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CryENGINE 3 Game Development: Beginner's Guide

You're reading from   CryENGINE 3 Game Development: Beginner's Guide Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849692007
Length 354 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (18) Chapters Close

CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introducing the CryENGINE 3 Free SDK 2. Breaking Ground with Sandbox FREE CHAPTER 3. Playable Levels in No Time 4. I'm a Scripter, Not a Coder 5. C++ and Compiling Your Own Game Code 6. User Interface and HUD Creation with Flash 7. Creating Assets for the CryENGINE 3 8. Creating Real-time Cutscenes and Cinematic Events 9. Immersion through Audio Design 10. Preparing to Share Your Content Pop Quiz Answers Index

Index

A

  • action name= property / Time for action - add sound to a weapon
  • ActivatePhysicsThreshold / Have a go hero - using pre-baked physics with .cga objects
  • Add parameter function / Time for action - creating an ambient sound event
  • Add Selected button / Time for action - creating and exporting your first model
  • Add Selected Entity function / Time for action - making a Flow Graph to spawn the player at a specific location
  • Add Selected Node icon / Time for action – playing an animation on an entity in Track View
  • Add Sequence icon / Time for action – creating a new sequence
  • Add sound file... button / Time for action - creating an ambient sound event
  • Add sound file… option / Time for action - creating random sounds
  • Add sound function / Time for action - creating an ambient sound event
  • Add Track menu / Time for action – playing an animation on an entity in Track View
  • Adobe Flash
    • 30-day trial, URL for / Adobe Flash as a very powerful UI design tool
    • new Flash asset, creating / Time for action – creating a new Flash asset with Adobe Flash
  • Adobe Photoshop
    • 30-day trial, URL for / Adobe Flash as a very powerful UI design tool
  • AI
    • characters, adding / Adding characters with Artificial Intelligence (AI)
    • entity, placing / Time for action - place a basic AI entity
    • patrolling / Time for action - creating a patrolling AI
  • AI$GoToSpeedStance entity / What just happened?
  • Aion
    • by NCsoft / Aion by NCsoft – massively online role-playing game
  • AI scripting
    • with Flow Graph / AI scripting with Flow Graph
  • alignment modes
    • for UI elements / Different alignment modes for UI elements
    • dynamic alignment / Dynamic alignment
    • fixed and fullscreen alignment / Fixed and fullscreen alignment
  • Align to Object tool / Time for action - adding a trigger to Flow Graph and outputting its status
  • alive state
    • about / What just happened?
  • altitude
    • adding / Adding altitude and slope
  • ambient color parameter / Ambient color of VisAreas and Portals
  • ambient sound event
    • creating / Time for action - creating an ambient sound event
  • ambient sounds
    • nesting / Time for action - nesting ambient sounds and using other parameters for sound events
  • AmbientVolume entity / Time for action - creating an ambient sound event, Randomizing sounds
  • ambient volume properties
    • using / Have a go hero - using more ambient volume properties
    • IgnoreCulling property / Have a go hero - using more ambient volume properties
    • OuterRadius property / Have a go hero - using more ambient volume properties
    • IgnoreObstruction property / Have a go hero - using more ambient volume properties
  • AmbientVolume properties / Time for action - nesting ambient sounds and using other parameters for sound events
  • Ang3 / CryENGINE specific data types
  • animation / Do I need a full team to develop with the CryENGINE?
  • animations
    • creating, for skinned character / Time for action - creating animation for a skinned character, What just happened?
    • creating, for rigid body assets / Creating animation for rigid body assets, Time for action - creating animation using rigid body data
    • playing on entities, in Track View / Playing animations on entities in Track View, Time for action – playing an animation on an entity in Track View
  • Animations$PlaySequence node
    • used, for triggering sequence / StartTime property
  • AnimObject entity / Time for action – playing an animation on an entity in Track View
  • any, data type / Composition of flow nodes
  • archetype entity
    • about / Create an archetype entity
    • benefits / Create an archetype entity
    • creating, steps for / Time for action - creating your own archetype
  • Areashape entity / Time for action - nesting ambient sounds and using other parameters for sound events
  • art / Do I need a full team to develop with the CryENGINE?
  • asset browser
    • about / Adding objects using the asset browser
    • brushes, adding to level / Time for action - adding brushes to the level
  • assets
    • about / What are assets?
    • custom assets, exporting / Creating and exporting custom assets, Time for action - creating and exporting your first model
    • custom assets, creating / Creating and exporting custom assets, Time for action - creating and exporting your first model
  • Assign Material to Selection icon / Time for action - creating and exporting your first model
  • Assign Selected Entity function / Component and entity nodes
  • Attachment system / What just happened?
  • Audio File Cache Manager (AFCM) / Weapon sound workflow tips
  • Autodesk 3ds Max / Understanding the CryENGINE 3 asset pipeline
  • Autos tab / Time for action - setting up your first breakpoint
  • axis
    • about / Time for action – selecting and browsing objects

