I love the editor in FarCry, it is probably the single biggest reason why I stay with the series. While there are some things that work well, and some that don't, I am hopeful those dissapointing issues are being resolved. There are, however, a few features I wish could be changed or added to the next version.
Here are ome of my suggestions:
1) Ability to spawn players/vehicles/ladders below terrain.
If there is only one layer of ground, then I would like to be able to place objects, spawns, vehicles and such under the terrain if I wish.
2) Multiple terrain layers
Would it be possible to have multiple terrain layers? Having a road go from above ground into a tunnel beneath the surface while still maintaining the same texture would be awesome.
3) Large pallet of ground textures For obvious reasons. The more textures available, the broader the limits are on creation.
4) Smaller water layer sections Being able to create multiple water layers with smaller layers would allow more precise placement of the water layer.
5) Emitters I would like to see emitters for things such as fire, smoke, fog, and for such things as ambient sounds.
6) Importing of user generated content There are many FarCry players who also have the ability and desire to create objects for use in FPS games. Instead of them having to modify the game code and potentially cause issues to get this effect, why not let there be an option to import UGC into the editor for use in custom maps. Ubi could even hold a competition for the best UGC!
I will add more when I can think of more
You mean like a vehicle stuck in sand? Why would anyone wanna spawn below the map?Originally Posted by Ghost_Fart Go to original post
I think terrain holes would do the thing. From there you can create a custom caves, tunnels and more.
I like the idea2) Multiple terrain layers
Would it be possible to have multiple terrain layers? Having a road go from above ground into a tunnel beneath the surface while still maintaining the same texture would be awesome.
This one is a must. Please do it devs.3) Large pallet of ground textures For obvious reasons. The more textures available, the broader the limits are on creation.
Nice idea. +14) Smaller water layer sections Being able to create multiple water layers with smaller layers would allow more precise placement of the water layer.
Another must (y)5) Emitters I would like to see emitters for things such as fire, smoke, fog, and for such things as ambient sounds.
Sounds interesting
6) Importing of user generated content There are many FarCry players who also have the ability and desire to create objects for use in FPS games. Instead of them having to modify the game code and potentially cause issues to get this effect, why not let there be an option to import UGC into the editor for use in custom maps. Ubi could even hold a competition for the best UGC!
1. Yeah, required since terrain holes allow you to have gameplay area below the map but if you can't place anything there it's not worth it.Originally Posted by Ghost_Fart Go to original post
2. Not really possible since it's a heightmap based terrain, not voxel- means crazy memory usage if you want to do it that way. (and editing it wouldn't be very intuitive.)
3. ... 5. Totally do-able, and I'd like to see it.
6. The .fc(2/3)map format already supports including files and such in a format (almost?) identical to the .fat/.dat data structure- so it'd be possible to do. Might make the Ubisoft server strain too bad though, since every asset would increase the file size a lot (...and Ubisoft servers are known for being unstable and quite slow already).
You can place spawns under terrain, I have built 2 maps on FC3 which have indoor areas under the mountain, Terrain hole was used to cut away entry points in and out for access, that worked fine with spawns and also Domination / FireStorm & Transmission points.
I just tested and providing you cut an area of terrain away you can use a ladder to get under the terrain (see image below)
Spawns could not be raised that high in the air but a way around that was to place an object in the air then put the spawn on the object - that worked.
We could do with ladders in water and spawns in water I wanted to make a map and have a few spawns in shoulder depth water but it was not allowed.
That above is as high as I can raise the spawn in the air without the editor going into a hissy fit - Sometimes it was fun having spawns in the air where they land in water and swim to land.
I could have raised that spawn higher, but it was just to show how it works - providing the spawn is stood on something (or close enough to the items properties maybe) it allows to be raised a lot higher and still does not flag up in the Map Validation area.
I had another suggestion, this stems from some frustration with rotating objects in the editor.
Ability to choose rotation axis position on objects, and groups of objects.
Some objects rotation axis is on the objects edge, some on the center, but for some reason, some objects rotation axis is meters off the edge of the object. This makes precise rotation almost impossible. If I could choose where the objects rotation axis was then it would make this much quicker!
Great suggestions! I agree with all of the above, especially ladders underground and water layers. Ladders can be placed underground but only when there's a hole directly above it.Originally Posted by Ghost_Fart Go to original post
I think adding a feature which allows us to import content would be very hard to get right. Ubisoft would have to somehow standardize the formats supported by Dunia. If I'm correct these would be fbx for 3d models and dds/xbt for textures. Audio would mostly be spk files I think. I'm not a programmer but you'd be hardpressed to come up with a way to integrate all of these different formats into the fc4map files, without the files becoming very large and sluggish to download. There would be some licensing issues as well. Don't take my word for this though, not 100% sure I'm correct.
The anchor points being offset is an issue I'm having myself when I export models from 3ds max into Unreal Engine. The anchor point is dictated by the 3d model, not the engine. Still there might be a way to alter the anchor point but it mostly comes down to how the models are imported into Dunia.For example all the Radio Tower objects have their anchor points set to the center of the tower. So as soon as you select the individual object, the axis will seem way off.
Old features we need back for FC4 Editor. Things that once existed but removed in FC3.
- Map editor that really works. (No crashing and freezing. I don't want to make maps with fear in the a*s and reboot my console all the time.)
- Players physics in IGE must be the same as in MP.
- Objects must look same in IGE as in MP.
- Ammo piles and weapon placing. (Running without ammo in a war game is something I don't understand.)
- Turrets.
- Vehicles. (Thanks these should be now back.)
- Higher grid limit. (This concerns consoles. Really low grid limit ruins the map making.)
- Team spawns. (Don't force us to use shared spawns in every map and game mode.)
- Snap tool. (Bring this back but remember the option to set this off too.)
- Better drawing distance. (It was very very poor in FC3)
After all this I would continue with the real improvement list.
Btw good list Ghost_Fart especially the emitters, I've been thinking the same.
I agree with the first 5 points - they would help player made maps have more awesomeness. But point 6...
I think that could create a ton of bugs in the game.Originally Posted by Ghost_Fart Go to original post
I just made the suggestion for user generated content because I have another game from a different developer that encourages user made DLC, and works along side with the modding community to ensure quality performance. I have at least 20 different UGC mod packs installed on this game, and the only thing that gets slowed down is the initial load time for the game. Once it is up and running, all is awesome.
A lot of the structures you mention such as garages and such can be made with some creative use of current objects. I agree that there should be more options with game modes. Ability to have more than 4 paint textures is badly needed. The option of having check points and a finish line for race maps would be cool. More destructible objects such as many types of glass, wood, towers. Ski's would be a good way of getting around. But I don't think having AI in MP would work as this would probably cause huge lag issues. However, being so close to the release date, I doubt any more suggestions are going to be implemented.