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Posted Hide Post
Does anyone know if you can import with Poser. It would be soooo cool to import because creating stuff is easy in Poser.
 
Posts: 220 | Registered: Tue March 23 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of fastsoth
Posted Hide Post
quote:
Originally posted by piranha:
Just to let you all know the mod forum will be opened in the next 24 hours.


Hi mate, when the forum offically opens it doors will it have stickeys answering all the questions about importing models? Or is it just going to be blank for us to fill up???


www.fargate.org.uk
www.forum.fargate.org.uk
 
Posts: 326 | Registered: Sat February 07 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
ill wright a good TUT about PolyBump cause i have been useing it for a long time and its realy easy Wink if you know how to work it.


 
Posts: 265 | Registered: Sun July 14 2002Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
OK, the modding forum is open! can a admin move this thread over there?
 
Posts: 115 | Registered: Sat February 28 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by Diedir:
Hi all
nice thread indeed
is anybody knows the scale unit in 3ds and the proportion of a model in the game (e.g 1.90 meter)
for previewing the right scale for models ans other stuff...
ok thx all
 
Posts: 31 | Registered: Thu March 18 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Does anyone know if we're gonna be able to create helicopters that you can fly, or planes. The physics engine is nice as hell next to half life 2. The hang glider's physics were pretty good. I dont kow why they created ground vehicles that you can drive but no choppers. let me know, thanks



Dave
 
Posts: 1 | Registered: Wed March 24 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by Paco4545:
In sandbox I tried to add some AI to an assult MP map. The Ai show up but without weapons, eventhough in the editior I give them weapons and I see them carring them. The help I need is how do I get them to keep there weapons when loading the map. Any help would be great.

PACO454


i might be going out of line here but i think you have to link the objekt's with a name for them to be able to interact together. this was something i found out during a little experiment with the flying fox it might be worth giving a try. good luck
 
Posts: 14 | Registered: Thu March 25 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
This Would Help Everyone Out A Lot:

I think someone know knows how to use the textures and layers should set up the basics for a map, but leave all the terrain out, just import all the objects from the library and categorize them so we can download the map and start (almost) from scratch without having to go through all the importing, etc.
 
Posts: 179 | Registered: Thu January 22 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Ok this is important. My mod is currently deciding whetgher to port to the Crytek engine

HOWEVER
we need to redo the emeny AI a bit, so we need a source code, is there going to be a source code for FC? if not we will have to await the release of HL2
thanks
 
Posts: 20 | Registered: Thu March 18 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I also have a question. When I start the editor, I have lots of 'Surface type settings'(terrain layers). When I create a new map though, I loose most of them. What's wrong Worried

_____________________________
Ignaria laetitia est...
 
Posts: 40 | Registered: Thu January 22 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by TRFMaty:
Ok this is important. My mod is currently deciding whetgher to port to the Crytek engine

HOWEVER
we need to redo the emeny AI a bit, so we need a source code, is there going to be a source code for FC? if not we will have to await the release of HL2
thanks


the AI scripts source code is in the file scripts.pak, in the AI folder (there are 2 AI folders in the scripts, more details will be available in the documentation included in the SDK). Bear in mind that unlike other games, FC's scripting language is very powerful and easy to use, if for instance you wish to modify enemies' behaviours, you can do that through scripts without any problem.
The limit is your imagination... Smile
 
Posts: 26 | Registered: Mon March 29 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
In waiting for the SDK to come out . . could we get some guidance on average polygon numbers for common objects?

Character models
Weapon models
Vehicle models
and a general idea of what is considered High-poly and to be used sparingly and when to use LODs

IE, the general Polygon budget for the game so we can start making game ready models in anticipation of the converter.
(I also understand that using the Polybump tool you need 2 models, one high one low . . I am looking for the ball park low polygon numbers)
 
Posts: 34 | Registered: Mon March 29 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
How do you make a shortcut to your mod? For example, in bf it was +game ModName in the shortcut.

 
Posts: 130 | Registered: Thu February 12 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by Emp_duke:
How do you make a shortcut to your mod? For example, in bf it was +game ModName in the shortcut.



in FC that will be -MOD:ModName in the shortcut.
 
Posts: 26 | Registered: Mon March 29 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by MarcoC_._Crytek:
in FC that will be -MOD:ModName in the shortcut.


Thanks for the info, very usefull for my crymod v0.2.2 Wink

 
Posts: 219 | Registered: Sun July 27 2003Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Regarding Sandbox and mods. You would assume the change MOD feature in the file menu would tell the map to use the FCData folder in your mod.

I found that the mod would work by having the data files extracted in the root of the mod dir, for example:

instead of:
mods\empires\fcdata\textures.pak

i could extract it and have it here:
mods\empires\textures\

..and it read it fine in game (as it is using some menu graphics from there.

Anyway, I altered a shader and put it in mods\empires\shaders\..etc, and I want to use this water shader for the water in my map, but it will only read the main game shaders - how do I make it use my shaders in the mod dir?

 
Posts: 130 | Registered: Thu February 12 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Ok, dumb question but I cant get a clear explanation of how to do this and it's driving me up the wall. Say I wanted to make a mod to make 2 different kinds of forklifts, both of which have the exact same characteristics except one is called a forklift and one is called "blah". What exactly would I need to make copys of and rename and add in? Also how would I get it to recognize the 2 things in the editor so I could place a "blah" or I could place a forklift
 
Posts: 2 | Registered: Tue November 11 2003Reply With QuoteEdit or Delete MessageReport This Post
Picture of AceflierR
Posted Hide Post
how about a more detailed way of going about this X im lost with your current instructions read here plz.---> Maybe Marcoc crytek can elaborate on this?HERE

 
Posts: 514 | Registered: Mon July 21 2003Reply With QuoteEdit or Delete MessageReport This Post
Picture of FarCryCA
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I love the fact that there are already interested people out there MODDING!, modding keeps a game and community alive, look at Moh:aa and how long it has lasted. FarCry surpasses everything it was, and the support from UbiSoft has so far been great. keep it up.
FarCry.ca goes live in 1 week, I invite all Modders to stop by.



FarCry Canada
econodesigns.com website solutions
 
Posts: 296 | Registered: Sun April 04 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
is it possible to start farcry.exe with a parameter that automaticly loads a MOD on startup?
 
Posts: 46 | Registered: Sun December 02 2001Reply With QuoteEdit or Delete MessageReport This Post
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