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  1. #1
    Farcryisdead's Avatar
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    Object spray paint tool

    How great would it be if ubi added some basic paint brush, spray, air brush photoshop style tools so we could spray on more detail to any objects, not just generic shapes but all objects in maps. when making my MECHSTORMER map i was thinking i wish i could use some black spray on parts of my mech to look like grime and oil in the joints and spray on some rust patches with some rusty brown paint. this would open up a whole new world of creativity for builders. you could call the option paint shop then gives us a range of basic photoshop style options with a good number of basic colour options with 5 shades of each colour. please share and give it a thumbs up if you want ubi to notice this post thanks.
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  2. #2
    Great idea my dude.

    It could be applied to rocks to to create moss, snow, moisture etc.

    In fact, the generic shapes should have some more texture options too. In Halo 5's forge the generic shapes have both colour and texture options, as well as overlays. This means you can create pink brick, yellow concrete, grey sandstone etc. It would be reasonably easy, just add a tint over the existing textures for players to choose. The overlays (while pretty basic) are interesting too. On top of the colour/texture options, you can add a layer of rust, ice, gloss, etc. They also have some pretty basic texture scaling options.

    While the options in H5 for the primitive shapes is limited, it's miles ahead of FC5's. The only advantage FC5 has is it's sheer number of textures. H5 only has about 7 (I think).
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  3. #3
    capthindsight0's Avatar Member
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    That would be absolutely fantastic, great idea you have there, I really hope they see this and think about adding this in the future
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  4. #4
    Farcryisdead's Avatar
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    Thanks, please give this post a thumbs up so it will get noticed by ubi thanks.
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  5. #5
    Steve64b's Avatar Senior Member
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    The way the custom textures work, is they replace texture slots 1:1. Implemented with any object, you will not be able to just "touch up" some specific areas, but only full-on replace the whole texture as it was used in the game.

    For example, I recolored a car in Far Cry 4:

    I color-coded some parts that internally have the same texture. Meaning you either replace that whole part, or nothing at all. In this case, I replaced the decal texture (marked green) with an invisible texture, and I replaced the "lights" texture with a glowing one.I can't just change 1 front light, the modification changes all lights. Even the rear ones.


    Also, having more textures come into play will be awful in terms of budget. For example, we currently already have "Rock Cluster Generic 01" and "Rock Cluster Dark Cyan 01". Internally, these objects are the same, except for the Dark Cyan one having an additional (new) texture loaded. In terms of budget, the one rock costs 1892, but the other one costs more at 2803.
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  6. #6
    apapoutsas's Avatar Member
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    Basically what Steve is trying to say above is that its impossible to add a layer of anything UNLESS a new UV map is used. Some shading languages do support extra textures, but not sure if Substance Painter supports that feature, havent researched it to be sure. UV maps are basically 2D images that contain all textures (think an unfolded box) and coordinates are linked to areas of the model. In order to save space on that UV image, they paint one headlight and assign all headlight textures to take the texture from that one space, meaning they dont have to make 4, but only 1. Other UV maps may copy the left side to be identical to the right side for the same reasons. That means that as soon as you add details on the texture, it ll be mirrored on all sides that use the coordinates. This makes it impossible to have unique details and its very hard to change the UV maps as it will desync the existing texture coords (essentially its like retexturing from scratch as it can only be done on the modelling software, before any texture is seen).

    EDIT: Totally forgot about procedural materials! What they actually can do is allow support for Substance Designer procedural materials (aka smart materials) and let us control attributes from within the editor. This is so much more powerful, google it if you want to see what it does in Unity and UE4.
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  7. #7
    Farcryisdead's Avatar
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    Originally Posted by apapoutsas Go to original post
    Basically what Steve is trying to say above is that its impossible to add a layer of anything UNLESS a new UV map is used. Some shading languages do support extra textures, but not sure if Substance Painter supports that feature, havent researched it to be sure. UV maps are basically 2D images that contain all textures (think an unfolded box) and coordinates are linked to areas of the model. In order to save space on that UV image, they paint one headlight and assign all headlight textures to take the texture from that one space, meaning they dont have to make 4, but only 1. Other UV maps may copy the left side to be identical to the right side for the same reasons. That means that as soon as you add details on the texture, it ll be mirrored on all sides that use the coordinates. This makes it impossible to have unique details and its very hard to change the UV maps as it will desync the existing texture coords (essentially its like retexturing from scratch as it can only be done on the modelling software, before any texture is seen).

    EDIT: Totally forgot about procedural materials! What they actually can do is allow support for Substance Designer procedural materials (aka smart materials) and let us control attributes from within the editor. This is so much more powerful, google it if you want to see what it does in Unity and UE4.
    Are you saying it can be done with procedural materials ?
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  8. #8
    Steve64b's Avatar Senior Member
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    Originally Posted by apapoutsas Go to original post
    Basically what Steve is trying to say above is that its impossible to add a layer of anything UNLESS a new UV map is used.
    Yep

    Sure anything can be done if they'd consider making substantial addition/modification to the engine's feature list. But if it's just for the Editor, I doubt they'll put in the work.

    Instead, they'll want to focus on bringing features already available in Dunia to the editor. Rather than having to expand and tinker with the tech and risk breaking stuff.

    Only 'easy' workaround I see is (ab)using the decal layer that's rendered when shooting stuff (like bullet holes and explosion remnants). That code is already in.
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  9. #9
    SkullyNYC's Avatar Member
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    It’s an expensive ask for sure, but no doubt about the difference it’d make. Even if there was a very small limit on what “paints” you could apply, it’d be huge. Consider how far we can make 4 terrain textures go by blending them with the ‘spray gun’ the way we do. Seems like a long shot but upvoted.
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