B

  • BarEmpty layer / Time for action – creating a new Flash asset with Adobe Flash
  • BarFilled layer / Time for action – creating a new Flash asset with Adobe Flash
  • Blurring (Blur Passes) / Have a go hero – generating procedural terrain
  • bone attachment
    • about / Bone attachments
  • boolean, data type / Composition of flow nodes
  • box parameter / Adjusting physical dynamics with user-defined properties
  • breakable objects
    • about / Designing breakables with constraints
  • BreakOnStop property / BreakOnStop property
  • breakpoint
    • setting up / Time for action - setting up your first breakpoint
  • breakpoints
    • using, with visual debugger / Using breakpoints with the visual debugger
    • adding / Time for action - adding and removing breakpoints
    • removing / Time for action - adding and removing breakpoints
  • Breakpoints tab / What just happened?
  • Browser window / Time for action - placing your entity into your level
  • brushes
    • adding, to level / Time for action - adding brushes to the level
    • about / What just happened?
  • brush settings
    • using / Have a go hero – using additional brush settings
  • budgets
    • setting / Setting budgets
  • Build button / Time for action - creating an ambient sound event
  • Bumpiness / Noise (Fade) / Have a go hero – generating procedural terrain

C

  • .cfg
    • about / Exploring the CryENGINE 3 asset file types
  • .cga / Exploring the CryENGINE 3 asset file types
  • .chr / Exploring the CryENGINE 3 asset file types
  • .chrparams wildcard mapping
    • about / .chrparams wildcard mapping
  • C++
    • scriptbind function, writing / Time for action - writing a new scriptbind function in C++, What just happened?
  • C++ code
    • executing, by changing teleporter entity / Time for action - changing the teleporter entity to execute the C++ code, What just happened?
  • Call Stack window / Breakpoints, watches, and code, Time for action - setting up your first breakpoint
  • camera
    • animating, in Track View / Animating a camera in Track View, Time for action – animating a camera
    • FOV / FOV
  • capsule parameter / Adjusting physical dynamics with user-defined properties
  • capture track / Adding tracks to the director node
  • category / Using categories
  • character
    • about / Using character assets
    • creating, steps for / Creating your own characters
    • skinned character, creating / Time for action - creating your own skinned character
  • Character Definition File / Time for action - creating your own skinned character
  • Character LODs (Level of Detail)
    • about / Creating a character LOD (Level of Detail)
  • CLIK constraints / Fixed and fullscreen alignment
  • Command property / Time for action - starting CryENGINE with the debugger attached
  • Configuration Properties tab / Time for action - starting CryENGINE with the debugger attached
  • console track / Adding tracks to the director node
  • console variables
    • using, in Track View / Using Console Variables in Track View
    • adding, to sequence / Time for action – adding a Console Variable to a sequence
  • constraint
    • about / Designing breakables with constraints
  • Create Classic Tween / Time for action – creating a new Flash asset with Adobe Flash
  • Create Flow Graph option / Time for action - adding a trigger to Flow Graph and outputting its status
  • crosshair
    • hiding / Have a go Hero – hiding the crosshair if the weapon is zoomed
  • CryDev project
    • database / CryDev project database
    • data, uploading to / Time for action – create a team, project, and share an upload
    • team, creating / Time for action – create a team, project, and share an upload
    • download link, adding / Time for action – create a team, project, and share an upload
    • file, adding to share / Time for action – create a team, project, and share an upload
  • CryENGINE
    • about / What is the CryENGINE?
    • programming / Do I need a full team to develop with the CryENGINE?
    • art / Do I need a full team to develop with the CryENGINE?
    • animation / Do I need a full team to develop with the CryENGINE?
    • design / Do I need a full team to develop with the CryENGINE?
    • game compositors / Do I need a full team to develop with the CryENGINE?
    • sound group / Do I need a full team to develop with the CryENGINE?
    • Quality Assurance (play tester) / Do I need a full team to develop with the CryENGINE?
    • producer (project manager) / Do I need a full team to develop with the CryENGINE?
    • starting, with debugger attached / Time for action - starting CryENGINE with the debugger attached
    • data types / CryENGINE specific data types
    • 3ds Max units, setting up / Time for action - setting up 3ds Max units to match CryENGINE scale
    • textures, creating / Creating textures for the CryENGINE, Time for action - creating your own texture
    • frames, capturing from / Time for action – capturing frames from CryENGINE
    • sound event system / Understanding the CryENGINE sound event system
    • first sound, getting / Getting your first sound into the CryENGINE
  • CryENGINE 3
    • about / Scripting and the CryENGINE 3
    • Lua, usage / Lua usage in the CryENGINE 3
    • starting, with Visual Studio / Starting CryENGINE 3 with Visual Studio
    • new Flash asset, announcing / Bringing your Flash asset into CryENGINE 3, Time for action – bringing your Flash asset into CryENGINE 3
    • functions, accessibility / Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
    • variables, accessibility / Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
    • movieclips, accessibility / Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
    • event handling, from Flash / Basic event handling from Flash to CryENGINE 3, Time for action – creating a simple interactive menu
    • character, creating / Creating your own characters
    • video, capturing from / Capturing video from CryENGINE 3
  • CryENGINE 3 asset file types
    • about / Exploring the CryENGINE 3 asset file types
  • CryENGINE 3 asset pipeline
    • about / Understanding the CryENGINE 3 asset pipeline
  • CryENGINE 3 Free SDK
    • about / CryENGINE 3 Free SDK, Do I need a full team to develop with the CryENGINE?
    • installing, steps for / Time for action – installing the CryENGINE 3 Free SDK, What just happened?
    • system requisites / Time for action – installing the CryENGINE 3 Free SDK
    • system requisites, for end users / Time for action – installing the CryENGINE 3 Free SDK
  • CryENGINE 3 sandbox
    • about / CryENGINE 3 Sandbox
    • starting / Time for action – starting Sandbox and WYSIWYP
  • CryENGINE 3 SDK
    • about / What is the CryENGINE?, Learning by example
  • CryENGINE sandbox
    • about / What is the CryENGINE?, Getting around in the Sandbox Editor
    • camera, manipulating / Time for action – manipulating the perspective camera
  • CryENGINE scale
    • 3ds Max units, setting up / Time for action - setting up 3ds Max units to match CryENGINE scale
  • CryExport Plugin / Understanding the CryENGINE 3 asset pipeline
  • Crysis
    • by Crytek / Crysis by Crytek – first-person shooter
  • Crysis 2
    • by Crytek / Crysis 2 by Crytek – first-person shooter
  • Crysis Warhead
    • by Crytek / Crysis Warhead by Crytek – first-person shooter
  • CrySkin Modifier / Time for action - creating your own skinned character
  • Crytek
    • Far Cry / Far Cry by Crytek – first-person shooter
    • Crysis / Crysis by Crytek – first-person shooter
    • Crysis Warhead / Crysis Warhead by Crytek – first-person shooter
    • Crysis 2 / Crysis 2 by Crytek – first-person shooter
  • Crytek Shader option / Time for action - creating and exporting your first model
  • CryTif
    • installing, steps for / Time for action – installing the Adobe Photoshop plugin-CryTif
  • CryTIF (.TIF) format
    • about / Working with the CryTIF (.TIF) format
  • CryTIF Plugin
    • about / Creating textures for the CryENGINE
  • CSG
    • used, for white boxing / White boxing using Constructive Solid Geometry (CSG)
    • creating / Time for action - creating constructive solid geometry, What just happened?
  • Curve Editor / Curve Editor
  • CVARs
    • setting, for video recording / Have a go hero – increasing frame size and setting useful CVARs for video recording
    • for high resolution capturing / Useful CVARs for high resolution capturing
  • CVAR values
    • animating / Have a go hero – animating CVAR values
  • cylinder parameter / Adjusting physical dynamics with user-defined properties

