CryENGINE 3 Cookbook

Over 90 recipes written by Crytek developers for creating third-generation real-time games

CryENGINE 3 Cookbook

Cookbook
Dan Tracy, Sean Tracy

Over 90 recipes written by Crytek developers for creating third-generation real-time games
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Book Details

ISBN 139781849691062
Paperback324 pages

About This Book

  • Begin developing your AAA game or simulation by harnessing the power of the award winning CryENGINE3
  • Create entire game worlds using  the powerful CryENGINE 3 Sandbox.
  • Create your very own customized content for use within the CryENGINE3 with the multiple creation recipes in this book
  • Translate your design into CryENGINE by following the easy step by step recipes exploring flow graph, track view, and many of the other tools within CryENGINE

Images

Who This Book Is For

This book is written with the casual and professional developer in mind. Fundamental knowledge of some Digital Content Creation Tools, like Photoshop and 3d Studio Max is required. The Software Development Kit version of the CryENGINE is used for all examples, so the reader should have a version of the development kit to follow the recipes contained in this book.

 

Table of Contents

Chapter 1: CryENGINE 3: Getting Started
Introduction
Opening a level in the CryENGINE 3 Sandbox
Navigating a level with the Sandbox Camera
Setting up a personalized toolset layout
How to customize toolbars and menus
Using the Rollup Bar
Selecting and browsing level objects
Restoring the CryENGINE 3 default settings
Chapter 2: Sandbox Basics
Introduction
Creating a new level
Generating a procedural terrain
Terrain sculpting
Setting up the terrain texture
Placing the objects in the world
Refining the object placement
Utilizing the layers for multiple developer collaboration
Switching to game mode
Saving your level
Exporting to an engine
Essential game objects
Running a map from the Launcher
Chapter 3: Basic Level Layout
Introduction
Making basic shapes with the Solids tool
Editing and merging solids
Grouping the objects
Utilizing the Geom entities instead of brushes
Road construction
Painting vegetation
Breaking up tiling with Decals
Making caves with Voxels
Creating Prefabs to store in external libraries
Chapter 4: Environment Creation
Introduction
Creating your first time of day using the basic parameters
Adjusting the terrain lighting
Using the real-time Global Illumination
Editing HDR lighting and the effects for flares
Creating a global volumetric fog
Creating a night scene with time of day parameters
Color grading your level
Creating a photo realistic ocean
Improving your sky with clouds
Making it rain in your level
Chapter 5: Basic Artificial Intelligence
Introduction
Placing the enemy AI
Generating the AI navigation
Forbidden boundaries
Forbidden areas
Setting up the interior navigation
Debugging the AI triangulation
Narrowing the AI's FOV to allow attacks from behind
Respawning AI
Chapter 6: Asset Creation
Introduction
Installing the CryENGINE 3 plugin for 3D Studio Max
Creating textures using CryTIF
Setting up units to match CryENGINE in 3ds
Basic material setup in 3ds
Creating and exporting static objects
Creating and exporting destroyable objects
Using advanced material editor parameters to create animation
Creating new material effects
Creating image-based lighting
Chapter 7: Characters and Animation
Introduction
Creating skinned characters for the CryENGINE
Ragdoll and physics for characters
Creating animation for your character
Previewing animations and characters for Sandbox
Creating upper body only animations
Creating locomotion animations
Animating rigid body geometry data
Chapter 8: Creating Vehicles
Introduction
Creating a new car mesh (CGA)
Creating a new car XML
Giving more speed to the car
Increasing the mass to push objects with the car
Defining a sitting location
Setting up multiple cameras for the car
Need for a machine gun
Giving the car a weak spot
Chapter 9: Game Logic
Introduction
How to beam the player to a tag point from a trigger
Making the AI go to a location when the player enters a proximity trigger
Debugging the Flow Graph
Creating a kill counter
Rewarding the player for reaching a kill goal
Displaying the player's health through a Flow Graph
Changing the player camera through key input
Creating a countdown timer
Chapter 10: Track View and Cut-Scenes
Introduction
Creating a new Track View sequence
Animating a camera in the Track View
Triggering a sequence using the Flow Graph
Animating entities in the Track View
Playing animations on entities in the Track View
Using console variables (CVars) in the Track View
Using track events
Chapter 11: Fun Physics
Introduction
Low gravity
Hangman on a rope
Tornadoes
Constraints
Wrecking ball
Rock slide
Chapter 12: Profiling and Improving Performance
Introduction
Profiling performance in the Sandbox
Saving level statics
Enabling the debug draw modes
Optimizing the levels with VisAreas and portals
Using light boxes and light areas
Activating and deactivating the layers

What You Will Learn

  • Navigate and interface within the CryENGINE Sandbox, the tool used to create AAA games like Crysis 2.
  • Create your own levels and even entire worlds using recipes for sculpting and molding terrain.
  • Model with the integrated tools available to designers and artists in the CryENGINE3 Sandbox.
  • Use the cutting edge real time lighting technology of the CryENGINE to bring light to your worlds and explore the use of atmospherics and effects used for today’s newest games.
  • Create and animate AAA characters and other objects for use with the CryENGINE Sandbox.
  • Manipulate the advanced AI available to game designers in the CryENGINE3.
  • Create your own cut scenes and videos using the power of the CryENGINE3 engine to maximize the output.
  • Optimize your creations for optimal performance with maximum visual impact.
  • Have fun following interesting game changing physical simulation recipes that can add unique game play opportunities to your levels.
  • Use visual scripting to create amazingly complex events as seen in Crysis2.

