Farcry Resources Page

Farcry Resources Page


Warning. Most of the downloads on page has been moved to www.CrySource.com where it is available as one single download. Go there if the links on this page fail. This page shows what is available.


 1. Morrowind "Vanity Mode" facility for Farcry (Version 1)

Me as an indoor merc - quite an ego trip (note that I am wearing a modified Crytek mesh)

One of my interests is in personalizing Farcry. As Farcry has no Morrowind Vanity Mode, I developed a facility to customize the Player which allows the Player (look at the image above) to have a different body, a helmet, shield, hairstyle, the Crytek Bin-Ladin beard, and it also alters body armour and speed parameters depending on the body mesh and accoutriments. You will have to clean out any unsupported cgf files yourselves - Have Fun

Player Customization.lua File and Devmode.lua

The files go in the main farcry directory. You do not need to replace your own Devmode.lua - you just need the first line of code to load the customization file, and you may want to setup the default Player model by setting the variable p_model to something more to your liking (like Boss Crow)

To use customization , first read what the key bindings are at the end of the file.

The most important keys are [ and ] to change the Player model to an indoor merc, - and = change the helmet, ; and ' change hairstyles, , and . toggle glasses, goggles and shield, etc. You can also change to an outdoor merc, and save or load your configuraton.

You also need to run farcry in Devmode. (i.e. alter your farcry desktop icon properties so that it runs as ????\farcry.exe -devmode , and in the game use the F1 key to get the 3rd person view.

WARNINGS:Modifying lua code is a tricky business. The customization.lua is NOT bug free (there is a key binding problem with the shift key) - its not helped by Cryteks lack of documentation - lua funcs are NOT COVERED in the SDK docs - so it seems to be pushing the Crytek system to the limit i.e the game in XP can CRASH when the Player wears big hair meshes, Win98 might be different though.

Otherwise, it works with game upgrade 3.1 There is a switch in customization.lua for version 1 (set scripts_version = 0)


2. How to individualize your mercs (Version 1) :

  You and your mercs could have a haircut like this,

 

Or this, Or this.

This set of zip files (below) contains some advanced individualization enhancements for your mercs not supported by Crytek except through the (limited) architype system, such as the limit of only one head item per merc i.e. no helmeted merc may wear glasses and/or bin-ladin beard.

  1. This limitation can be overcome in the Sandbox.
  2. These enhancements can also be applied to the player during the game (done in the Customization.lua above).

Most of the files should be put into zip/pak files in the "farcry/FCDATA" directory. Alteratively they can be stored as un-ziped files in "farcry/Objects/...." and "farcry/Scripts/..." directories (I suspect that few people know that useful fact - use as an alternative to replacing existing scripts, meshes or textures). If the pak files are not picked up corrrctly, it can be due to a multiple version overwrite conflict - rename your pack files to zzz-some_name.pak to overcome this. There is a more descriptive readme file inside most of the zip fles. There is also lua support for a new weapon for indoor mercs (see next section).


Scripts and new face textures - some of the the haircuts can look better on a bald head.
Crew cut and Mohican haircuts
Flat Top haircuts
Very high quality, High polygon hair cuts - these are very complex hair cuts, with better colouring.  


2. New Weapon for Indoor Mercs, the Monadnock 1000 (Version 1) :

This is the Police riot weapon used for clubbing unarmed UK Pro-Hunt protesters, that the indoor mercs wear. The lua scripting for it is with the Scripts and new face textures file above.

Monadnock 1000 mesh files

The Monadnock1000 uses Crytek's Shocker (Electro Cosh) weapon support animation files - it works fine but looks slightly odd in 1st person view, but fine the 3rd person view. There is a useful bug with it - it cannot be thrown away, but acts as a fifth weapon.




Example contents whan all zip files are complete:


/farcry/devmode.lua : some cheats from AEon, and the link to customization.lua
/farcry/customization.lua : customize your player model, see end of file for the key indings. Use in -devmode with F1 key


/farcry/Scripts/classregistry.lua : merge if your system classregistry is already modified
/farcry/Scripts/Default/Entities/AI/BasicAI.lua : VITAL Sandbox logic support for merc customization
/farcry/Scripts/Default/Entities/AI/new merc types.lua : examples to show what extra variables are supported
/farcry/Scripts/Default/Entities/Pickups/x.lua : support file for new indoor merc weapon
/farcry/Scripts/Default/Entities/Weapons/xxx.lua : support files for new indoor merc weapon, ** some may need merging with existing versions **


/farcry/Objects/Characters/Mercenaries/Shared/x_face.dds : two face textures to go with the haircut meshes
/farcry/Objects/Characters/Mercenaries/Accessories/hair.dds : self explanitory
/farcry/Objects/Characters/Mercenaries/Accessories/hair_cut_xxx.cgf : hair cut meshes


/farcry/Objects/Weapons/Mon1000/various files : Monadnock1000 indoor merc weapon

Warnings :

1. the more complex i.e. larger, hair cut meshes are very high polygon meshes (aprox 3800+ to 40,000+)

2. There is an incurable (I tried to fix it) rendering bug or flaw in the Sandbox with BasicAI.lua

 


3. New Accessories (Version 1) :

A range of new Headware. Note that the new (merc_defcomm_hatT_xxx) caps will not fit all mercs correctly because of differences in the hat bone's position (they are designed for the indoor mercs, and some others). The merc spectacles only fit indoor mercs, medical and cryo-workers, and a few other mercs, correctly. There are also spectacles specifically for the (Evil) Workers.


