ubi.com    Forums  Hop To Forum Categories  Far Cry  Hop To Forums  Far Cry Community Creativity Forum    Modding Thread
Page 1 2 3 4 
Go
New
Find
Notify
Tools
Reply
  
5-star Rating (1 Vote) Rate It!  Login/Join 
Posted Hide Post
Will it be possible to add tracked tanks to far cry?
How about flyable aircraft like a f16 etc...
Whats the limit on the poly count for models?
Can the Lods be set to any distance and how many lods can be used for structures and vehicles?
 
Posts: 52 | Registered: Sat September 06 2003Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by TheVoodoo:
is it possible to start farcry.exe with a parameter that automaticly loads a MOD on startup?


btw IT IS! I answer my question by myself.

farcry.exe -MOD:Modnamefolder
 
Posts: 46 | Registered: Sun December 02 2001Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Where would I go about finding a program that assembles things in .pak?
 
Posts: 2 | Registered: Mon April 26 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of ambershee
Posted Hide Post
The easiest way I find is to use WinZip and rename the file extension from .zip to .pak and vice-versa. Cunning eh?

+++ MESSAGE ENDS +++
 
Posts: 70 | Registered: Sun April 04 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
My god, this is such a newb forum, I'm dying to find some decent modder information. Aside from the original poster, everything else has been drunk sailor speak.

I'm a newbie as well, but people please share something useful.

So far I have taken a pretty bland FFA map and editted so that you can choose a class which have been customized, i dont have the menus working properly yet as i dont know what all the damn parameter numbers mean. I have a mutant class that moves fast "speed_run=60.0" and has 10 smoke grenades as a getaway. Right now I'm working on turning heat vision on perminanting which i believe can be done under the gameruleslib.lua ?gamerules:OnUpdate();?function. I'm not sure if i can call the heatvision function from inside game rules as most of my experience is with java and C++. Anyone know how the subclasses work in lua?

Also, my super fast mutant keeps taking damage whenever i jump downhill. Anyone know how to edit the jump height? jump_height=? does not work.

if anyone can help, thanks in advance.
 
Posts: 8 | Registered: Tue May 04 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
A small update to my last post.

Figured out how to enable any vision effect u like by default such as motion tracking, night vision and heat vision. copy the code from scripts\default\HUD\ and place it in the hud.lua, this can be placed in any of the hud.lua's multi or single player but will only affect that particular HUD. I personally put it in MODNAME\SCRIPTS\MULTIPLAYER\HUD.LUA and it affects any game mode that calls upon that HUD.
Below is the function u need to edit, activates only once at once and initializes with the rest of the HUD. NOTE: you cant turn it off, you will have to bind a key to that, the code, once you see it is pretty self explainitory to anyone with even an intro to CGS under their belt. I might make a newb manual if nothing good comes out in the next month.

function Hud:OnInit()
self:CommonInit();
Language:LoadStringTable("MultiplayerHUD.xml");

-- this is where the new code starts
System:SetScreenFx("NightVision", 1);

self.PrevAmbientColor=new(System:GetWorldColor());
local CurrAmbientColor=new(self.PrevAmbientColor);
CurrAmbientColor[1]=CurrAmbientColor[1]+1.0;
CurrAmbientColor[2]=CurrAmbientColor[2]+1.0;
CurrAmbientColor[3]=CurrAmbientColor[3]+1.0;
System:SetWorldColor(CurrAmbientColor);

end
 
Posts: 8 | Registered: Tue May 04 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
update: to activate heat vision and motion tracking is different from night vision.

nightvision can be used in Hud:OnInt

heat and motion are constantly updated and therefore must be places in Hud:OnUpdate
 
Posts: 8 | Registered: Tue May 04 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of AE-on
Posted Hide Post
x.TheCounter.x,

recently noted and looked at the PackerForDistrib.bat file and was wondering for the FAQ what exactly it does. A search yielded this thead (had never looked into it Wink2).

I am wondering if everyone was cool with me going through this thread and extracting some of the interesting stuff into the Swoop/AEon FAQ, to start off with x.TheCounter.x's first post?

AEon                         Check the Far Cry Editing FAQ by Swoop/AEon
 
Posts: 1048 | Registered: Sat March 27 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Hi,

I am having a little problem, with the Yourmoddirectory, for the compress.bat, I named my mod folder for now to WarLords, what should I put below...



