
i never really liked bf1942... i mean, it was nice, but that was it...
but with desertcombat bf got one of the best games ever !!
well, lets all hope that it'll be the same with fc !!
MP is nice so far, but it's still not good enough
Kasterix
04-08-2004, 09:37 AM
Ironic thing is it may also work in reverse...
Myself for example am currently trying to decide whether to mod for FC, or prep whatever I can for my mod while awaiting the release of HL2.
As I am yet to see that FarCry can provide decent support for city type maps or urban areas in general, without having to model EVERY building in another program and then import it...
Or I may very well just attempt an altered version of my planned mod, only the release of the SDK will tell... Whenever that may be.
xardy
04-08-2004, 09:41 AM
Kasteris if you want urban you better go to hl2 its an brush based engine so will fit good for urban type of maps. far cry is better for the outsides.
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thedudemanguy
04-08-2004, 09:44 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Kasterix:
As I am yet to see that FarCry can provide decent support for city type maps or urban areas in general, without having to model EVERY building in another program and then import it...<HR></BLOCKQUOTE>
You don't have to model everything seperately. Build the whole city in 3d then import it. Should work fine.
Kasterix
04-08-2004, 09:54 AM
I had figured as much already...
But I love the Cryengine and it has such amazing potential so I'm merely contemplating whether it would be worth using that for a variant of my mod. As I said though the SDK will undoubtedly be the deciding factor.
[edit]
Only just saw your post dudemanguy, and that was exactly what I was just thinking about...
I must look into how surface material assignment works for imported objects and already existing brushes/entities etc. In other words, how to get bullets reacting according to the surfaces they strike etc.
As I imagine having to individually assign what type of surface each face is on an imported object of such scale probably wouldn't be a fun thing to do :\
FuSiON_3D
04-08-2004, 10:01 AM
Aye we are switching from UT2004. CryEngine is such a beauty. Now what I need is Linux support that would be awesome. I even "semi switched" back to Windows just for this game.
Gavon
04-08-2004, 11:21 AM
Is ther a ETA on the sdk yet?
Nostradamus92
04-08-2004, 11:28 AM
about the end of this month
the sdk has been done, and is ready to go, but they are fixing some "legal issues"
------------------------------------------
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RoKi_Uber
04-08-2004, 11:31 AM
Ok this is probably a dumb question, but what is SDK? Please tell me I see it all over the forums and have no idea what it is lol.
Magnetmannen
04-08-2004, 11:38 AM
for a city map, would it be good to remove the whole groundmap using the "hole "function, and importing the city map on top of it as a single mesh with bsp optimisation? does the farcry bsp automaticly if u import a very large 3d object? o well, the sdk will tell.
http://dynamic5.gamespy.com/~bf2029/bf2029forum/files/under20corsize.jpg
Lo.TekK
04-08-2004, 11:41 AM
I doubt FarCry operates as a BSP engine. It more than likely operates much like the Unreal engine as of UT2k3, whereby BSP is no longer used, in favor of static meshes and zone portals, visblockers, etc.
Vectorburn
04-08-2004, 11:47 AM
Looking foward to playing the mod =D
ambershee
04-08-2004, 12:10 PM
I don't think Crytek currently has BSP support, although it wouldn't be too tricky to add it.
However, I'm fairly confident that the brush support isn't too poor, as it does have a large amount of indoor architeture and stuff which uses brushes.
Coincidentally, David Hunter 3 made the move from HL2 to Far Cry last month, although we really need some real code to play with as the lua scripts are a little insufficient. We're having a lot of fun getting FC to draw large wrecked cityscapes at the moment!
+++ MESSAGE ENDS +++
Madmccoy
04-08-2004, 01:15 PM
Forgive my ignornace (i'm a coder, not a modeler), but what, exactly, is the different between manipulating primitives and applying textures in a map editor like World Craft in the vague shape of a buildeing, as opposed to doing the same thing in a 3d modeler, then importing the model?
On topic:
The CryEngine will naturally get modder support because its here, right now, and not 9 months late with no real ETA. =D
majnun
04-08-2004, 07:11 PM
SDK = software development kit
Usually a detailed explanation of how to write code that incorporates some technology or other. Usually with lots of examples of actual code, lists of classes and their properties and methods, information about how the language/code parts interact with OS, etc...
by way of a simple example the Windows Media SDK tells you how to control Windows Media Player in various languages like Visual Basic, ASP, etc.
Magnetmannen
04-08-2004, 08:24 PM
yeah, the sad part is all coders can code games for money, not just fun.
http://dynamic5.gamespy.com/~bf2029/bf2029forum/files/under20corsize.jpg
Slomer
04-10-2004, 08:58 AM
Well Madmccoy for most older game engines that use editors similar to world craft you have to think about it as a big giant block that you hollow out. Thn you stick the player inside the hollow part and that is his world. This is very limiting but is also able to allow for very fast framerate at low detail levels. This process has been optimised time and again but it has it's limitations. Then there are ngines like farcry and UT2k3/4 where you have proper 3d models that just happen to have bounding rules. It allows for wide open areas, extreme detail, level of detail on terrain and map pieces, ability to have rounded teslating terrain without huge FPS hits, etc. Imagine having to carve an entire house, including furniture, out of one big block of wood using nothing but a big saw and you will understand SOME of the limitations of the old style. Then there were other drawbacks since all details were made by slicing planes. For exmaple not being able to intersect pieces of maps such as rocks inside ground or doorhandles in doors without GREATLY increasing the complexity of the area. Imagine you want to add a dent to a wall. With brushes you have to saw the wall into a bunch of pieces and then assemble them to LOOK like it was 1 wall with a dent. With a 3d model you just um.. add a dent.
Madmccoy
04-10-2004, 11:56 AM
Wow, that was informative!
I pity having to do that mess in Worldcraft when stuff like Milkshape3d is free. http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif
Thanks.
geno_604
04-10-2004, 01:39 PM
@GAVON
-->Do you have a site we can goto to see your current works ?? and how your mod is coming along ?
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geno_604
04-10-2004, 01:41 PM
dble post weeeeeee