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  1. #1
    Fallen-Champ's Avatar Senior Member
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    FC3 Basic Tutorials Part 1

    FC3 Basic Tutorials Part 1
    Unfortunately we can only attach 10 images with each post so I have closed this to allow me to add in further work on other topics.
    I would also like to LINK other peoples Tutorials / Info in a different area so we can get a good majority of quality stuff all in one location which I will at some point Sticky also.

    Page one of this covers
    Camera Speed
    Camera Auto Scroll
    End Movie

    CAMERA SPEED

    On consoles in the top right hand corner is the Camera Speed - Default is set to 4X - The choices are as follows.

    2X


    4X


    8X
    By pressing down / in on the left analogue stick the speed will change to the next choice.

    We also have another way to alter the speed from 1-30

    Go into Settings


    Now scroll left / right to alter the speed which the camera will move when looking around the map - Unfortunately it is still as fiddly when doing detailed work while lining up objects (shame it didn't slow down the speed when moving an object up close)

    CAMERA AUTO SCROLL

    If this is Ticked (On) as default then when you move an item around the camera will follow you, I often find that it is annoying and sometimes out of place but it does have it's uses in some situations.
    When zoomed in and doing detailed work I always have this Un-Ticked (Turned Off) play around to see if you can notice any difference.

    END OF MATCH MOVIES
    At the end of each match we get the chance to Punish or show Mercy to the best player of the losing team, in User Made Maps we can place the Movie Cam into our map and show a specific area where this takes place. (It has to be inside the playable zone)


    You can see the End Movie (camera) in a central location from the image above.


    That is how it looks at the end of the game when the camera kicks into action.


    How this works - Basically when you place the End Movie into your map you can highlight / select the piece and rotate it.
    When rotating you will notice a GREEN ARROW (seen above) that is the view you will see when looking at the point of the green arrow, this should now help anyone who were unsure how to line up the perfect movie shot - test the map before publishing to make sure it works as you want it to.
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    Fallen-Champ's Avatar Senior Member
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    MAXIMUM GRID OBJECTS REACHED - WTF

    Ok it appears that we have a Maximum Objects Restriction in Grid Squares, here is a tip that most know already.
    Go into settings and tick Show Grid


    Ok using just one grid square here.


    Selecting a corpse as an example I will throw a load of them in until I hit the limitation for this grid.


    Here it comes.

    Error - Maximum number of objects reached for this grid section. Remove extra objects or add them to a different section.
    Now that just sucks big time if you find this out after many hours work on your map - to plan ahead do the following before starting a map.


    If you are simply building something small then build it over crossing lines on the grid square markers - this allows for so much more in the same size as you get the allocation for each grid that you cross into.

    See below - I could have placed all these corpses into an area roughly the same size as one grid square by placing them over where the lines meet / cross.

    If you do fall into this trap you can Highlight / Select every object and move them all into an area where the grids cross but unfortunately you would have to re-do / re-edit any terrain as we can't duplicate that.

    Map Fly-Over on Match Start-Up
    I had a lot of issues with my map when the match started, the playable zone markers appear to have caused some of the problem - basically the map fly over usually showed nothing but sea and was nowhere near the map (due to the playable zone markers at default been stretched to the map boundary)
    Drag the marker into the actual playable area intended and it should help things a little.

    I still have issues with that above - it would have been better if I started the map in a more central area, one side of the map is on the playable zone edge and the camera does not seem top pan over the boundary so I lose some exposure of the map.

    Just another view this time closer up.

    You can drag the playable zone - stretch it, add extra points (I might add to this at a later date and cover the playable zone better)


    You can see what I mean now by the bottom of the image been too close up to the playable zone / grid boundary - but at least some of the map is seen, Unfortunately from that height a lot of the objects can popup in and out of sight, the fly over is very poor and does nothing for user made maps IMO, It would have been better if we had an icon like the End Of Match Movie - then we could dictate a specific area that should be seen.
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  3. #3
    Fallen-Champ's Avatar Senior Member
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    What Item Did They Use In That Map - How Do I Find Out

    This was passed over to me from Gov when I asked how to find what an item is listed as in someone's map. (very useful)

    Ok while looking at Cyprus by Fourty3six I was impressed with the custom made houses and wanted to know what he used to make the walls, here's how to find out.


    Go To Objects



    Then Select Objects



    Now using the circular cursor point in the direction of the item you want to locate and select this item.


    Once selected the item in question will be highlighted in red - also notice the box I highlighted on the left hand side - select Go To Object by moving up/down using the D-Pad.


    With Go To Object now highlighted like in the image below - press Right on the D-Pad


    This will now take you to the actual Item in the Editor and will list the item and it's location also.


    Turns out it was found in Construction and called Concrete Block 01.


