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#1 10 years ago

So far i'm very happy with all the titles for mods which are set to come out some time in the future. I think that Crysis is going to recieve more fanbase, mod wise because of how easy it is to mod and how many things you can do in JUST the editor (take that, all you fucking GMOD fanboys) to create a standard mod. I mean they even give you the tools to create your own Textures, buildings, animations, cinimatic events, and much much more, all of this is probably going to sky rocket in the very near future, most likely when they release their SDK. I can't wait to see all the mods, skins, maps, and all the other custom stuff that will be offered. P.S. I've been reading around the modding sites and i've seen several places where modders are saying stuff like "We've recently cancelled the HL2 prjoect we were working on" and so on for other games aswell. This just shows, how many people are going to be involved with modding crysis.




>Omen<

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#2 10 years ago

Easy to mod in some ways yes, and potentially MUCH easier than any editor that doesn't use drag and drop placement and AI node structure. However, the editor is still very buggy and anyone, esp those trying to learn editing for the first time, will tell you it has inconsistent results with AI scripting and such, as well as oft times corrupting your map when you try to naviagte AI, export to engine, or any one of several major editing tasks. Thus it can be a lengthy and frustrating process of trial and error. to make matters worse patch 1.1 works even less well withthe editor than the stock game does and uses way more RAM, about 25% more. If they ever get all the bugs worked out in the game and editor, release the SDK tools and optimize enough so you don't have to have the highest end rig just to edit the game, then it will be a pleasure to work with.




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#3 10 years ago

^^ Source's fan base dwarfs Crytek's, easily. A few HL mods going down isn't a big deal. But I know what you mean.

^ Definitely. Agreed about the patch [like in your other post, Omen, recently you've been making a lot of good points, gg] and not-so-easy-to-work-with editor. The Sandbox2 editor is not easy to work with, but after several hours of playing around, you can get the basic hang of it with painting, layers, vegetation, object manipulation, etc. But basically everything else, voxels, heightmaps, custom objects/texture implementation, you need to LIVE on Crymod, read and post often. But that's not necessarily a bad thing, ;).




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#4 10 years ago
n88tr;4181005^^ Source's fan base dwarfs Crytek's, easily. A few HL mods going down isn't a big deal. But I know what you mean. ^ Definitely. Agreed about the patch [like in your other post, Omen, recently you've been making a lot of good points, gg] and not-so-easy-to-work-with editor. The Sandbox2 editor is not easy to work with, but after several hours of playing around, you can get the basic hang of it with painting, layers, vegetation, object manipulation, etc. But basically everything else, voxels, heightmaps, custom objects/texture implementation, you need to LIVE on Crymod, read and post often. But that's not necessarily a bad thing, ;).

Too bad for painting scenery and vegetation, plus some other options, the only thing in those categories are jsut 2 white boxes that are completely emtpy... :(




N88TR

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#5 10 years ago

For Vegetation you need to add items, click the little box on the far left above the white box, that lets you select new brushes. Use Categories [hover over the buttons, they tell you what they are], to have section for Bushes, Grass, Trees, etc so you don't have all your brushes in one folder, which can be confusing when you want to find that one brush at times.

Also, try to always use brushes for vegetation and structures. For vegs because it saves tons of work for the CPU, and for strucs because if you don't physics will be applied and things like bridges will just fall over when you walk on them.

As for working with AI, Items [weapons], etc things, you need to reload your .XML libraries, then it'll be good to go.




>Omen<

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#6 10 years ago

Working with AI in SB2 is not as easy as you make it sound. What a lot of the map makers don't tell you is you have to save and relocate the level constantly or you will wind up with corruption problems you can't fix. Most of the mappers are also editing without the patch. Even the more experienced ones often times scratch their heads as to why the AI will not do what they script it to do, and they all know about Reloading Script, Generating AI Navigation, and Triangulating AI. That's why I believe the majority of fan content made for the game will be mods that don't involve AI and mp maps.




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#7 10 years ago
>Omen<;4182545Working with AI in SB2 is not as easy as you make it sound. What a lot of the map makers don't tell you is you have to save and relocate the level constantly or you will wind up with corruption problems you can't fix. Most of the mappers are also editing without the patch. Even the more experienced ones often times scratch their heads as to why the AI will not do what they script it to do, and they all know about Reloading Script, Generating AI Navigation, and Triangulating AI. That's why I believe the majority of fan content made for the game will be mods that don't involve AI and mp maps.

That is, until the next patch is released ^_^




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#8 10 years ago

Patches won't help the problem Omen is speaking of, only reading tuts and stickies on Crymod will help out the new mappers in understanding Sandbox 2.




&gt;Omen&lt;

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#9 10 years ago

LOL to both of the last two responses. One, the patch that just came out causes more problems with the editor, what makes you think they won't have such problems with the next one? Most are editing without it, that's how bad it is. Two, the problems with the editor I spoke of are not solved by learning more about using the editor itself. In fact the more you learn the basics of using it the more frustrating it is because at that point you know what it's potential is, yet still the errors. The only thing that can help you to use the editor with minimal problems is preventative mantenance that goes above and beyond what you should have to to do due to the editor's flaws. These are not things mentioned in the editor tutorials either. It reminds me a lot of the problems I was having making videos of FEAR. There were often errors that would crash the game at checkpoints when using Fraps and the checkpoint would not make a save. Thus I had to quicksave just before the checkpoint, load the quicksave without Fraps running, go to the checkpoint pressing W only, relocate the checkpoint save to preserve it for later use, load the quicksave again this time with Fraps running, then go to the checkpoint again using only W. This gave me a working place to seamlessly blend the video at the checkpoint because using only W I would hit the checkpoint in the same spot/camera angle as the checkpoint I saved without Fraps running. Saving your map in the SB 2 editor is much the same. You can save often like they tell you, but if you don't relocate a copy of that save every time you save, you still risk the editor glitches corrupting it beyond repair. This means a lot of extra work renaming EACH save so you know what map additions it has, quite a hassle but still better than losing hours of work due to map corrupting editor glitches. I've yet to see any of the experienced mappers tell you that though. Instead they mock you for not saving a lot as if it's your fault. Crysis fanboys most of them of course. Bottom line, CryTek needs to just fix the editor so it works right instead of these tutorial writers impying those having map corruption problems don't know how to use it.