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CryEngine 3 Cookbook电子书

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作       者:Dan Tracy

出  版  社:Packt Publishing

出版时间:2011-06-23

字       数:238.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Written in a cookbook style, this book offers solutions using a recipe based approach. Each recipe contains step-by-step instructions followed by an analysis of what was done in each task and other useful information. The cookbook approach means you can dive into whatever recipes you want in no particular order. The CryENGINE3 Cookbook is written to be accessible to all developers currently using the CryENGINE3. It also explores the depth and power of the CryENGINE3 and is a useful guide to follow when becoming familiar with this award winning middle-ware game engine. 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.
目录展开

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

Getting ready

How to do it...

How it works...

There's more...

Two-dimensional breakable assets

Jointed breakables

User defined properties

See also

Using advanced material editor parameters to create animation

Getting ready

How to do it...

How it works...

There's more...

Animated textures

Vertex deformation

See also

Creating new material effects

Getting ready

How to do it...

How it works...

There's more...

Creating new surface types

Physics block parameters

Ammo surface types

See also

Creating image-based lighting

Getting ready

How to do it...

How it works...

There's more...

Generating all Cubemaps

Creating a CubeMap with Material Editor

See also

7. Characters and Animation

Introduction

Creating skinned characters for the CryENGINE

Getting ready

How to do it...

How it works...

Materials and characters

LOD (Level of Detail)

Bone Attachments

See also

Ragdoll and physics for characters

Getting ready

How to do it...

How it works...

There's more...

IK limits

ParentFrames

Dead body entity settings

See also

Creating animation for your character

Getting ready

How to do it...

How it works...

There's more...

Changing the animations compression

.chrparams file Wildcard Mapping

Animobject entity

See also

Previewing animations and characters for Sandbox

Getting ready

How to do it...

How it works...

There's more...

Animation driven motion

Searching and filtering animations

Types of animation assets

See also

Creating upper body only animations

Getting ready

How to do it...

How it works...

There's more...

Additive animations

Using additives

See also

Creating locomotion animations

Getting ready

How to do it...

How it works...

There's more...

Swimming and vehicle transitions

Locomotion loops

Idle to move and 180 degree rotational assets

See also

Animating rigid body geometry data

Getting ready

How to do it...

How it works...

There's more...

Pre-baked physics with .CGA objects

Anim object and pre-baked .CGA

See also

8. Creating Vehicles

Introduction

Creating a new car mesh (CGA)

Getting ready

How to do it...

How it works...

There's more...

Dummy helpers for modification of the parts

Parts for vehicles and their limitless possibilities

See also

Creating a new car XML

Getting ready

How to do it...

How it works...

There's more...

See also

Giving more speed to the car

Getting ready

How to do it...

How it works...

There's more...

See also

Increasing the mass to push objects with the car

Getting ready

How to do it...

How it works...

There's more...

See also

Defining a sitting location

Getting ready

How to do it...

How it works...

There's more...

See also

Setting up multiple cameras for the car

Getting ready

How to do it...

How it works...

There's more...

See also

Need for a machine gun

Getting ready

How to do it...

How it works...

See also

Giving the car a weak spot

Getting ready

How to do it...

How it works...

There's more...

See also

9. Game Logic

Introduction

How to beam the player to a tag point from a trigger

Getting ready

How to do it...

How it works...

See also

Making the AI go to a location when the player enters a proximity trigger

Getting ready

How to do it...

How it works...

There's more...

AIGotoEx

See also

Debugging the Flow Graph

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a kill counter

Getting ready

How to do it...

How it works...

See also

Rewarding the player for reaching a kill goal

Getting ready

How to do it...

How it works...

See also

Displaying the player's health through a Flow Graph

Getting ready

How to do it...

How it works...

Changing the player camera through key input

Getting ready

How to do it...

How it works...

There's more...

Creating a countdown timer

How to do it...

How it works...

There's more...

10. Track View and Cut-Scenes

Introduction

Creating a new Track View sequence

How to do it...

How it works...

There's more...

Available tracks in the director node

Sequence properties

See also

Animating a camera in the Track View

Getting ready

How to do it...

How it works...

There's more...

FOV

Playback speed

Curve editor

See also

Triggering a sequence using the Flow Graph

Getting ready

How to do it...

How it works...

There's more...

Useful debugging trigger

Start time property

Break on stop property

See also

Animating entities in the Track View

Getting ready

How to do it...

How it works...

There's more...

Entity visibility track

Animating scale

Entities and their tracks

See also

Playing animations on entities in the Track View

Getting ready

How to do it...

How it works...

There's more...

Loop animation

Start time

Time scale

See also

Using console variables (CVars) in the Track View

Getting ready

How to do it...

How it works...

There's more...

Animating the CVar values

T_scale cvar in Track View

See also

Using track events

Getting ready

How to do it...

How it works...

There's more...

Removing events from the sequence

Triggering image nodes for track sequences

See also

11. Fun Physics

Introduction

Low gravity

Getting ready

How to do it...

How it works...

There's more...

Uniform property

Gravity sphere

Hangman on a rope

Getting ready

How to do it...

How it works...

See also

Tornadoes

Getting ready

How to do it...

How it works...

There's more...

Constraints

Getting ready

How to do it...

How it works...

There's more...

Constraint properties

Wrecking ball

Getting ready

How to do it...

How it works...

See also

Rock slide

Getting ready

How to do it...

How it works...

There's more...

Physics properties

Simulation properties

See also

12. Profiling and Improving Performance

Introduction

Profiling performance in the Sandbox

Getting ready

How to do it...

How it works...

There's more...

Draw Calls

Triangle count

Budgets

See also

Saving level statics

Getting ready

How to do it...

How it works...

There's more...

Textures tab and render targets

Physics tris and physics size

Detailed dependencies tab

See also

Enabling the debug draw modes

Getting ready

How to do it...

How it works...

There's more...

Overdraw pixel cost scale

R_stats 15

Profiles

See also

Optimizing the levels with VisAreas and portals

Getting ready

How to do it...

How it works...

There's more...

Ambient color of VisAreas and portals

Blind spots

Using VisAreas and portals vertically

See also

Using light boxes and light areas

Getting ready

How to do it...

How it works...

There's more...

Using a concave light shape

Linking to multiple light shapes

See also

Activating and deactivating the layers

Getting ready

How to do it...

How it works...

There's more...

Limits of layer switching

Cinematics

See also

Index

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