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  1. #11
    Fallen-Champ's Avatar Senior Member
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    That is a little annoying - We have to go into the setting every time to change the Camera Scroll speed - I set it to 10 and every time we open the editor it reverts back to 30 (would be nice if it remembered the speed we select)

    Having a lot of issues with animals and the Nav Mesh

    Dog in kennel


    Monkey on kart


    Elephant on destructible trees


    Here is an idea which could be very very useful to all of us - how about when we get the Validation Red Box saying something is wrong, well imagine that we intentionally want these things to be placed where they are - what if you give us the opportunity to click on / select the Validation Warning - then we get a choice, if we want the item to stay where it is we tick a box and it then verifies.

    I understand that the monkey would be trapped on the Kart and the Elephant trapped on the Destructible Trees - I put them their for a reason - if we had the option to overide the validation then it would be a great help - also for things like vehicles under terrain and extraction points under terrain.



    Just the plants which were mentioned earlier - the flashing is a pain and outs me off using them.
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  2. #12
    Love the effort you put into your posts Fallen. Good work and thanks
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  3. #13
    After reading this post, a crazy off-the-wall idea came into my head. Hear me out on this Ubisoft. What if a person(s) (aka Fallen Champ) who actually plays the game and enjoys the editor (tons of great editors out there believe it or not) sits with the development team for the editor on FC5 and provides insight on what the community wants. I know the idea is a little out there, but it just might work. Instead of having developers that create the editor that clearly have limited insight into what the mapping community wants, maybe invite/hire people like Fallen Champ to save this dying community of mappers.
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  4. #14
    Fallen-Champ's Avatar Senior Member
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    I agree with what you said above Sab - It seems that everything in the map editor from all the Far Cry games is stuff that comes from the single player game / story and not things especially made for the editor itself.

    I would hope that we could get some things thrown in with the next game that is especially designed for building custom maps, Halo Forge had some great pieces with walls & things like jump pads - although these no doubt would not fit in with the single player game they would add an option for fun in user created maps - I hope they think outside the box and give us a lot more options next time.

    OCCLUSION

    This is something that needs bringing up, some of these pieces are dreadful because of the built in occlusion.
    Take a look at the 3 vids below as examples - In all 3 videos I could have used items in set areas but because of the rather long occlusion added to the underneath of the item these are no longer an option to use because it just destroys the map whenever anyone gets close with the obscure viiew (everything vanishing)






    Why does that wall have occlusion as long as that ? it just restricts how we can use that item.

    Reference OCC Blocks - Far Cry 2 had it's own selection of these, I would love to see the Occlusion Blocks return, these can be used to do all kinds of things.
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  5. #15
    Fallen-Champ's Avatar Senior Member
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    qamade pointed out the Temple Lever - Ubi Jax can you ask what that was supposed to do ?
    Why does it move, were they looking into that maybe opening a door when the lever had been pushed (or would it even be possible to add something like that into the editor) ?
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  6. #16
    Originally Posted by Ubi_Jax Go to original post
    Hey FALLEN CHAMP.

    Great list you've got here and it's fantastic that you've provided so much detail!

    I'd recommend anyone that has any ideas akin to what FALLEN CHAMP has provided, to do so. We're always interested in feedback and ideas of how we can improve the in game editor!

    Thanks again and keep up the good work!
    Yeah... cause we haven't been doing that for YEARS now... So what's gonna be different this time? Why should we go through all the trouble CHAMP did when we KNOW beyond a reasonable doubt it will be absolutely ignored? I have NO idea why CHAMP wasted his time. He really should know better.
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  7. #17
    Fallen-Champ's Avatar Senior Member
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    Ladders Under Terrain / Under Water and Under Water Layers



    The ladder under water flashes up on validation and will not allow us to publish the map because of this - the wording is that the ladder is under terrain when in fact it is simply just under water.
    At 17 seconds you can see that the ladder still works under water, we can attach to it and climb up and get off at the top.

    At 30 seconds the water is lowered (it then passes validation at around 46 seconds)
    At 49 seconds I lower the ladder under terrain / 57 seconds we can use the ladder as if there were no problems even with some of the ladder under terrain.
    On 108 seconds the ladder then vlags up on validation as under terrain.

    The question - What does it matter if the ladder is under terrain or under water ?
    The current set up does force us to work around issues but also stops us from been creative and from making maps that we want to make, most ladders would hang down in water in real life and been honest we are stuck with specific ladders at selected heights so sometimes we need to sink the ladder into terrain otherwise it sticks up higher than we want and at the same time just looks stupid.



    Ok in the other video above, this was something I actually wanted in a map I built, the ladder is not under terrain but is under a Water Layer (Water and Water Layers count as Terrain in the FC4 Editor it seems)

    At 5 seconds you see the ladder in place and looking ok like it should be there.
    At 12 seconds it flashes up on Validation as been under terrain.
    I remove the ladder and go back to validation and the problem with validation is gone but I have no ladder

    (Replaced the ladder again) Removing the water layer on 32 seconds also then passes validation but the map has a water theme so in the end I simply had to remove the ladder.

    With the next game can we have it so that ladders can be sunk under water / water layers and terrain and when that is done in validation we get a prompt that the item is under terrain but ticking a box bypasses validation so that the item can stay in it's current place.

    (Basically validation says hey this is under terrain did you know - and we say yes - thanks for telling us I am aware but leave it where it is please)

    Ok reference a ladder under terrain.


    That would flag up in validation, but if you use Terrain Hole and snip away a box of terrain you will bypass this and the ladder will work underground.


    For something like a vehicle or extraction point you have to actually lower the area right down then use terrain hole and snip away all the terrain under the ground that you lowered - the vehicle will then validate under terrain - simply place objects over the hole above like a rock and no one would know.

    Still I think we should be able to place vehicls and stuff under terrain like we can with spawns.
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  8. #18
    Zootox's Avatar Junior Member
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    i woold like to have the lights cast shadows like in quake 3 edtor you can create cool atmosphere..
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