D

  • 3D Pan Level effect / Time for action - creating an ambient sound event
  • 3Ds Max exporter Plugin
    • installing, steps for / Time for action – installation of the 3ds Max exporter Plugin
  • 3ds Max units
    • setting up / Time for action - setting up 3ds Max units to match CryENGINE scale
  • 3D Speaker Spread effect / Time for action - creating an ambient sound event
  • data types
    • about / Composition of flow nodes
    • any / Composition of flow nodes
    • boolean / Composition of flow nodes
    • integer / Composition of flow nodes
    • float / Composition of flow nodes
    • vec3 / Composition of flow nodes
    • string / Composition of flow nodes
  • data types, CryENGINE
    • about / CryENGINE specific data types
    • Vec3 / CryENGINE specific data types
    • Ang3 / CryENGINE specific data types
    • Matrix33 / CryENGINE specific data types
    • Matrix34 / CryENGINE specific data types
    • Quaternion (Quat) / CryENGINE specific data types
  • daylight parameter / Time for action - nesting ambient sounds and using other parameters for sound events
  • DCC tools
    • about / Time for action – installation of the 3ds Max exporter Plugin
  • dead state
    • about / What just happened?
  • Debug Draw modes
    • enabling, steps for / Time for action – enabling Debug Draw modes
  • default setting / Time for action - creating and exporting your first model
  • DeferredClipBounds property / Time for action – create a light clipping box
  • design / Do I need a full team to develop with the CryENGINE?
  • destroyable objects
    • about / Creating destructible objects
    • creating / Time for action - making your object destructible
  • Detailed Dependencies tab
    • reading / Reading the Detailed Dependencies tab
  • Detail material / Creating terrain textures
  • director node
    • about / Time for action – creating a new sequence
    • tracks, adding / Adding tracks to the director node
  • DisableAction port / UI Action can be in a disabled state
  • display info
    • profiling with / Profiling with display info
    • enabling / Time for action – enabling and reading display info
    • reading / Time for action – enabling and reading display info
  • Display Physics property / Time for action - creating your own skinned character
  • DisplaySoundInfo parameter / Have a go hero - sound obstruction using area shapes and boxes
  • draw call
    • about / Understanding draw calls
  • dynamic alignment / Dynamic alignment

E

  • Edit Events option / Time for action – creating some Track Events for a sequence
  • Editor table / Time for action - creating a new entity
  • Element port / Time for action – making the HUD work
  • Elements button / Time for action – starting Sandbox and testing your UIElement
  • EmitterExtendedLifetime / Using the three different sound control overtime functions
  • EmitterLifeTime / Using the three different sound control overtime functions
  • EmitterPulsePeriod / Using the three different sound control overtime functions
  • Emulation panel / Time for action – starting Sandbox and testing your UIElement
  • End node / UI Action can be in a disabled state
  • EndTime parameter / Time for action – creating a new sequence
  • engine
    • exporting to / Exporting to engine, Time for action - exporting your level to engine
  • entities
    • animating, in Track View / Animating entities in Track View, Time for action – animating an entity in Track View
    • other tracks, using / Have a go hero – using other tracks on entities
    • tracks, using / Entity Visibility track
    • scale, animating / Animating scale
    • and tracks / Entities and their tracks
    • animations, playing in Track View / Playing animations on entities in Track View, Time for action – playing an animation on an entity in Track View
  • entity node
    • about / Component and entity nodes
  • entity visibility track
    • about / Entity Visibility track
  • event group / Event grouping
  • event handling
    • from, Flash to CryENGINE 3 / Basic event handling from Flash to CryENGINE 3, Time for action – creating a simple interactive menu
  • EventLog window / Time for action – using the UI Emulator to test the FreeSDK demo menus
  • Export Nodes button / Time for action - creating and exporting your first model, Time for action - creating animation using rigid body data
  • Export to Engine option / Time for action - creating a spawn point
  • e_lods = 0 / Useful CVARs for high resolution capturing
  • e_ShadowsMaxTexRes = 2048 / Useful CVARs for high resolution capturing
  • e_TerrainTextureLodRatio = 0 / Useful CVARs for high resolution capturing
  • e_ViewDistRatio = 255 / Useful CVARs for high resolution capturing
  • e_ViewDistRatioVegetation = 150 / Useful CVARs for high resolution capturing