    How does spawning in Multiplayer work exactly?
    This info came from Vextor - Ubisoft Community Manager

    Team specific nodes are used only for initial spawn.

    For the duration of the match the spawning algorithm will use neutral spawns. This is how the spawning works, in a extremely simplified version:

    Domination:
    • Will of course always take enemy proximity and line of sight into consideration – This has highest priority.
    • Will spawn you at neutral spawn locations that are at close proximity to domination nodes that you own.
    • If you own more than one domination node – the algorithm will check to see which spawn is the “least defended” (meaning it checks the amount of teammates close to the owned domination nodes). After this it will spawn you close to the domination node that is in most need of defense.
    • In addition the spawning algorithm is always looking to spawn you close to teammates, it’s the “final calculation” done in the spawning process.

    Team Deathmatch
    • Will of course always take enemy proximity and line of sight into consideration – This has highest priority
    • Main attractor is the teammate proximity, there are no nodes like in domination that will attract player spawn.

    Transmission
    • Will of course always take enemy proximity and line of sight into consideration – This has highest priority.
    • Will spawn close to owned transmission nodes – If two nodes are owned the algorithm will divide the team evenly between the two owned nodes so that they get equal defense
    • Chooses nodes closest to teammates of course.
    • If no node is owned, you will spawn at a certain distance from a node together with teammates.

    Firestorm

    • Will of course always take enemy proximity and line of sight into consideration – This has highest priority.
    • One set of spawns for first stage:
    • Spawning close to team owned firestorm nodes – The algorithm will divide the team evenly between the two owned nodes so that they have equal defense.
    • If one node is burning, players will no longer spawn at this node but only in close proximity to the yet un-ignited node.
    • Chooses spawns close to teammates as usual.
    • Separate set of spawn locations for radio state:
    • Both teams will be forced to spawn away from the radio – will spawn in groups of teammates to attack the radio.

    Video by The Govener


    A question Gov got over at fcmaps where he posted the tutorial is this.

    Question - Which may be obvious, if we have specific spawn placement per game mode what is the purpose for the global spawns points again?

    Answer - The nice things about Global spawns are that they are for every mode. If you have some spawns that are always going to be in a certain place, then use the global versions. My spawning system is never very complex, so I favor this way of doing things. Aside from being for every mode, if your map is running into budget issues then global is the way to go. Mainly since spawns do count toward your overall grid budget. Placing individual game spawns is probably the tightest way to get a map running, but for basic purposes Global is the way to go.

    Video By muddledmuppet
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  4. #4
    Fallen-Champ's Avatar Senior Member
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    FINDING TERRAIN HEIGHT AROUND THE MAP

    This tip came from Razor Tail and is handy when needing to find the height of terrain in a map, it is also fast and easy to do.
    Ok the map o christo redentor by Capt Hindsight0


    Imagine I want to do some work outside the playable area up high, I don't want to guess and raise / lower until I find the correct height as it could take some time so instead follow this method.

    Select Terrain Tool


    Select Advanced


    Select Set To Height


    Now just move the cursor to any area of terrain on the map and press Y on Xbox or Triangle on PS3


    You should now see the Height the terrain is at and should also be able to apply Terrain to the same height, simply moving the cursor to other areas and pressing Y / Triangle (depending on console) will then adjust the height and you can again apply terrain at the required height.


    Just a demonstration that it works - sorry for messing with your map man.


    Map Boundary (Sort Of)

    Ok on my first map I ended up with areas where the player could easily get to areas I didn't want them to be at (Thanks to Drew for fault finding when looking at the map) The pic below shows just one of these areas.


    I did not really want to spoil the appearance too much with walls or big fences so I opted to use a trick I have heard others mention in the forums.


    By selecting one of these Fences with barbed wire on the top (there are different sizes / shapes to choose)
    It appears that the barbed wire acts as a boundary and stops the player jumping over.

    I just sunk it down to the wire showing, when checking I could not get over - I think it might even be possible to almost sink it out of sight and get the same effect.
    Using a few bushes I tried to mask the wire so it wasn't so ugly - This is in my map Mount Placid v2 (if anyone wants to try and get over the wire - hopefully I did it right)
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  5. #5
    Fallen-Champ's Avatar Senior Member
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    I have not checked these videos all the way through - Some might be a little basic or too long but the info is there for anyone new to the game.
    These are all for the Console side of the game.

    Placing & Editing Objects



    Paths & Roads


    Basics Of Water Layers


    Map Limits - Playable Zone


    ZIPLINE TUTORIAL


    Far Cry 3 Map Editor - Bunkers & Interiors


    Far Cry 3 Map Editor - Hole/Cave Tool Explained - (Cave Built + Commentary)


    Far Cry 3 Upload Map and Check Validation
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