Cover image for CryENGINE 3 Cookbook.
CryENGINE 3 Cookbook.
Title:
CryENGINE 3 Cookbook.
Author:
Tracy, Dan.
ISBN:
9781849691079
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (413 pages)
Contents:
CryENGINE 3 Cookbook -- Table of Contents -- CryENGINE 3 Cookbook -- Credits -- About the Authors -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code and colored graphics for this book -- Errata -- Piracy -- Questions -- 1. CryENGINE 3: Getting Started -- Introduction -- Opening a level in the CryENGINE 3 Sandbox -- Getting ready -- How to do it... -- How it works... -- There's more... -- What is a .cry file? -- Using a level.cfg -- See also -- Navigating a level with the Sandbox Camera -- Getting ready -- How to do it... -- How it works... -- There's more... -- Viewport movement speed control -- Under Views you can adjust the viewport to view different aspects of your level -- Splitting the main viewport to several subviewports -- See also -- Setting up a personalized toolset layout -- Getting ready -- How to do it... -- How it works... -- The Status Bar -- The Console -- The Toolbox -- See also -- How to customize toolbars and menus -- Getting ready -- How to do it... -- How it works... -- There's more... -- The Options tab -- Personalized menus and toolbars -- Using the Rollup Bar -- Getting ready -- How to do it... -- How it works... -- There's more... -- The AI section -- The Area section -- The Entities section -- The Misc Objects section -- The Solids section -- The Archetype entity section -- The Geom entity section -- The Prefabs section -- The Sound section -- See also -- Selecting and browsing level objects -- Getting ready -- How to do it... -- How it works... -- There's more... -- Browsing frozen and hidden objects -- List types -- Display as a Tree -- See also.

Restoring the CryENGINE 3 default settings -- Getting ready -- How to do it... -- How it works... -- There's more... -- Deleting your user folder -- See also -- 2. Sandbox Basics -- Introduction -- Creating a new level -- Getting ready -- How to do it... -- How it works... -- Using the Terrain option -- Heightmap resolution -- Meters per unit -- Terrain size -- There's more... -- See also -- Generating a procedural terrain -- Getting ready -- How to do it... -- How it works... -- There's more... -- Terrain generation settings -- See also -- Terrain sculpting -- Getting ready -- How to do it... -- How it works... -- There's more... -- Noise settings -- Reposition objects and vegetation -- See also -- Setting up the terrain texture -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Placing the objects in the world -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Refining the object placement -- Getting ready -- How to do it... -- There's more... -- Local position and rotation -- Grid and angle snaps -- Ctrl + Shift + Click -- See also -- Utilizing the layers for multiple developer collaboration -- Getting ready -- How to do it... -- How it works... -- There's more... -- External layer limitations -- See also -- Switching to game mode -- Getting ready -- How to do it... -- See also -- Saving your level -- Getting ready -- How to do it... -- How it works... -- There's more... -- Exporting to an engine -- Getting ready -- How to do it... -- How it works... -- There's more... -- Opening .pak files -- Corrupted .pak files should be deleted and re-exported -- Essential game objects -- Getting ready -- How to do it... -- How it works... -- See also -- Running a map from the Launcher -- Getting ready -- How to do it... -- See also -- 3. Basic Level Layout -- Introduction.

Making basic shapes with the Solids tool -- Getting ready -- How to do it... -- How it works... -- There's more... -- Other shapes-cone, sphere, cylinder -- Number of sides-only for cone, sphere, cylinder -- See also -- Editing and merging solids -- Getting ready -- How to do it... -- There's more... -- Exporting the selected geometry to .OBJ -- Resetting the XForm -- See also -- Grouping the objects -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Utilizing the Geom entities instead of brushes -- Getting ready -- How to do it... -- How it works... -- See also -- Road construction -- Getting ready -- How to do it... -- How it works... -- There's more... -- Road parameters -- Shape editing -- Align Height Map -- See also -- Painting vegetation -- Getting ready -- How to do it... -- How it works... -- There's more... -- Vegetation parameters -- See also -- Breaking up tiling with Decals -- Getting ready -- How to do it... -- How it works... -- There's more... -- Decal parameters -- Decals can have their unique position, rotation, and scale -- See also -- Making caves with Voxels -- Getting ready -- How to do it... -- How it works... -- There's more... -- Soft Create -- Material -- Copy Terrain -- Creating Prefabs to store in external libraries -- Getting ready -- How to do it... -- How it works... -- There's more... -- Extract Object and Extract All -- Open/Close -- Pick and Attach/Remove Object and Update Prefab -- See also -- 4. Environment Creation -- Introduction -- Creating your first time of day using the basic parameters -- Getting ready -- How to do it... -- How it works... -- There's more... -- Forcing sky update to true -- Record icon -- Play icon -- See also -- Adjusting the terrain lighting -- Getting ready -- How to do it... -- How it works... -- There's more... -- Terrain ambient occlusion.

