Are the portal 2 mod tools out now then?
Posts by PaulH
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Anther test scene while learning Sandbox, thanks to the guys in my help thread for sorting out my vegetation issues

[Blocked Image: http://img838.imageshack.us/img838/9423/jungleriverscene5.jpg]
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Figured it out after following your advice Corwin
The problem was with how i was adding the vegetation, basically i'd painted one material in the distance on the mountains, and in the vegetation tab i'd selected that material type under 'Use on Terrain Layer'. This spammed that material with the vegetation type, which i then reduced the density of to make it less cluttered. What i should have actually done (which you no doubt know) is to tick all those boxes under 'Use on Terrain Layer' and then use the paint tool to manually paint the vegetation on, which makes it appear in the distance correctly. I think the way that i was doing it meant that when the terrain materials changed to low detail (while zooming out) the vegetation on that material disappeared.Thanks a lot for the help!
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http://www.narby.net/?page_id=39 This is quite a good starter tutorial
At the moment i have a mixture of river trees, cliff bushes and i've just added in some hill trees, still with the same issue, the images below show what is happening. I'm guessing the cliff bushes could be disappearing as they are small bushes, though the issue isn't that there are only sprites visible at a distance, there are just no sprites visible at all, see images:
[attachment=1]1.jpg[/attachment]
[attachment=0]2.jpg[/attachment]
Also, this doesn't seem to effect all the vegetation in my scene, some of it stays put when i zoom out, but only some of it, even though i'm using the same vegetation types all over
Thanks for the help so far!
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That's ok, double clicking worked
I have gone through the vegetation options listed above (and some others) and maxxed them out, still no distance scenery visible though 
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Ok so i've got the console up, i cant see the rectangular button though, my console just seems to act like notepad if i detach it...also anything i type into it just gives me an unknown command error message (i tried typing in the commands above). I've set con_restricted to 0 in case that was it, but it made no difference...is there something i haven't set up correctly?
[attachment=0]console.jpg[/attachment]
I'm currently using HP's advanced config files, i tried opening the CVARS folder and actually editing the files in there but that didn't seem to help much either
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Cheers e-freak, i actually need the vegetation to show up within the editor though (not in game), is there a similar thing i can do to get it working in the editor window?
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Actually i do have another question then, the terrain textures are fine now that i increased the draw distance, however vegetation cuts off at a certain point.
I've put the SpriteDistanceRatio and MaxViewDistanceRatio for the vegetation as high as they'll go, however they still disappear when i'm a certain distance away from them (sometimes not even far away). Is this because there is an automatic cull distance on vegetation objects, or am i supposed to be using distance scenery for the far away vegetation? I figure i must be doing something wrong as in this image there is clearly distance vegetation on display and in my scene it's not even as far away:
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That's sorted it thanks a lot
I'll check the wiki for anything else -
Hi guys
I thought i'd ask for help here as i know there are a few Crytek guys around and CryMod seems to be down at the moment...i'm looking into learning the sandbox editor and am having trouble with the draw distance in the editor - my scenery displays the detail texture until i'm right up close to it, at which point i'm too close to edit it properly which is annoying.
Below is a shot of what i'm on about - how do i increase the draw distance of objects and textures within the actual editor? I've found multiple solutions for increasing it in game using config file, but not for in the editor.
Cheers for any help!
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@GingerLord
Quite impressed with the MP so far though haven't been able to play it over the last couple of days due to Xbox Live issues. I'd say one crit would be that players can often spawn quite close to others which can be a bit unfair, apart from that though there's a decent map selection, players aren't really able to abuse the cloaking which I like and the whole ranking/perks system is cool (if very COD). By the way say hello to Mr Cooper for me, tell him he's a wanker

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I was looking forward to this for ages, and whilst it is a decent game, its got some frustrating issues
Playing it on the 360 is not the smoothest experience ever, though kudos to them for making it look so nice generally. It's crashed my Xbox a couple of times and i've had a wierd bug where the frame rate dropped to about 5 fps when i got out a vehicle, until i hit the next checkpoint.The main problem is the AI, which can normally be found walking into walls, or occasionally won't load in properly at a checkpoint leaving them standing there while you are free to do what you wish to them. Also they have a tendency to be able to see me through walls or the floor, at one point today i was down in a subway taking the route underneath them all and tracer fire started coming in through the ceiling. I really want to enjoy this game and i'm sure i will look back on it fondly when its over as its very cinematic and quite epic at times (though the story is a bit convoluted). I just hope with Crysis 3 the AI can be improved to match the quality of the rest of the game

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There is some elevation to the terrain but yeah I didn't go nuts with the undulation, I think terrain manipulation and decent texturing are next on my list of things to learn

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Thanks Chris, is this any better?
[Blocked Image: http://img84.imageshack.us/img84/5306/crysis33.jpg]
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I went through the same thing, having been used to being responsible for all aspects of level creation (including art, texturing, lighting etc) and then moving into a job as a designer where control over such things is taken away from me. I think over time i've got used to it though, from what i hear it's rare to find a job where you can be both a designer and an artist. Also I think i've come to accept that i'm a better designer than artist anyway, though I do still enjoy working on my own projects in my free time.
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You've obviously never been to Michigan in the Autumn
I drew my inspiration from the photos i took there:[Blocked Image: http://img607.imageshack.us/img607/4360/img0952k.jpg]
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Tried adding more variation to the vegetation (and decals) with today's effort, loving this editor so far

[Blocked Image: http://img408.imageshack.us/img408/5914/crysis22.jpg]
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Where I work the Level designers are in charge of the tracks they are assigned to work on, that means that they are sent out to research locations, come back and plan the tracks in 2D, create the tracks in 3D and deal with all aspects of game play and finally send the track to art to be tarted up. What we also do is actually add features in to the tracks if we want them there, as well as tree placement etc, so what we end up with is a track that is pretty much as it will be when it returns from the art team, just on a more basic and less arty level. I can imagine in other companies the art team having more creative control over environments, I guess it's because we make tracks that are inspired by real world locations that we kind of force the artists to follow our direction.
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Started using Crysis sandbox last weekend for the first time (bit late to the party!). This was my test map
[Blocked Image: http://img815.imageshack.us/img815/6452/crysis12.jpg]
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Looks great
Can i ask, is that a custom skybox or one of the Crysis ones?