View Full Version : Sandbox feature requests

03-31-2004, 02:30 AM
Post your requests here, mine are:

1) Sun light and/or general light multiplier in the Generate Lightmap panel

2) Ability to use texture masks to eliminate vegetation, ie. using your road mask to get rid of any vegetation that might be on it.


03-31-2004, 02:30 AM
Post your requests here, mine are:

1) Sun light and/or general light multiplier in the Generate Lightmap panel

2) Ability to use texture masks to eliminate vegetation, ie. using your road mask to get rid of any vegetation that might be on it.


03-31-2004, 03:23 AM
3) When using the gizmo please don't have the editor change the constrain. For example when I move an object in Z axis with the gizmo, I don't want the editor to change constrain to Z, I would like it to remain on FollowTerrain. Because when I go to place another object and constrain is set to X/Y/Z/XY, I end up placing it way below terrain or miles away, this doesn't happen with FollowTerrain on.

btw...Short-cut key for FollowTerrain is 4, makes life a bit easier.

03-31-2004, 05:41 AM
unless u remapped it http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Abit KT7a Mobo
SB-live plat5.1
512 SDram

04-07-2004, 07:19 AM
- ability to go below 1m per pixel on map sizes, although this may be an engine limitation.

- ability to go beyond 1 in vegetation brightness.


04-07-2004, 07:38 AM
Ability to use TAB or arrow keys to move between field when doing text entry. Bit annoying to have to grab my mouse after each field I enter, especially when doing so for 40 items (ropebridge, for example).

04-07-2004, 08:05 AM
I would like to see all views in sync with one another. If im working on an object in perspective, it would seem most logical to be tuned into that area in the other views as well - without having to zoom out, find my camera indicator and then move there.

Another wish request:
Named positions. I really like the "set position x" and "go to position x", but how about allowing us to give these points working names, like "NW fortification", "Soldier Spawn Point 3", etc. etc.

I would truily like to see some of the structures found in the offical maps available as a grouped structure prefab, so all we have to do is add the item, and then work it the way we want.

I cant for the life of me get objects to snap perfectly (or even to a level of acceptance) using the smallest grid size.

Material Surface types: Is it set in stone that were only allowed 7 for our terrain? Would like to see more..and have the missing mat's problem fixed.

Specific surface map generation:
I would really like to see the ability to define what sections would generate surface maps. This would save alot of time if you must generate for only a small section of your level.

Selection tools:
I would like to see the ability to include "Brushes and Groups" in the "Select Only" drop down.

Lava Bug:
There is apparently a bug that screws up your terrain if you change an entity from one object to the lava entity. Causes your terrain to disappear. Confirmed twice.

Fill terrain with vegitation warning:
Depending on how things are currently calculated, it could be a nice feature to warn the user that a large amount of vegitation is about to be placed into the terrain. Even with a 2.53 processor & 4 gigs of memory, it takes quite some time to clear out 350,000 instances of a single plant. Giving users a notice before dumping this vast number of objects into a level could prevent the editor as well as the system from becoming instable.

Im sure ill think of more later http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif


04-07-2004, 03:04 PM
Some things that might be handy to have, noted while mapping...

Menu Sound -> Sound Presets...
- Sound-Presets dialog, please provide a way to let you play the
individual sounds making up the preset directly and also a way to play
the whole preset. Since there are already many such presets, this
really would help mappers pick proper presets.

- Please make the Sound-Presets dialog resizable (vertically... needed
IMO to be able to compare several sound settings).

Customize Keyboard - Customize Dialog
- Bug: On the Commands tab, it does not seem to be possible to access the
submenu entries, to thus use them in a custom toolbar. I.e.
Categories - Modify and the Fast Rotate submenu.

Terrain Icon -> Dialog
- Terrain editor dialog is missing an undo function IMO. This makes is
very hard to properly experiment with the paint tools.

Detachable Views
- It would really be nice to be able to detach the views (perspective,
front, side, etc)... i.e. use perspective on a 2nd monitor.

- Keys to move up/down the entities by 1 grid unit. AFAICT there is no
such command in the menus to let you bind it.

- SoundSpot inner and outerradius control via +,- (shift +,-) would be handy.

- AreaSphere radius control via +,- would be handy.

- Alas mouse-over activated pop-up help seems to be missing for several of the icons:
- Terrain dialog (click on Terrain icon), all icons there. In most
of the dialogs actually.
- Object management Toolbar: Freeze and Unfreeze



[This message was edited by AE-on on Thu April 22 2004 at 10:42 PM.]

04-08-2004, 01:49 PM
Perhaps if we had a means of saving the characters data seperate from the levels. We could manage to make persisten world such that when the character moves from one level to the next, he can return later to the previous level, with everything wher e he left it.

What I mean by this is if it would be possible to save and load the character data and level data seperately when saving or loading a game. Then we could use this by using the save character save slot all the time. While associating one level save slot with each level in the game.

Then, when changing levels you save both, then load up the level and level save for that level. Then load up the only character save there is. Change position values accordingly. And wham, huge persistent world, chopped into merely enormous land areas.

It seems from the scripts that you can initiate the loading of a level, as well as the loading of a save. So creating triggers that cause such a condition, such as a doorway or entering a heli that supposedly goes to another 'archipeligo' wouldn't be out of the question. All that seems necessary is that division in the save between character (inventory, health and such) and world (the save info for all entities on that level).

Still, quite alot to ask for.

04-18-2004, 12:44 AM
This post should probably be saved and/or moved into:

The "Hello from Crytek." sticky thread

or possibly into the "Far Cry Suggestions" forum


to not loose the good suggestions.


Edit: Or better yet make it sticky, to let the Sandbox programmer leaf through the ideas.

04-22-2004, 12:31 PM
feature requestS:

RAMP TOOL: click an anchor point, drag a line from the top of a hill to the bottom - click again and hit "ramp" button. This would then pull up the terrain to meet the line and create a ramp. This would be a very useful tweaking tool.

GRAVITY PLACEMENT TOOL: Put the physics engine to work! Let's say I want to randomly arrange some crates or have a beached fishing boat resting on it's side. It would be great to click a "gravity" button that toggles on briefly while I drop the entity to the terrain. This would save time positioning land based objects... any object for that matter.


04-23-2004, 12:53 AM
I like the ramp idea, but i'd go one further and suggest the following:

-You can create a spline in the shape of your road, with x,y,z values. You can connect points of the spline to other splines/points so you can make intersections.

-You select the spline, choose a "make road" tool, where you then specify the width of the road, and the hardness. A second option allows you to create a texture mask for one of your layers (so you'd do it to one of your road layers). Clicking OK deforms the terrain accordingly and assigns the mask to the layer.


04-23-2004, 07:09 AM
Yes I think a View sync would be perfect.
give us the missing mat's in the drop down so we dont have to go fishing for them no more =).
Prefabs minus the hassle would be fun to....basically everything everyones posted just about.....Whats up with the grid snap anyway?? lol

SOYO KT400 Dragonultra Platinum edition
XP pro
FX5950 BFG(56.64) DX9
400watt ATX

04-23-2004, 07:54 AM
Inverse y-axis mouse. That is the most important to me. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

04-29-2004, 08:24 PM
-Ability to scale/rotate selected objects randomly (with min and max values).

-Ability to convert vegetation objects to brushes. Handy for rocks which require lightmaps, would be useful for using the paint like features of the vegetation tool for any brush.