F

  • Far Cry
    • by Crytek / Far Cry by Crytek – first-person shooter
  • Feature Size value / Have a go hero – generating procedural terrain
  • FEV / Reviewing sound event system file formats
  • Find All button / Time for action - setting up your first breakpoint
  • Find Results window / Time for action - setting up your first breakpoint
  • fixed and fullscreen alignment / Fixed and fullscreen alignment
  • Flash asset
    • creating, with Adobe Flash / Time for action – creating a new Flash asset with Adobe Flash
    • announcing, into CRYENGINE 3 / Bringing your Flash asset into CryENGINE 3, Time for action – bringing your Flash asset into CryENGINE 3
  • Flash UI system
    • URL / What just happened?
  • float, data type / Composition of flow nodes
  • Flow Graph
    • about / Scripting and the CryENGINE 3
    • visual scripting with / Visual scripting with Flow Graph
    • using, to spawn player / Time for action - making a Flow Graph to spawn the player at a specific location
    • trigger entities, using / Using trigger entities with Flow Graph
    • trigger, adding / Time for action - adding a trigger to Flow Graph and outputting its status
    • AI scripting / AI scripting with Flow Graph
    • patrolling AI, creating / Time for action - creating a patrolling AI
    • debugging, visual debugger used / Debugging Flow Graphs using the visual debugger
    • patrol Flow Graph, debugging / Time for action - debugging the patrol Flow Graph
    • used, for triggering sequence / Time for action – triggering a sequence
  • Flownode input
    • adding, to Lua entity / Have a go hero - adding Flownode input/outputs to your Lua entity
  • Flownode output
    • adding, to Lua entity / Have a go hero - adding Flownode input/outputs to your Lua entity
  • flow nodes
    • composition / Composition of flow nodes
    • about / Have a go hero - experimenting with different flow nodes
  • FMOD-EX library
    • about / Introducing sound design
  • FMOD Designer / Understanding the CryENGINE sound event system
  • Force input / Time for action - creating a patrolling AI
  • forest layer / What just happened?
  • FOV
    • about / Time for action – animating a camera
    • on camera / FOV
  • frame-time performance
    • breaking down, profiles used / Time for action – using profiles to break down frame-time performance
  • FrameId port / Time for action – making the HUD work
  • frames
    • capturing, from CryENGINE / Time for action – capturing frames from CryENGINE
  • frame size
    • increasing / Have a go hero – increasing frame size and setting useful CVARs for video recording
  • frames per second (FPS) / Time for action – enabling and reading display info
  • frame time / Time for action – enabling and reading display info
  • FreeSDK demo menus
    • testing, UI Emulator used / Time for action – using the UI Emulator to test the FreeSDK demo menus
  • FSB / Reviewing sound event system file formats
  • fscommand / Time for action – creating a simple interactive menu
  • fullscreen mode / Fixed and fullscreen alignment

G

  • game
    • creating / What makes a game?
    • out of the box features / Developing out of the box
    • new level, creating / Time for action - creating a new level, What just happened?
    • Heightmap Resolution, range selecting / Using the right Heightmap Resolution
    • level, scaling with Meters Per Unit / Scaling your level with Meters Per Unit
    • terrain, real-world size calculating / Calculating the real-world size of the terrain
    • terrain usage, deciding / Using or not using terrain
    • heightmap, creating / Time for action - creating your own heightmap
    • brush settings, using / Have a go hero – using additional brush settings
  • Game$LocalPlayer node / Time for action – making the HUD work
  • game compositors
    • about / Do I need a full team to develop with the CryENGINE?
  • GameDll Property Pages window / Time for action - starting CryENGINE with the debugger attached
  • game tokens
    • about / Visual scripting with Flow Graph
  • Get material from selection tool / Time for action - creating and exporting your first model
  • GotoAndStop / Time for action – making the HUD work
  • grass layer / What just happened?
  • Grid Snapping tool / Time for action - adding a trigger to Flow Graph and outputting its status
  • Grid Spacing option / Matching grid and snap settings between 3ds Max and Sandbox
  • grip and snap settings
    • about / Matching grid and snap settings between 3ds Max and Sandbox
  • GroupID entity / What just happened?
  • GroupID parameter / Time for action - nesting ambient sounds and using other parameters for sound events
  • Grunt object / Time for action - place a basic AI entity

H

  • HealthBar movieclip / Time for action – creating a new Flash asset with Adobe Flash
  • heightmap
    • creating, steps for / Time for action - creating your own heightmap
    • pre-made heightmap, importing / Importing a pre-made heightmap, Pop quiz – level size and scale
  • Heightmap Resolution
    • range, selecting / Using the right Heightmap Resolution
  • High Dynamic Range (HDR) lighting / Time for action - setting up time of day and its basic parameters
  • high resolution capturing
    • CVARs for / Useful CVARs for high resolution capturing
  • HUD
    • crosshair, adding / Have a go hero – adding a crosshair to the HUD
    • new UI action, creating / Creating a new UI Action for the new HUD, Time for action – making the HUD work
  • HUD$DisplayTimedDebugMessage node / What just happened?

