View unanswered posts | View active topics


Post a new topicPost a reply
Previous topic | Next topic 

  Beginner BeginnerMember since: 01.11.2007, 13:05Posts: 52Location: Brisbane, Australia Likes: 0
 

 Post Topic: AI follow and Enter/Exit Vehicle with player
PostPosted 28.11.2007, 21:32 
Hello,

I made a simpler way for an AI to enter and exit a vehicle when the player does, the AI also follows the player

graph entity is an enemy AI

Image


Q6600 2.4GHz | Gigabyte 8800GTS 640MB | 2GB RAM | XP Pro SP2
Check out my first crysis map Island Hopping: http://www.crymod.com/thread.php?threadid=11144

  Trainee TraineeMember since: 18.11.2007, 21:05Posts: 100Location: USA Likes: 0
 

 Post Topic:
PostPosted 29.11.2007, 00:54 
Doesn't look too much simpler :tongue:


"There are only two rules of war: Never invade Russia, never invade China."
  Hardcore Modder Hardcore ModderMember since: 04.11.2007, 17:43Posts: 950 Likes: 1
 

 Post Topic:
PostPosted 29.11.2007, 03:38 
Did you know that you can \n to add another line in your flowgraph comments? :)


  Trainee TraineeMember since: 18.11.2007, 21:05Posts: 100Location: USA Likes: 0
 

 Post Topic:
PostPosted 29.11.2007, 23:16 
I see the difference in the above FG. Trying now.


"There are only two rules of war: Never invade Russia, never invade China."
  Hardcore Modder Hardcore ModderMember since: 04.11.2007, 17:43Posts: 950 Likes: 1
 

 Post Topic:
PostPosted 30.11.2007, 02:19 
How to disable thirdperson view for vehicles by triggerman - 30.11.2007 *NEW*

Common Misstakes:

How to set Time of Day with the flowgraph by Sandhesten - 30.11.2007 *NEW*




Last edited by Radiantor on 30.11.2007, 03:49, edited 1 time in total.
User avatar   Uber Modder Uber ModderMember since: 22.07.2007, 13:00Posts: 1382Location: BC, Canada Likes: 0
 

 Post Topic:
PostPosted 01.12.2007, 02:07 
I didn't see this tip mentioned anywhere else, but I did read someone complaining
about a lack of variety in the enemies saying they all look the same...

Well, that's what the Variation variable in the entity properties is for. Try placing
a group of identical enemies and then entering a different number in the
Variation field for each... now they all look different ;)

Not sure how many variations exist for each enemy, but mess around and
enjoy...
  Trainee TraineeMember since: 18.11.2007, 21:05Posts: 100Location: USA Likes: 0
 

 Post Topic:
PostPosted 02.12.2007, 16:10 
If your map turns white , Generate the surface texture again. (Would this be Common Mistakes?)


"There are only two rules of war: Never invade Russia, never invade China."
User avatar   Beginner BeginnerMember since: 08.12.2007, 13:02Posts: 24 Likes: 0
 

 Post Topic: Test multiplayer maps by yourself
PostPosted 15.12.2007, 16:54 
How to test any multiplayer map with only one person (not just Power Struggle)

Multiplayer:
Testing PS Map on my own by S;upreme_Pizza

Found this very useful. I could not find these commands for the life of me. It gives console commands that can be used to start multiplayer games without any other players.
User avatar   Beginner BeginnerMember since: 03.12.2007, 21:10Posts: 71Location: Budapest Likes: 0
 

 Post Topic: layers tutorial?
PostPosted 21.12.2007, 01:30 
Is there a tutorial for RollupBar/Layers Settings? I'd like to use layers, but seems to me it does not work the way it should be (at least the way i getting used to it in graphics programs).
I tried to do some layers for different terrain, vegetation, etc, structures but i miss a lot of features of it and just have problems/questions:
1) which is the actual/current layer i'm working on?
2) what 'External' means in the layer settings?
3) is there a defined order for the layers? If yes, which one is on the bottom (as the background layer in the graphic programmes) and how can i move a layer up or down?
4) where is the transparency settings for a layer? is there one at all?
5) why should not i place any vegetation to a layer?

