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CRYENGINE Game Development Blueprints
Table of Contents
CRYENGINE Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
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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
Downloading the color images of this book
Errata
Piracy
Questions
1. Getting Started
Downloading the starter-kit
Installing the starter-kit
Part 1
Part 2
Important classes within the starter-kit
Compiling our game
Summary
2. Creating a Playable Character
Implementing player lives
Part 1 – the player code
Part 2 – the GameRules code
The big picture
Implementing player movement and rotation
The big picture
Making a camera follow the player
The big picture
Summary
3. Implementing Weapons and Ammo
Creating a weapon class
Creating the IWeapon interface
Creating the AWeapon abstract base class
Creating the CBlaster weapon class
Creating an ammo class
Creating the IAmmo class
Creating the AAmmo abstract class
Creating the CFireBallAmmo class
Creating ammo events
Summary
4. Creating an Enemy AI
Registering a new AI class
Detecting the player and preventing mobility
Shooting the player
Extending the AI
Summary
5. Creating User Interfaces
Creating the Flash UI content for our menus
Creating the main menu
Creating the end game menu
Creating UI elements
Implementing a game menu system in C++
Summary
6. The Modeling Workflow for Game Characters and Tools
Getting started
Installing the CRYENGINE SDK
Installing CryTools
An overview of the modeling workflow
Blockout
Highpoly modeling
Lowpoly modeling
UV mapping
Texturing and materials
Summary
7. Highpoly Modeling
Blockout
Highpoly
Using DynaMesh
Highpoly sculpting techniques
Sculpting out the forms
Adding the forms
Adding more details
Adding fine details
The hair system
Exporting the highpoly mesh
Summary
8. Lowpoly Modeling
Creating the lowpoly model
Tools
Getting started
Topology and edgeflow
Good and bad topology
Building the lowpoly
Creating UVs
Adding the eyes
Naming and organizing a Maya scene
Naming
Layers
LODs
Creating LODs
Summary
9. Texturing and Materials
Baking
Baking the fur and alphas
Efficient psd setup
Using masks
Basics of PBR texturing
Exporting maps
Exporting a mesh and materials into CRYENGINE
Importing the mesh by using CRYENGINE Material Editor
File check and handover
Summary
10. Building the Character Rig
Getting started
Scene settings in Maya
Authoring the deformation skeleton in Maya
The deformation skeleton rules
Building the rig
Setting up the hitboxes
Creating the phys proxies for the character
Applying the phys proxies material
Building the character's animation rig
Creating the animation skeleton
Creating the controllers
Rigging the arm
The fingers
The clavicle
Cleaning up the arm controllers
Rigging the spine
The upper body controller
The head
Cleaning up the spine controllers
Rigging the leg
Cleaning up the leg controllers
Rigging the tail
Cleaning up the tail controllers
Enhancing the deformations
The forearm twist
The upper arm twist
Finalizing the rig
Summary
11. Exporting the Character to CRYENGINE
Getting started
Art asset file types
The Crytek Geometry Format
The Character format
The Skinned Render mesh
The Crytek Geometry Animation
Creating the export groups in Maya
Exporting with y axis up
The Character Editor
Debugging in the Character Editor
Creating the character definition file
Exporting the animations to the engine
The Character Parameters file
The Skeleton List file
The physicalized attachments
Summary
12. Initial Level Blockout and Setup
Action bubble level design
References and 2D layout
Design considerations
Level content
Setting up user preferences, hotkeys, and toolbox macros
User preferences
The Auto Backup action
The Fill Selected Shapes action
The Display Dimension Figures action
The View Pane layout
Hotkeys
The Fast Rotate action
The Convert action
The Simulate Objects action
The Switch Camera action
The Toolbox Macros feature
Adapting the premade SDK content
Level duplication
Exporting objects
Exporting the world
The heightmap
Terrain layers
Vegetation instances
Time Of Day and Lighting
Using and understanding source files
Layers
Mass editing content
Stat tracking
Fixing broken content
The .cry and .pak files
Summary
13. The Flow Graph Workflow
Using Flow Graph containers
Host entities
Splitting logic over multiple Flow Graphs
Using Game Tokens to create cleaner Flow Graphs
Creating Game Tokens
Using Game Tokens
Graph Tokens
Laying out Flow Graphs to aid readability
Creating comment boxes
Using comment boxes
Thinking modularly to future-proof our work
Basic events
Test-friendly scripting
Summary
14. Scripting Gameplay Content
Scripting the main level flow and events
Event examples
Triggers
AreaTrigger
ProximityTrigger
Setting up an event listener
Working with events
AI navigation and sequences
Navigation mesh
Cover surfaces
AISequence
Uninterruptible sequences
Adding inventory
Animation events
Ending sequences
Interruptible sequences
Looping movement
Bookmarking
Using the Mannequin editor
Getting familiar with the interface
The preview workflow
Working with fragments
Adding effects to fragments
Procedural layers
Adding a new fragment
The Character Editor window
Creating fragment entries
Adding the AnimLayer
Adapting AI tasks based on player actions
Game Token states
State control
Task scripting
Advanced conditional logic
Multiple area triggers
AND gates
Implementing objectives and checkpoints
Defining the objective information
Using the MissionObjective entities
Activating the objective
Organizing the objective logic
Adding checkpoints
Summary
15. Maintaining Our Work
Skipping through the level flow
Spawnpoint entities
The tags system
Advancing the state of other level elements
Debug location triggers
Advancing complex AI sequences
Extending support to mid-playthrough updates
Debugging setup issues
Game Token debugging
AI debugging
Summary
Index
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