4. New Indoor Merc and Biped Aids (Version 1) :

The setting up of a new merc mesh is quite difficult, and confusing since the Crytek SDK is quite junk ridden. This Indoor Merc was set up by importing an existing cfg file into MAX6 via UltimateUnwrap3D and MilkShape3D (which was used to add various extras), and a HalfLife1 Max Script Importer. It arrived with all vertices unwielded , and with a true bone structure which then had to be replaced with a complex BIPED geometry bone structure. The FarCry AI does not perform correctly with a bone based skeleton since bones have almost zero volume as far as collision detection is concerned; you MUST USE BIPED . The biped stuff in the SDK is 95% desigmers doodlings i.e. crap. Only one of the SDK mercs has a usable biped skeleton - and its missing some bits.

Heavy Indoor Merc, textures and Biped

  1. This file contains a max6 file containing an indoor merc biped skeleton + missing bones. The biped hat bone is in the wrong place (too high). Do not use this biped skeleton with thin/slim mercs - they have a different build and posture; nick the one from the SDKmerc; it uses the scout model.
  2. Note that the Weapon02 bone (and its not a real bone) is positioned for a backpack - you must move this bone horizontaly, pior to setting up physike, if your mesh is different. The m4 and shield bones have been added (not all mercs have these).
  3. All mercs seem to be the same hight so do'nt worry about that - worry about not having the hat bone horizontally correct. You must position the hat bone horizontally correctly else hats wo'nt look right - stick the Biped hat bone directly over any "true" hat bone. I have included some lose reference bones to help with positioning.
  4. The file contains various setup files for Physike and Biped - they may help people using Max4/5.
  5. New indoor heavy merc cgf file (you will need a cal file - copy from one in the FarCry Objects pak file indoor merc directory). Note that the shield merc cal file must be different to those used by other mercs - only it knows how to use a shield correctly.
  6. There are textures for the green merc body (it compliments the Crytek indoor merc green legs and torso) and medical merc.
  7. All missing textures are in the FarCry Objects pak file (somewhere).

Heavy Indoor Merc, textures and Biped

The Ignoramuses Guide to FarCry character mesh setup



5. CryoMercs (Version 2) :

Inspired by Lost In Space, these are a set of mercs, workers, and accesories in Cryogenic suits (cryohelmet is in the accessories section above).
  1. Indoor Cryo Merc Guard
  2. Cryo Workers
  3. Note that you will also need to use the new version of BasicAI.lua. This is because there is a problem with the correct position of the hat bone. In the original meshes the hat bone position was incorrect (thanks to the Crytek SDK). BUT the correct position does not get picked up by the the game engine, unless it is renamed to hat_bone02 !! The new BasicAI.lua "tells this" to the FarCry Editor and the game engine.
  4. Suit and Helmet stand, empty suit
  5. Cryochamber and occupants.

 


6 . New Faces and outfits (Version 1) :

This file contains a new set of merc faces, some new outfits, and a utility XML Materials file which (hopefully), allows Sandbox to fast reference all Crytek faces, all new faces, and also new indoor merc textures (green merc body, black merc, red police merc). Grab Me


7. New Indoor Mercs (Version 2) :

These are a set of new indoor mercs and their accessories .  The textures are in the faces file above. There is also a set of red merc "Police" extra torso armor textures;(crimson, magenta(s), purple).

You will also need to use the new version of BasicAI.lua. This is because there is a problem with the correct position of the hat bone. In the original meshes the hat bone position was incorrect (thanks to the Crytek SDK). BUT the correct position does not get picked up by the the game engine, unless it is renamed to hat_bone02 !! The new BasicAI.lua "tells this" to the FarCry Editor and the game engine.


8. New Merc Medic(s) (Version 2) :

These are a set of new merc field medics ; their medic cap is in the headware accessries file above, while the textures are in the faces file above.

You will also need to use the new version of BasicAI.lua. This is because there is a problem with the correct position of the hat bone. In the original meshes the hat bone position was incorrect (thanks to the Crytek SDK). BUT the correct position does not get picked up by the the game engine, unless it is renamed to hat_bone02 !! The new BasicAI.lua "tells this" to the FarCry Editor and the game engine.


9. Wildlife (Version 1) :

FarCry has some wild fauna - but not much. So,  I have developed some more Micronesian / Australian wildlife for FarCry.

The files comprise two pythons, three sea snakes, one flying (gliding) snake, all required animations, and the  AI scripts and boid files. The snakes are overlarge due to the abundance of prey in and about the merc huts. They are also mutated because of the Crytek exporter - what you see in Max is not what you get in the Game. They use the Screwed personality and have animations for that. The Cobra is particularly horific and could be used in place of the missing Crytek Worm cgf.


FarCry Links :

  1. Crytek modding portal http://www.crymod.com/

  2. Lancers Reactor Your Guide to the Galaxy (for HalfLife1 Max Script Importer) http://www.lancersreactor.com/t/download/download.asp?id=1676

  3. Milkshape 3D: http://www.swissquake.ch/chumbalum-soft/index.html

  4. Ultimate Unwrap3D - UV mapping software and CGF importer plugin  : http://www.unwrap3d.com/index.aspx

  5. This site may be defunct : FarCry Canada - for the Camo textures : http://skins.farcry-resources.com/


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