Actually i can use 'Select objects' and RollupBar/Hide by Category if i want to temporaily switch off the vegetation or some objects (eg. for painting the underlying terrain), but would be nice to be able to use the layers for that purpose.

I would like to have at least 2 or 3 terrain layers that can be use/hide/modify independently from each other, and layers would be good for that...


XP32 SP2 - Crysis play@1680x1050 VHQ | editor@1920x1200
User avatar   Experienced Modder Experienced ModderMember since: 05.12.2007, 22:51Posts: 448Location: New Jersey Likes: 0
 

 Post Topic:
PostPosted 21.12.2007, 16:16 
Using Picture As Terrain Texture:

Save your pic as a .BMP file.
In the Editor, go to Terrain>Import/Export Texture
Locate the .BMP file in the dialog box and click save as (yes to overwrite)
Click Export
Click the part of the map you want to import in (left side)
Click Import
Close
Generate Terrain and it should be there
You may need to resize the map and/or image to get it aligned properly

*I having trouble getting the editor to save the texture after closing the map. If anyone knows how to resolve this please post here.*


Last edited by 93confirmed on 21.12.2007, 16:17, edited 1 time in total.
User avatar   Beginner BeginnerMember since: 03.12.2007, 21:10Posts: 71Location: Budapest Likes: 0
 

 Post Topic:
PostPosted 27.12.2007, 02:03 
Quote:
Not sure how many variations exist for each enemy...


DB View will show you, but easiest is to move close to the grunt and increase the Variation property 1-by-one and when it do not change anymore, then they run out of stock :]
Attachments:



XP32 SP2 - Crysis play@1680x1050 VHQ | editor@1920x1200


Last edited by Hardzsi on 27.12.2007, 02:04, edited 1 time in total.
  Beginner BeginnerMember since: 29.12.2007, 14:43Posts: 3 Likes: 0
 

 Post Topic:
PostPosted 29.12.2007, 14:49 
Hope im right in this thread...
I have a *small* Problem. Just bought the special edition steelbook Crysis yesterday. Great game, so far.
No im trying to install the Sandbox and at approx. half of the install it says "Error 1304 error writing to file C:\Program Files\...\Bin32\Editor.exe
verify that you have access to that area.
What ive done: All of those files in that directory were (dunno whats the correct word in english, im german xD) "write protected", now they are no longer in that status, but still it says the same.
Solution anyone?

€: Yeah is the wrong thread, discovered it now.


Last edited by MaPf on 29.12.2007, 15:22, edited 1 time in total.
  Beginner BeginnerMember since: 03.01.2008, 03:05Posts: 1 Likes: 0
 

 Post Topic: RE: import/export terrain texture
PostPosted 03.01.2008, 03:20 
Hi, I wonder if you could help me please? Following your advice I'm trying to put this photo [img]islands.jpg[/img] (although in BMP form) from google earth into the editor. I believe the area shown is 8192x8192 metres. However whenever I do it, only a small portion of picture appears. Is this today with the size of the levels I'm creating?

I guess my overall aim is to attempt to recreate the largest piece of land possible, at the right scale, can you help? cheers ;)
Attachments:

User avatar   Experienced Modder Experienced ModderMember since: 04.01.2008, 12:50Posts: 482 Likes: 0
 

 Post Topic: importing textures
PostPosted 16.01.2008, 08:17 
thats a handy thing to know thanks...btw do you know how to do that sort of thing but with solids? or in gereral, importing textures to use on things such as, solids or vehichles.


User avatar   Uber Modder Uber ModderMember since: 29.12.2007, 12:38Posts: 1234Location: The Netherlands, Boxmeer Likes: 15
 

 Post Topic:
PostPosted 10.03.2008, 20:24 
Quote:
Materials:
Saving Custom Materials? by Sandhesten- 22.11.2007 Color Selection by Tzeentch - 20.11.2007


For an easier, less size costing and safer method check Chapter 2 of :
Solid Tutorial For beginners to more advanced. (inlcudes texturing)

The method from Sandhesten costs 120Mb the Method I discribed costs 1kb.
Thats 122.879 kb less then Sandhesten method.




Last edited by Duruk on 10.03.2008, 20:28, edited 2 times in total.