I

  • IgnoreCulling property / Have a go hero - using more ambient volume properties
  • IgnoreObstruction property / Have a go hero - using more ambient volume properties
  • import vegetation icon / Time for action - creating some flora for your level
  • InEditor parameter / Time for action - making a Flow Graph to spawn the player at a specific location
  • In port / Time for action - adding a trigger to Flow Graph and outputting its status
  • Input
    • Key node / Have a go hero - experimenting with different flow nodes
  • Input$Key flow node / Have a go hero - experimenting with different flow nodes
  • Input$Key node / UI Action can be in a disabled state
    • used, for triggering sequence / Using the Input:Key node to trigger a sequence
  • Inside Radius / Have a go hero – using additional brush settings
  • integer, data type / Composition of flow nodes

J

  • jointed breakables
    • about / Designing breakables with constraints

K

  • keyframe / Time for action - creating animation for a skinned character

L

  • launcher.exe application / What just happened?
  • layers
    • used, for utilizing object / Utilizing layers to organize level objects
    • creating / Time for action - creating and managing layers
    • managing / Time for action - creating and managing layers
    • utilizing, for multiple developer collaboration / Have a go hero – utilizing layers for multiple developer collaboration
  • layers switching
    • logic / Time for action – use layer switching logic
    • limitations / Limitations of layer switching
    • cinematics / Cinematics
  • level
    • new level, creating / Time for action - creating a new level, What just happened?
    • scaling, with Meters Per Unit / Scaling your level with Meters Per Unit
    • flora, creating / Time for action - creating some flora for your level, What just happened ?
    • building, with entities / Building levels with entities and objects
    • building, with object / Building levels with entities and objects
    • starting / Starting a level
    • roads, using / Using roads in levels
    • object utilizing, layers used / Utilizing layers to organize level objects
    • exporting, to engine / Time for action - exporting your level to engine
  • Level Statistics option / Time for action – Save Level Statistics
  • light clipping box
    • creating, steps for / Time for action – create a light clipping box
    • concave light shape, using / Using a concave light shape
    • multiple light shapes, linking to / Linking to multiple light shapes
  • Lock Camera Movement / Time for action – animating a camera
  • Logic$Any entity / What just happened?
  • Logic$Any node / Time for action - adding a trigger to Flow Graph and outputting its status
  • loop animation / Have a go hero – using more properties for animations on entities
  • Lua
    • usage, in CryENGINE 3 / Lua usage in the CryENGINE 3
  • Lua entity
    • creating / Create a new Lua entity and call C++ code to interact with it, Time for action - creating a new entity
    • parts / Time for action - creating a new entity
    • placing, in level / Time for action - placing your entity into your level, Lua entityplacing, in levelWhat just happened?
    • Flownode input, adding / Have a go hero - adding Flownode input/outputs to your Lua entity
    • Flownode output, adding / Have a go hero - adding Flownode input/outputs to your Lua entity
  • Lua script
    • new C++ function, calling / Call the new C++ function from your Lua script

M

  • MASK layer / Time for action – creating a new Flash asset with Adobe Flash
  • mass / Have a go hero - using pre-baked physics with .cga objects
  • mass parameter / Adjusting physical dynamics with user-defined properties
  • Material Editor window / Time for action - creating and exporting your first model
  • Material rollout / Time for action - creating and exporting your first model
  • Matrix33 / CryENGINE specific data types
  • Matrix34 / CryENGINE specific data types
  • Merge All Nodes option / Time for action - making your object destructible, Have a go hero - using pre-baked physics with .cga objects
  • Meters per Pixel parameter / Scaling your level with Meters Per Unit
  • Meters Per Unit
    • level, scaling with / Scaling your level with Meters Per Unit
  • milliseconds (ms) / Time for action – enabling and reading display info
  • MM_SoundSettings UI Action / Have a go Hero – creating a new menu page
  • mud layer / What just happened?
  • multiple developer collaboration
    • layers, utilizing for / Have a go hero – utilizing layers for multiple developer collaboration

N

  • name= property / Time for action - add sound to a weapon
  • NCsoft
    • Aion / Aion by NCsoft – massively online role-playing game
  • New Effect window / Time for action - creating an ambient sound event
  • NewHUD UIElement / Time for action – creating a simple interactive menu
  • New Layer dialog box / Time for action - creating and managing layers
  • New Sound dialog / Time for action - creating an ambient sound event
  • node / Time for action - making a Flow Graph to spawn the player at a specific location
  • non obstructed sides (green) / Have a go hero - sound obstruction using area shapes and boxes
  • no_explosion_occlusion parameter / Adjusting physical dynamics with user-defined properties
  • Num Sides parameter / Time for action - creating constructive solid geometry

O

  • Object Export list / Time for action - creating animation using rigid body data
  • objects
    • level objects, handling / Handling level objects
    • selecting / Time for action – selecting and browsing objects
    • browsing / Time for action – selecting and browsing objects
    • adding, asset browser used / Adding objects using the asset browser
  • object_3DModel property / Time for action - creating a new entity
  • obstructed sides (red) / Have a go hero - sound obstruction using area shapes and boxes
  • OnInit function / Time for action - creating a new entity
  • onPress() function / Time for action – creating a simple interactive menu
  • OnPropertyChange function / Time for action - creating a new entity
  • OnReset function / Time for action - creating a new entity
  • Open View Pane menu / Time for action - creating a road object
  • OuterRadius property / Have a go hero - using more ambient volume properties
  • Output Format settings / Time for action – capturing frames from CryENGINE
  • output ports / Composition of flow nodes
  • Outside Radius / Have a go hero – using additional brush settings