In Detail

With every successive console generation, the cost, time, and complexity of developing games has grown. Meet CryENGINE3, a middleware engine that is the perfect fit for most developers allowing users to exceed current generation quality standards while using less people and time than ever thought possible.

The CryENGINE3 CookBook is packed full of recipes for junior and senior developers alike. It covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic. Every recipe is designed to add AAA quality to your games.

The CryENGINE3 SDK has many tools immediately available to developers of all disciplines. For designers the book has recipes for building up your own levels and populating your levels with intelligent AI and photo realistic assets. For artists we have recipes for practical workflow tools and techniques used when working with the advanced CryENGINE shaders and materials. For animators we have recipes that will bring your creations to life using skinned characters and advanced animation systems like locomotion groups. Finally for programmers we have recipes that show how to employ the core mechanics behind entities such as vehicles and weapons while also utilizing the strengths of the physics engine to create a unique and exciting game.

Authors

Table of Contents

Chapter 1: CryENGINE 3: Getting Started
Introduction
Opening a level in the CryENGINE 3 Sandbox
Navigating a level with the Sandbox Camera
Setting up a personalized toolset layout
How to customize toolbars and menus
Using the Rollup Bar
Selecting and browsing level objects
Restoring the CryENGINE 3 default settings
Chapter 2: Sandbox Basics
Introduction
Creating a new level
Generating a procedural terrain
Terrain sculpting
Setting up the terrain texture
Placing the objects in the world
Refining the object placement
Utilizing the layers for multiple developer collaboration
Switching to game mode
Saving your level
Exporting to an engine
Essential game objects
Running a map from the Launcher
Chapter 3: Basic Level Layout
Introduction
Making basic shapes with the Solids tool
Editing and merging solids
Grouping the objects
Utilizing the Geom entities instead of brushes
Road construction
Painting vegetation
Breaking up tiling with Decals
Making caves with Voxels
Creating Prefabs to store in external libraries
Chapter 4: Environment Creation
Introduction
Creating your first time of day using the basic parameters
Adjusting the terrain lighting
Using the real-time Global Illumination
Editing HDR lighting and the effects for flares
Creating a global volumetric fog
Creating a night scene with time of day parameters
Color grading your level
Creating a photo realistic ocean
Improving your sky with clouds
Making it rain in your level
Chapter 5: Basic Artificial Intelligence
Introduction
Placing the enemy AI
Generating the AI navigation
Forbidden boundaries
Forbidden areas
Setting up the interior navigation
Debugging the AI triangulation
Narrowing the AI's FOV to allow attacks from behind
Respawning AI
Chapter 6: Asset Creation
Introduction
Installing the CryENGINE 3 plugin for 3D Studio Max
Creating textures using CryTIF
Setting up units to match CryENGINE in 3ds
Basic material setup in 3ds
Creating and exporting static objects
Creating and exporting destroyable objects
Using advanced material editor parameters to create animation
Creating new material effects
Creating image-based lighting
Chapter 7: Characters and Animation
Introduction
Creating skinned characters for the CryENGINE
Ragdoll and physics for characters
Creating animation for your character
Previewing animations and characters for Sandbox
Creating upper body only animations
Creating locomotion animations
Animating rigid body geometry data
Chapter 8: Creating Vehicles
Introduction
Creating a new car mesh (CGA)
Creating a new car XML
Giving more speed to the car
Increasing the mass to push objects with the car
Defining a sitting location
Setting up multiple cameras for the car
Need for a machine gun
Giving the car a weak spot
Chapter 9: Game Logic
Introduction
How to beam the player to a tag point from a trigger
Making the AI go to a location when the player enters a proximity trigger
Debugging the Flow Graph
Creating a kill counter
Rewarding the player for reaching a kill goal
Displaying the player's health through a Flow Graph
Changing the player camera through key input
Creating a countdown timer
Chapter 10: Track View and Cut-Scenes
Introduction
Creating a new Track View sequence
Animating a camera in the Track View
Triggering a sequence using the Flow Graph
Animating entities in the Track View
Playing animations on entities in the Track View
Using console variables (CVars) in the Track View
Using track events
Chapter 11: Fun Physics
Introduction
Low gravity
Hangman on a rope
Tornadoes
Constraints
Wrecking ball
Rock slide
Chapter 12: Profiling and Improving Performance
Introduction
Profiling performance in the Sandbox
Saving level statics
Enabling the debug draw modes
Optimizing the levels with VisAreas and portals
Using light boxes and light areas
Activating and deactivating the layers

Book Details

ISBN 139781849691062
Paperback324 pages
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