Currently developing a basic autogen system. This allows the placement of very large numbers of objects on the surface while keeping high frame rates. The objects are dynamically moved, hidden etc as you fly along or look around. My long-term aim is to develop an autogen system roughly equivalent to the autogen used by Microsoft FSX. The latest version is working very well. It can now place effects as well as objects e.g. lights and fires. Object layout is now controlled by a .bmp image file, each pixel represents an object that will be placed on the terrain. The pixel value sets the object type. The editor now has support for autogen objects. Simply move aropund the map and paint autogen objects onto the terrain, and then save the new objects to the bitmap.
This includes the latest code versions and adds the CL-215 water bomber and a dynamic fire system. The original release was for CE2/Crysis only, but the new code included in the update is compatible with the CE3 free SDK.
Importanty note: although the update provides CE3 compatability there are a number of CE3 issues that aren't fully resolved. CE2 provides a much more stable and predictable environment for entities that use complex and large Lua codes. If you experience difficulties when using the updated system in CE3 please let me know and I'll try to fix the problem. Also note that the demo maps in the main release are for CE2, currently there are no CE3 demo maps available.
I would suggest that you download, install and test the main release first, if you have the original Crysis installed. If it's working correctly you should then install the update.
These releases include flyable and drivable aircraft, ships, submarines and trains. The aircraft: Spitfire, B-25, MiG-19, F-4 Phantom, Super Constellation, F-86 and CL-215 water bomber. A new update, probably in a few months, will add a unique spaceflight system together with a selection of spacecraft and space stations.
When installing, please refer to the readme files. Note that the Aircraft2011 release must be unzipped into the main Cry Engine directory. Do NOT unzip into the Game folder! Please refer to the manuals, which contain essential information on installing and flying the aircraft. The manuals are located in the Vehicles2011 mod directory: Mods\Vehicles2011\Manuals
**************************************************** HOW TO LOAD AN AIRCRAFT IN CE3 1. Do not use the mod. Instead, run Sandbox in the normal way. 2. From the Entities rollup (usually on the right-hand side of the Sandbox screen), select Aircraft and then the chosen aircraft. Drag it onto the terrain in the perspective window. 3. Load one instance of the camera entity and ensure it has the default name of Camera1 4. With the aircraft still selected, click the Flow Graph -> Create button and import the standard aircraft flow graph: Objects\Aircraft\AircraftFiles\Aircraft Flow Graph CE3.xml Note: do not confuse this with the similarly-named AircraftControl Flow Graph.xml! 5. With the flow graph open, ensure that the CameraView node is assigned to Camera1 6. With the aircraft selected, open its Properties settings. Check (enable) the CE3 item. 7. Open the console and enter this console command: log_verbosity 0 This fixes a CE3 compatability problem. Later code versions should make this fix unnecessary. ***************************************************************************
Please post comments, suggestions and problems on this thread. I will always try to fix any problems that you may experience.
And, now, back to the original thread from April, 2008....
Last year I developed a LUA script for flyable aircraft in Far Cry. I've now produced a Crysis version and it's working pretty well. I've made a Spitfire model in XSI Mod Tool and used it as the test bed. I've attached some shots of the Spitfire in action and you can see a 4 minute youtube video here:
The script includes a real flight model that calculates the aerodynamic forces generated by the wings. It also calculates the forces generated by the undercarriage so you can taxi the aircraft realistically before taking off.
There are many key commands, for example to select different view modes, to control the undercarriage and to fly the aircraft (the four arrow keys).) The script also includes a joystick interface.
There are several view modes (selected by the space bar): cockpit, spot, flypast, tower and lock). You can see some of the view modes in the video. In spot view you can adjust the view distance and angle.
Other features include turbulence (adjustable when in flight) and a basic auto pilot.
You can have several aircraft in operation simultaneously. Each aircraft has a different key command to enter it. You could enter one, start the engine, take off and leave it circling under auto pilot. Then hit a key and you're in another aircraft. Take off, search for the first aircraft and meet up with it.
The script has a number of effects including engine startup smoke and bullet tracer when you fire the guns. The aircraft also kicks up dust (or spray over water) when you fly close to the ground. Currently the effects are not brilliant (strangely I found it easier to get good effects in Far Cry). But I hope to improve the effects before any release.
There are a number of animations: rotating wheels, moving undercarriage, ailerons, propellers and elevators. And the pilot turns his head to look at you in spot mode!
I recently added a VTOL flight model. You can see the Harrier making a vertical takeoff at the end of the video.
The biggest problem is sound. Because Crytek still haven't released any LUA documentation (as far as I know) I still don't know how to control sound with LUA code. If anyone knows how to do this, please let me know! I've produced some basic sounds via flowgraph but it's very limited.
I want to develop this system both for civil and military aircraft. I've started to look at adding real weapons (guns, bombs, missiles) but again the lack of LUA info is a problem.
I plan to release the Spitfire in a few weeks. It will also include instructions on how to adapt the script to your own aircraft models. AS it would require detailed adjustments to properly place animated parts and the undercarriage elements I am thinking of writing a Visual Basic program to automate this process.
I hope people find this interesting. I welcome any discussion and positive criticism.
Best regards, Chris
Last edited by cwright on 21.05.2013, 12:07, edited 16 times in total.