"PackerForDistrib Yourmoddirectory", example: "PackerForDistrib CryModification"

[This message was edited by MegaMan1966 on Tue May 25 2004 at 07:50 PM.]
 
Posts: 26 | Registered: Sun May 23 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
errr
 
Posts: 26 | Registered: Sun May 23 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of FarCryCA
Posted Hide Post
Moddteams show off your talent FarCry Canadais looking to feature your work!, drop by for a visit and see the active mod features to see what we require.
cheers and happy modding!



FarCry CAN
FarCry Canada Top 100
FarCry Resources
 
Posts: 296 | Registered: Sun April 04 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by seanp789:
My god, this is such a newb forum, I'm dying to find some decent modder information. Aside from the original poster, everything else has been drunk sailor speak.

I'm a newbie as well, but people please share something useful.

So far I have taken a pretty bland FFA map and editted so that you can choose a class which have been customized, i dont have the menus working properly yet as i dont know what all the damn parameter numbers mean. I have a mutant class that moves fast "speed_run=60.0" and has 10 smoke grenades as a getaway. Right now I'm working on turning heat vision on perminanting which i believe can be done under the gameruleslib.lua ?gamerules:OnUpdate();?function. I'm not sure if i can call the heatvision function from inside game rules as most of my experience is with java and C++. Anyone know how the subclasses work in lua?

Also, my super fast mutant keeps taking damage whenever i jump downhill. Anyone know how to edit the jump height? jump_height=? does not work.

if anyone can help, thanks in advance.


How about telling me how to print/log to the console/log.txt file?

I can't even be sure it's loading my mod right because I can't get it to log anything in:

GameRules::OnInit
GameRules::OnUpdate
GameRules::OnShutdown

Any advice?
 
Posts: 22 | Registered: Mon July 12 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


If I'm reading your post correctly, the answer is quite simple.

Look on the top menu for Custimize, click it and select Unit Setup.

There, you can set which units you want, and there's a button at the top of the box that comes up that allows you to set an aspect ratio.



Join the world's most elite fighting force through 17 missions of action-packed mayhem. Use actual present-day millitary technology, such as automatic rifles, artillery, Anti-Tank weapons, and the M1 Abrams Main Battle Tank to fight your way to victory.
 
Posts: 327 | Registered: Thu August 12 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Blain.
Posted Hide Post
Haven't been around in a while, I was wondering if any one knew of a mod working on a Walther 2000? I know Operation Archangel had plans but I have not seen anything more.


AKA:
HawkWind
GatorSerater

Just so you'll know who had you. Big Grin
 
Posts: 18 | Registered: Sun August 10 2003Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Ey guys I'm new here and I like it Big Grin
But I have a question,
I want to have my own gun model in Far cry, how do I do that? I've got the SDK and I've got my own m4a1 Smile How do I stick the animations in it and how do I make it able to play?
Maybe it's a hard question...

Thnx.
 
Posts: 1 | Registered: Fri October 15 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
what i need to know and i know you mod gods have the answer to my question.

how do you change the sky to night sky or any other sky then the one you start out with in the sandbox editor please help me out i need to have a night sky for my death_island maps .
 
Posts: 22 | Registered: Fri August 20 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Guys, a lot of people are overlooking the actual readme for SandBox. It's got a lot of great **** in it.

--b
 
Posts: 12 | Registered: Sat May 22 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of kaffeend
Posted Hide Post
quote:
Originally posted by bobfett:
what i need to know and i know you mod gods have the answer to my question.

how do you change the sky to night sky or any other sky then the one you start out with in the sandbox editor please help me out i need to have a night sky for my death_island maps .


Dude, with your level open in the Editor, just use the Skybox setting in the Environment tab. Here is where you can set just about every environmental factor for your maps. GL
 
Posts: 27 | Registered: Sun May 15 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of kaffeend
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


Okay, in the Entity Properties just check the box that says: Gun Ready At Start (or something very similar)... simple as that Smile
 
Posts: 27 | Registered: Sun May 15 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
hi go to nvidia site download plugin for photoshop may be for paintshop pro may be available.after that you install it and save your file in dds formate. this will help u.
 
Posts: 2 | Registered: Mon March 12 2007Reply With QuoteEdit or Delete MessageReport This Post
 Previous Topic | Next Topic powered by eve community Page 1 2 3 4  
 

ubi.com    Forums  Hop To Forum Categories  Far Cry  Hop To Forums  Far Cry Community Creativity Forum    Modding Thread

Terms of Use