P

  • .pak files / Have a go hero
  • Paint Objects button / Time for action - creating some flora for your level
  • parameters
    • setting, in reverb preset editor / Have a go hero - setting parameters in the reverb preset editor
  • Parameters window / Have a go hero - setting parameters in the reverb preset editor
  • particle effect
    • sounds, adding to / Adding sounds to particle effects, Time for action - add a sound to a particle effect, What just happened?
  • patrol Flow Graph
    • debugging / Time for action - debugging the patrol Flow Graph
  • physics proxy
    • about / Using a physics proxy instead of the render geometry for collision
  • play/audition button / Time for action - create your own reverb preset
  • Play button / Playback speed
  • player
    • spawning, to make Flow Graph / Time for action - making a Flow Graph to spawn the player at a specific location
  • portals
    • about / Time for action – set up a VisArea
  • ports
    • about / Composition of flow nodes
  • Preview window / Time for action – starting Sandbox and testing your UIElement
  • Priority parameter / Time for action - nesting ambient sounds and using other parameters for sound events
  • procedural terrain
    • creating / Generating procedural terrain
    • creating, steps for / Have a go hero – generating procedural terrain
  • producer (project manager) / Do I need a full team to develop with the CryENGINE?
  • production workflow
    • for integrating new project / Introducing sound design
  • profiles
    • about / Profiles
    • using, to break down frame-time performance / Time for action – using profiles to break down frame-time performance
  • programming / Do I need a full team to develop with the CryENGINE?
  • project file / Reviewing sound event system file formats
  • project structure, sound system
    • about / Setting up a project structure
    • event group / Event grouping
    • category / Using categories
    • sound event / Adding events
  • properties
    • using, for animations on entities / Have a go hero – using more properties for animations on entities
  • Properties table / Time for action - creating a new entity
  • ProximityTrigger entity / UI Action can have start and end nodes
  • Proximity Trigger entity / Time for action - adding a trigger to Flow Graph and outputting its status
  • Proximity Trigger node / What just happened?

Q

  • Quality Assurance (play tester) / Do I need a full team to develop with the CryENGINE?
  • Quaternion (Quat) / CryENGINE specific data types

R

  • radius= property / Time for action - add sound to a weapon
  • Ramps / Have a go hero – mastering roads
  • random sounds
    • creating / Time for action - creating random sounds
  • RandomSoundVolume entity / Time for action - creating an ambient sound event, Randomizing sounds, Time for action - creating random sounds
  • Record icon / Time for action – animating a camera
  • reference measurements
    • about / Using real-world measurement reference
  • remain model / Time for action - making your object destructible
  • Remove Breakpoint option / Time for action - adding and removing breakpoints
  • Remove button / Time for action – creating some Track Events for a sequence
  • render targets / Viewing textures and render targets in the Textures tab
  • reverb preset
    • creating / Time for action - create your own reverb preset
    • editor, parameters setting in / Have a go hero - setting parameters in the reverb preset editor
  • Reverb Presets tool / What just happened?
  • ReverbVolume entity / Time for action - create your own reverb preset, Time for action - add sound to a weapon, What just happened?
  • reverb volumes
    • about / Reverb volumes
  • rigid body assets
    • animations, creating for / Creating animation for rigid body assets, Time for action - creating animation using rigid body data
  • roads
    • using, in level / Using roads in levels
    • object, creating / Time for action - creating a road object
    • mastering / Have a go hero – mastering roads
  • rock layer / What just happened?
  • RollupBar
    • about / Time for action – selecting and browsing objects
  • RollupBar tab / Time for action - making a Flow Graph to spawn the player at a specific location, Time for action - adding a trigger to Flow Graph and outputting its status, Time for action - placing your entity into your level, Have a go hero - using the animobject entity for animation playback, Time for action - creating an ambient sound event