Transition shading from the sun to the moon -- SSAO (screen-space-ambient occlusion) -- See also -- Using the real-time Global Illumination -- Getting ready -- How to do it... -- How it works... -- There's more... -- Advanced GI Cvars -- See also -- Editing HDR lighting and the effects for flares -- Getting ready -- How to do it... -- How it works... -- There's more... -- Lights with flare effects -- Glow texture effect produces bloom and flares -- See also -- Creating a global volumetric fog -- Getting ready -- How to do it... -- How it works... -- There's more... -- Density offset -- Enabling or disabling fog in the Render Settings -- See also -- Creating a night scene with time of day parameters -- Getting ready -- How to do it... -- There's more... -- SSAO contrast and amount -- HDRSetup parameters at night -- Moon and corona color and scale -- See also -- Color grading your level -- Getting ready -- How to do it... -- How it works... -- There's more... -- _CCH naming convention -- Capturing TGA images as reference images -- Debugging visual glitches -- See also -- Creating a photo realistic ocean -- Getting ready -- How to do it... -- How it works... -- There's more... -- Animating water parameters -- Caustics -- Free form transformation FFT water -- Improving your sky with clouds -- Getting ready -- How to do it... -- How it works... -- There's more... -- Cloud shadows -- See also -- Making it rain in your level -- Getting ready -- How to do it... -- How it works... -- There's more... -- Lightning entity -- Wind -- Fog volumes -- 5. Basic Artificial Intelligence -- Introduction -- Placing the enemy AI -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Generating the AI navigation -- Getting ready -- How to do it... -- How it works... -- There's more... -- Generating AI triangulation -- See also.

Forbidden boundaries -- Getting ready -- How to do it... -- How it works... -- See also -- Forbidden areas -- Getting ready -- How to do it... -- How it works... -- See also -- Setting up the interior navigation -- Getting ready -- How to do it... -- How it works... -- There's more... -- Auto-Dynamic Points versus Designer Controlled Points -- See also -- Debugging the AI triangulation -- Getting ready -- How to do it... -- How it works... -- See also -- Narrowing the AI's FOV to allow attacks from behind -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Respawning AI -- Getting ready -- How to do it... -- How it works... -- There's more... -- AI territory FlowGraph node properties -- AI wave FlowGraph node properties -- 6. Asset Creation -- Introduction -- Installing the CryENGINE 3 plugin for 3D Studio Max -- Getting ready -- How to do it... -- How it works... -- There's more... -- 3ds Max CryTools Maxscripts -- Installing the 3ds Max CryTools Maxscripts -- Uninstalling the 3ds Max CryTools Maxscripts -- See also -- Creating textures using CryTIF -- Getting ready -- How to do it... -- How it works... -- There's more... -- Editing the CryTif plugin root path -- Adjusting the default presets in the CryTIF dialog -- Manually generating the .DDS output -- See also -- Setting up units to match CryENGINE in 3ds -- Getting ready -- How to do it... -- How it works... -- There's more... -- Grid and Snap settings -- Measurement reference -- See also -- Basic material setup in 3ds -- Getting ready -- How to do it... -- How it works... -- There's more... -- Assigning textures in 3ds Max to materials -- Physicalize -- See also -- Creating and exporting static objects -- Getting ready -- How to do it... -- How it works... -- There's more... -- Physics proxy -- Occlusion geometry -- User defined properties -- See also.

Creating and exporting destroyable objects.
Abstract:
Over 90 recipes written by Crytek developers for creating third-generation real-time games.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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