Hi there,
The editor is fantastic in its design and works like a charm. However, I do have quite some questions and problems I was facing when making my freeroaming singleplayer map.
Maybe some of you could help me out with them:
1. The insides of Buildings are too bright. "Light bleeding" occurs. Is there a way to have "negative lights" that soak up light.. or maybe an alternative ? Even tunnels deep underground are lit now.
2. NAVMeshes do not have name properties, making it impossible to link any A.I. to their respectable navmesh if you have several in your map.
3. Can Weapon Attachments be dropped as items ?, it seems they can only be equiped. This seems like a small thing but for single player maps it certainly is not.
4. Are there any "collectables" besides weapon related items ? i.e. statues/tokens/money etc. For singleplayer maps this is a big thing.
The terrain and editing tools are fantastic to create single player maps in but the gameplay elements are way more focused on multiplayer then singleplayer. It would be nice to a see some improvements in this regard. I will post suggestions in a different thread. Thanks again for the great editor! I look forward working with some of you on allot of maps.
// BUG: On the PS4 it seems the "zombie" (angels I think) do not attack the player unless the player attacks one of them. The rest follows as a herd afterwards (intentional I think).
I've noticed plenty of issues in editor myself, and I'm hoping Ubisoft will patch them.
1. The omnilights, and spotlights are VERY flexible when it comes to that kind of issue. By selecting the omnilight object then pressing square you will have many options such as radius, intensity, render distance, and many other including RBG sliders.
2. Unfortunately it looks like we will just have to remember the names of our control boxes. Though it would help with labeling when you have multiple.
3. That would be nice considering some weapons have been excluded from the loadout menu.
4. I would love collectable items. I find it would add more depth to maps. I have noticed that both the jukebox, and the safe are available in the editor including the option to hold X to interact with it, but nothing happens.
Thank you for your reply! I think that we need to become active as possible to keep the momentum going for this editor.
1. Do you sure you understood my first question though ? I want to "decrease" the lighting inside of buildings not increase the light.
2. But... I cannot see ANY names on my NAV Meshes, not even when creating them ?
I am working on PS4 btw (so I know every platform will be able to play my Map). Cheers,
R
As we know is the game and editor only out for a few days now so i assume Ubisoft will
fix and maybe add some things in the near future. And this is not the first game AAA that releases
its editor with it. Years ago it was normal that AAA titles did so but then developers stoped doing
so. Hope with FC5 this will be normal again.
About your questions, haven't build much indoor scenes yet, but what i did was quit dark without any
lights added. But, indeed not complete dark. ANd also haven't come around to working with AI much
yet, am first developing the landscape for now. ANd i thought or better said hoped that there would
indeed be some collectebles in the editor, for instance money, but i understand that this is not the case?
good thread Gamez_Rmo,
Leon
1. You could try lowering the Sky Occlusion value from Environment and Audio - Day/Night Cycle and also Exposure Compensation from Post FX. Note that this might make you whole map a bit darker.
2. I'm not sure what you mean by NavMeshes, but if you mean Control Zones (the blue boxes that contain the AIs inside them), then there's really no reason to rename them or to remember their names. If you assign an AI to such a Control Zone, a line will be created between the AI and the CZ. When you select a CZ or an AI that is linked to a CZ, the lines will be displayed. Note that the lines will not show if you have the Grid or the Budget Grid enabled.
3. Attachments cannot be placed on the map. Also, weapons with attachments also cannot be placed, only used in Loadouts.
4. There are no collectibles in the Editor, and TBH I don't see a reason for them to be there, since you cannot really make a true SP level, that has a backstory (i.e. you cannot have notes or a map description).
thank you for replying. I ment Control Zones not NavMeshes, my apologies.
1. Good point but this does not work as it lowers
2.
the question is.. how do I assign an AI to a specific control zone without knowing what Control Zone corresponds to what "number/name" ? Maybe it is different on PC but on the PS4 the Control zones get assigned weird numbers which you cannot identify on the control zones themselves.hen there's really no reason to rename them or to remember their names. If you assign an AI to such a Control Zone, a line will be created between the AI and the CZ
3. yes I noticed this myself. Kind of a missed opportunity but I found a workaround.
4.A valid point BUT it is certainly possible to make a true SP level. You just have to be creative! Adding simple notes and collectables would actually add a TON of value for singleplayer map creators.nce you cannot really make a true SP level, that has a backstory (i.e. you cannot have notes or a map description).
Thank you very much CsKiller86. for all the usefull info, explains a lot.
And i have to agree with Games_Rmo, it is indeed possible to make good SP maps. I am working on one large one
right now and i will release lots more in the years to come probably. Because i am a very active sp-mapper.
It is true, it would make creating sp mission much easier when we had more options but with what we have now
i can come a long way.
Soon i will show some footage,
Leon
I'm on PS4 as well, so I don't understand what the problem is.the question is.. how do I assign an AI to a specific control zone without knowing what Control Zone corresponds to what "number/name" ? Maybe it is different on PC but on the PS4 the Control zones get assigned weird numbers which you cannot identify on the control zones themselves.
You have some CZs on your map. You select an AI, go to Object Options - Control Zones and scroll through the CZs; each time you scroll, a line is created between the AI and the center of the respective CZ in the map; this is how I know which AI is linked to which CZ.
Of course, if you have many CZs and they are placed one inside another, it becomes difficult to distinguish between them, but TBH, I have not had an issue with this.
If that's the case, you could temporarily raise the CZ high in the sky, and you can then easily see the line. Then, move the CZ back to its original position once you're done.