S

  • sample source assets
    • acquiring / Acquiring the sample source assets, What just happened?
    • opening / Time for action – downloading and opening the sample assets
    • downloading / Time for action – downloading and opening the sample assets
  • Sandbox
    • performance, profiling / Profiling performance in Sandbox
  • Sandbox interface / Time for action - creating your own heightmap
  • sand layer / What just happened?
  • save level statistics
    • about / Time for action – Save Level Statistics
  • scriptbind function
    • writing, in C++ / Time for action - writing a new scriptbind function in C++
  • scripted events
    • about / Scripted events
  • scripting
    • about / Scripting and the CryENGINE 3
  • SDK_Agent.max scene / Time for action - creating your own skinned character
  • sequence
    • properties, adjusting / Adjusting Sequence Properties
    • triggering, Flow Graph used / Time for action – triggering a sequence
    • triggering quickly / Have a go hero – triggering sequences even faster and adjusting the PlaySequence FlowNode
    • triggering, Input$Key node used / Using the Input:Key node to trigger a sequence
    • triggering, Animations$PlaySequence node used / StartTime property
    • console variables, adding / Time for action – adding a Console Variable to a sequence
    • Track Events, creating / Time for action – creating some Track Events for a sequence
  • sequence object
    • about / Time for action – creating a new sequence
  • setCurrentWeapon function / Have a go Hero – extending the ActionScript function
  • Shape Editing menu / Have a go hero – mastering roads
  • ShowSkeleton property / Time for action - creating your own skinned character
  • skeleton_character object / Time for action - creating your own skinned character
  • Skin Wrap Modifier / Creating a character LOD (Level of Detail)
  • Sky Light Parameters / Time for action - setting up time of day and its basic parameters
  • slope
    • adding / Adding altitude and slope
  • Solid Parameters rollout / Time for action - creating constructive solid geometry
  • Solid Parameters tab / Time for action - creating constructive solid geometry
  • solid white box / Time for action - adding a trigger to Flow Graph and outputting its status
  • Solution Explorer tab / Time for action - starting CryENGINE with the debugger attached
  • sound control overtime functions
    • using / Using the three different sound control overtime functions
    • EmitterLifeTime / Using the three different sound control overtime functions
    • EmitterExtendedLifetime / Using the three different sound control overtime functions
    • EmitterPulsePeriod / Using the three different sound control overtime functions
  • sound engine
    • about / Introducing sound design
  • sound event / Adding events
    • file, types / Reviewing sound event system file formats
    • ambient sound event, creating / Time for action - creating an ambient sound event
  • sound event, file types
    • project file / Reviewing sound event system file formats
    • FEV / Reviewing sound event system file formats
    • FSB / Reviewing sound event system file formats
  • sound event system
    • about / Understanding the CryENGINE sound event system
  • sound group / Do I need a full team to develop with the CryENGINE?
  • sound Obstruction rollout
    • boxes used / Have a go hero - sound obstruction using area shapes and boxes
    • area shapes used / Have a go hero - sound obstruction using area shapes and boxes
  • Sound Obstruction rollout / Have a go hero - sound obstruction using area shapes and boxes
  • sounds
    • randomizing / Randomizing sounds
    • random sounds, creating / Time for action - creating random sounds
    • adding, to particle effect / Adding sounds to particle effects, Time for action - add a sound to a particle effect, What just happened?
    • changing, over time on particles / Have a go hero - changing sound over time on particles
    • different sound control overtime functions, using / Using the three different sound control overtime functions
    • events / Sound events and weapons
    • adding, to weapon / Time for action - add sound to a weapon
  • sound system
    • project structure / Setting up a project structure
  • sound target= property / Time for action - add sound to a weapon
  • Spawn key frame / Time for action – animating an entity in Track View
  • spawn point
    • about / Creating a spawn point
    • creating, steps for / Time for action - creating a spawn point
  • SpawnPoint entity / Time for action - creating a spawn point, Time for action - making a Flow Graph to spawn the player at a specific location, Component and entity nodes
  • SpawnPoint object / What just happened?
  • Speed input / Time for action – manipulating the perspective camera
  • sphere parameter / Adjusting physical dynamics with user-defined properties
  • Standard button / Time for action - creating and exporting your first model
  • Start button / UI Actions support multitriggering
  • start node
    • about / Component and entity nodes
  • start time dialog / Have a go hero – using more properties for animations on entities
  • static= property / Time for action - add sound to a weapon
  • static art assets / Exploring the CryENGINE 3 asset file types
  • static geometry
    • about / Creating and exporting custom assets
  • Static Geometry tab / Time for action – Save Level Statistics
  • Step Size property / Time for action - creating a road object
  • String$SetString node / Time for action - adding a trigger to Flow Graph and outputting its status, What just happened?
  • string, data type / Composition of flow nodes
  • Surface texture / Creating terrain textures
  • Switch to Game Mode function / What just happened?
  • synched= property / Time for action - add sound to a weapon

