specified folder : [b]C:/Program Files/Adobe/Photoshop/Plugins/File Formats[/b] Before it starts working you need to restart photoshop so it can locate the plugin .
instruction and directions.
all of the physics information for character models, so they will work correctly in game now. Unfortunately, it also now requires the use of 3ds max 7 or higher. This is due to the inclusion of the Avguard Extensions for 3ds max, which was required in order to make some of the fixes possible. The list of fixes is as follows: Bone mesh chunks are now handled properly, with separate physics skeleton being created and correct bone materials being applied to primary skeleton. Bone physics parameters (degrees of freedom, angle limits, etc.) are now applied to separate physics skeleton. Changed handling of facial animations, so that each duplicate character mesh now only has the head visible, and they are now lined up next to each other similar to the merc_scout.max file in the SDK. Fixed a few material parameters (Specular Level, Glossiness, Self-Illumination) so that they get applied properly now. Fixed a problem with normal maps being imported and assigned as detail maps, resulting in incorrect models being exported out. Improved addition of materials to material editor so now standard materials that don't use Crytek Shader but have names like "arm/mat_arm" won't get overwritten. Now user defined properties for objects in node chunks and bone anim chunks get added to the objects in the scene. Scene props are now imported correctly and added to the scene. Refer to the readme for more information.
interesting new features: Added support for CAL files, so you can import all of the CAF animation files associated with a particular model in one hit, rather than having to do it individually. Added support for importing morpher targets at an arbitrary time. This means that facial expressions can be added to the model after making changes to the basic mesh. As long as you don't alter the facial vertices or delete any vertices, it should work. If you do delete any vertices, it may still work, depending on whether any of the facial vertices got renumbered because of the deletion. This release is version 1.1 of the utility. This is a must have for any moddeler! See the readme for complete notes.
load the last game saved.
associated to a selected level *Can patch dynamically between 1.33 and 1.4 without need to have 2 FC folders. *MP levels loaded will automatically be detected before loading FC and will hook straight into Lan server automatically created by app with correct game type, for easy testing
spectacular map...or just something that compliments your [i]pimped-out[/i] buggy! This utility is as easy to use as the ABC\'s, as the letter \"C\" is for corners, \"S\" denotes straight...see the readme for the complete instructions.
caused by a discrepancy between the official CGF file format documentation and reality! This was first spotted in rl.cgf, the first person rocket launcher model file. This release is version 1.0.2 of the utility. This is a must have for any moddeler! See the readme for complete notes.
With the release of his final pack, hopefully we will see some really good urban maps come out. The eu_Streets map itself will be out in the next few days. Good job Clivey, and I\'m sure I speak for everyone when I say...can\'t wait for the release!! :thumbsup:
changes are support for CAF files, and for facial animations on character models. The importer should now support pretty much any CGF/CGA/CAF file now. See the readme for details.
document that will show you how to get around doing this in a few short steps.
pre-set with weapons and yell comments to others.
one helluva map!\"[/i] Well, here\'s your chance! Clivey has released this pack in case anybody wishes to create a map of their own.
[url=\"http://farcry.filefront.com/file/Matto4_Gasbottles_Video;58478\"]Gasbottle-video[/url] and in some screens (1 & 2). In first case they want to start a multiplayermap contest. So if you think you can create a nice DM/TDM/(Assault)-map out of these models, they will add the best ones into [b]Matto4[/b]. If you bulid this map, its YOURS. You can do with it whatever you want. If you give them the map for implimenting into Matto4, they will have a look at it. If it\'s good, they will inform you, tweak bugs and stuff, and add their new weapons. Of course you\'ll be in the credits too. In second case, everyone can use these files in their own maps or MODs. (Don\'t forget to mention Matto\'s name in your credits/readme ;) ) I can see this being a super-popular contest!! [quote]And this are only a few of about 150 objects (of course all snapable). All objects have textures out of farcry and some are selfmade. Shaders are nearly all correct, specular, offset.... (Gasbottles are not included) Note: If you want to map for our MOD, then you have to extrackt the Matto4 Folder (containing the objects folder) into your mods dir. e.g.: F:\\Far Cry\\Mods\\Matto4\\Objects\\Matto_4\\Drains... If you Start you Editor.exe with: \"F:\\Far Cry\\Bin32\\Editor.exe\" -MOD:Matto4 you also will have this objects in the rollupbar for drag and drop. The objects are right in the Matto4 folder. Please let us know if you start making a map. And if there are any problems: firstname.lastname@example.org regards, Your MattoMedia-Team[/quote] Here are some screens of the models:
so, then this is for you. This is a well put together how-to tutorial, that I believe will be a great help to the FC community. Thanks to [u]God Save the Queen[/u] and the [u]xClan[/u] for sending this in. [i]The screenshots below are examples of the difference between the standard loadscreen and the custom loadscreen. Both are found within the file, along with others. Enjoy.[/i]
game using CryEngine is now available. The game DLL sits on top of everything else, so you can access all other subsystems (physics, input, AI, sound etc.) from within the game source code through the supplied interfaces. Please read the C++ .pdf documents included in the SDK for more information.