T

  • targetPos argument / Time for action - changing the teleporter entity to execute the C++ code
  • teleporter
    • making, usable / Time for action - making the teleporter usable
    • logic, in C++ / Have a go hero - doing the complete teleporter logic in C++
  • teleporter entity
    • changing, to execute C++ code / Time for action - changing the teleporter entity to execute the C++ code, What just happened?
  • Tension Continuity and Bias controller (TCB) / Time for action - creating animation using rigid body data
  • terrain
    • real-world size, calculating / Calculating the real-world size of the terrain
    • usage, deciding / Using or not using terrain
    • creating, alternative ways for / Using alternative ways for creating terrain
    • procedural terrain, creating / Generating procedural terrain
    • textures, creating / Creating terrain textures
    • basic terrain texture layers, creating / Time for action - creating some basic terrain texture layers
  • terrain creation, alternative ways
    • procedural terrain, creating / Generating procedural terrain, Have a go hero – generating procedural terrain
    • pre-made heightmap, importing / Importing a pre-made heightmap, Pop quiz – level size and scale
    • terrain textures, creating / Creating terrain textures
    • basic terrain texture layers, creating / Time for action - creating some basic terrain texture layers
    • altitude and slope, adding / Adding altitude and slope
    • tile resolution, adjusting / Adjusting the tile resolution
    • vegetation, creating / Creating vegetation
    • flora, creating for level / Time for action - creating some flora for your level
    • time of day, setting up / Time for action - setting up time of day and its basic parameters
    • basic paramters, setting up / Time for action - setting up time of day and its basic parameters
    • sun, moving / Have a go hero – moving the sun
    • Lighting tool / Have a go hero – moving the sun
    • atmosphere, adding / Adding Atmosphere
  • terrain creation, ways
    • about / Using alternative ways for creating terrain
  • Terrain Editor window / Time for action - creating your own heightmap
  • terrain texture layer
    • creating / Time for action - creating some basic terrain texture layers
  • textures
    • creating / Time for action - creating your own texture
  • textures tab
    • render targets, viewing / Viewing textures and render targets in the Textures tab
    • textures, viewing / Viewing textures and render targets in the Textures tab
  • Thumb size setting / Time for action - adding brushes to the level
  • Tile Length property / Time for action - creating a road object
  • tile resolution
    • adjusting / Adjusting the tile resolution
  • time of day
    • setting up / Time for action - setting up time of day and its basic parameters
  • time scale dialog / Have a go hero – using more properties for animations on entities
  • Tools menu / Generating procedural terrain
  • Track Events
    • creating, for sequence / Time for action – creating some Track Events for a sequence
  • tracks
    • adding, to director node / Adding tracks to the director node
    • console track / Adding tracks to the director node
    • capture track / Adding tracks to the director node
    • entities, using / Entity Visibility track
  • Tracks window / Time for action – creating a new sequence
  • Track View
    • camera, animating / Animating a camera in Track View, Time for action – animating a camera
    • playback speed / Playback speed
    • Curve Editor / Curve Editor
    • entities, animating in / Animating entities in Track View, Time for action – animating an entity in Track View
    • animations, playing on entities / Playing animations on entities in Track View, Time for action – playing an animation on an entity in Track View
    • console variables, using / Using Console Variables in Track View
    • t_scale CVAR / The t_scale CVAR in Track View
  • Track View editor
    • about / Discovering the Track View editor
    / Time for action – creating a new sequence
  • Track View sequence
    • new sequence, creating / Creating a new Track View sequence, Time for action – creating a new sequence
    • tracks, adding to director node / Adding tracks to the director node
    • sequence properties, adjusting / Adjusting Sequence Properties
  • Track View window / Time for action – creating some Track Events for a sequence
  • triangle count
    • visualizing / Visualizing triangle count
  • two-dimensional breakables
    • about / Breaking two-dimensional assets
  • t_scale CVAR
    • in Track View / The t_scale CVAR in Track View

U

  • @ui_SoundSettings caption / Have a go Hero – creating a new menu page
  • UI$Action$Control node / UI Action can have start and end nodes
  • UI$Action$Start node / UI Actions support multitriggering
  • UI$Events$System$OnSystemStart node / Time for action – using the UI Emulator to test the FreeSDK demo menus
  • UI$Functions$MainMenu$AddButton node / Have a go Hero – creating a new menu page
  • UI$Functions$NewHUD$SetWeapon node / Have a go Hero – hiding the crosshair if the weapon is zoomed
  • UI$Functions$Settings$GetLevels node / UI Actions support multitriggering
  • UI Action
    • about / UI Actions – Flow Graphs to control the UI, UI Action can have start and end nodes
    • start nodes / UI Action can have start and end nodes
    • end nodes / UI Action can have start and end nodes
    • disabled state / UI Action can be in a disabled state
    • multitriggering support feature / UI Actions support multitriggering
  • UIElement / Bringing your Flash asset into CryENGINE 3, Time for action – bringing your Flash asset into CryENGINE 3
  • UI Emulator
    • using, to display asset / Using the UI Emulator to display and test your asset
    • using, to test asset / Using the UI Emulator to display and test your asset
    • about / Using the UI Emulator to display and test your asset
    • using, to test FreeSDK demo menus / Time for action – using the UI Emulator to test the FreeSDK demo menus
  • underwater layer / What just happened?
  • User Defined Properties option / Adjusting physical dynamics with user-defined properties

V

  • Var Emitter Strength graph / Have a go hero - changing sound over time on particles
  • variation control / Have a go hero – generating procedural terrain
  • Var Random value / Have a go hero - changing sound over time on particles
  • Vec3 / CryENGINE specific data types
  • vec3, data type / Composition of flow nodes
  • video
    • capturing, from CryENGINE 3 / Capturing video from CryENGINE 3
  • Viewport / What just happened?
  • VisAreas
    • about / Optimizing levels with VisAreas and Portals
    • setting up, steps for / Time for action – set up a VisArea
    • ambient color parameter / Ambient color of VisAreas and Portals
    • blind spots / Blind spots
    • using, vertically / Using VisAreas and Portals vertically
  • Visual C++ 2010 Express Edition
    • about / Installing Visual C++ 2010 Express Edition
    • downloading / Time for action - downloading and installing Visual C++ 2010 Express, What just happened?
    • installing / Time for action - downloading and installing Visual C++ 2010 Express, What just happened?
  • visual debugger
    • used, for debugging Flow Graph / Debugging Flow Graphs using the visual debugger
  • visual scripting
    • with Flow Graph / Visual scripting with Flow Graph
  • Visual Studio Express
    • about / Visual Studio Express and C++ game code

W

  • wavebanks
    • using / Using wavebanks
  • weapon
    • sounds, adding to / Time for action - add sound to a weapon
    • sound, workflow tips / Weapon sound workflow tips
    • creating for game / Pop quiz - creating sound for your game
  • what you see is what you play (WYSIWYP)
    • about / Far Cry by Crytek – first-person shooter
  • white boxing
    • about / White boxing
    • Constructive Solid Geometry (CSG) used / White boxing using Constructive Solid Geometry (CSG)
  • wildcard mapping
    • about / .chrparams wildcard mapping
  • World Editor
    • about / What is the CryENGINE?
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