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CryENGINE 3 Cookbook

You're reading from   CryENGINE 3 Cookbook Over 90 recipes written by Crytek developers for creating third-generation real-time games

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849691062
Length 324 pages
Edition 1st Edition
Languages
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Authors (2):
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Sean P Tracy Sean P Tracy
Author Profile Icon Sean P Tracy
Sean P Tracy
Dan Tracy Dan Tracy
Author Profile Icon Dan Tracy
Dan Tracy
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Toc

Table of Contents (18) Chapters Close

CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. CryENGINE 3: Getting Started FREE CHAPTER 2. Sandbox Basics 3. Basic Level Layout 4. Environment Creation 5. Basic Artificial Intelligence 6. Asset Creation 7. Characters and Animation 8. Creating Vehicles 9. Game Logic 10. Track View and Cut-Scenes 11. Fun Physics 12. Profiling and Improving Performance Index

Index

A

  • .anm animations / Pre-baked physics with .CGA objects
  • Add Event option / How to do it...
  • advanced material editor parameters
    • using, for animation creation / Gettinganimationcreating, advanced material editor parameters usedadvanced material editor parametersusing, for animation creation ready, How to do it...
    • working / How it works...
    • animate textures, using / Animated textures
    • vertex deformation / Vertex deformation
  • AI
    • invisible boundary cross, limiting / Forbidden boundaries, How it works..., AIinvisible boundary cross, limitingForbidden areas
    • invisible area cross, limiting / AIinvisible boundary cross, limitingForbidden areas
    • FOVs, narrowing / Getting readyAIFOVs, narrowing
    • respawning / Respawning AI, How to do it..., There's more...AIrespawning
    • wave FlowGraph node properties / AI wave FlowGraph node properties
    • about / Making the AI go to a location when the player enters a proximity trigger
    • Goto command, giving / Making the AI go to a location when the player enters a proximity trigger, How to do it...
    • working / How it works...
    • GotoEx / AIGotoEx
  • AI navigation
    • about / Generating the AI navigation
    • generating / Getting ready
    • working / How it works...
    • AI triangulation, generating / Generating AI triangulation
  • AI triangulation
    • debugging / GettingAI triangulationdebugging ready
    • ai_debugdraw 1 / How to do it...
    • ai_debugdraw 74 / How to do it...
    • working / How it works...
  • AIwave FlowGraph node properties
    • input / AI wave FlowGraph node properties
    • output / AI wave FlowGraph node properties
  • AI_Goto / How to do it...
  • Align Height Map tool / See Align Height Map toolalso
  • animation
    • creating, advanced material editor parameters used / Gettinganimationcreating, advanced material editor parameters usedadvanced material editor parametersusing, for animation creation ready, How to do it...
    • working / How it works...characterpreviewing, for Sandboxanimationspreviewing, for SandboxSandboxcharacters, previewingSandboxanimations, previewing
    • driven motion flag / Searching animationdriven motion flagand filtering animations
    • filtering / Searching animationdriven motion flagand filtering animations
    • searching / Searching animationdriven motion flagand filtering animations
    • assets, types / Types of animation assets, Creating animationassets, typesupper body only animations
    • upper body animations, creating / Creating animationassets, typesupper body only animations, How to do it..., How it works...
  • animations
    • previewing, for Sandbox / Previewing animations and characters for Sandbox, How to do it..., How it works...characterpreviewing, for Sandboxanimationspreviewing, for SandboxSandboxcharacters, previewingSandboxanimations, previewing
  • ArcadeWheeled parameters / How to do it...
  • AutoMove property / How to do it...

B

  • <body> tag / How to do it...
  • basic time of day
    • creating / Getting ready, How to do it...
    • sky color setting / How to do it...
    • Fog subsection / How to do it...
    • working / How it works...
    • Cascaded Shadow Maps / How it works...
    • Variance Shadow Maps / How it works...
    • Time Of Day dialog / How it works...
    • Force sky update to True settings / Forcing sky update to true
    • record icon / Record icon
    • play icon / Play icon
  • blendspace / How it works...
  • Brushes
    • Geom entity, differentiating / How it works...

C

  • *.cry file / How it works...
  • .caf animation / How characteropening, in character editorit works...
  • .cdf (Character Definition File) / How to do it...
  • .CGA
    • about / Introduction, Creating a new car mesh (CGA)
  • .CHR / Introduction
  • .chrparams file
    • animation names, wildcarding / .chrparams file Wildcard Mapping
  • .cry files
    • about / What is a .cry file?
  • camera animation, Track View sequence
    • steps / How to do it...
    • in Track View editor / How to do it...
    • roll, adding to camera / How to do it...
    • working / How it works...
    • Field of View (FOV) / FOV
    • playback speed / Playback speed
    • curve editor / Curve editor
  • capture_folder console command / Debuggingcapture_folder console command visual glitches
  • capture_frames commnad / Capturing TGA images as reference images
  • capture_frames_once command / Capturing TGA images as reference images
  • car
    • new mesh, creating / Creating a new car mesh (CGA)
    • new XML, creating / Creating a new car XML
    • speed, enhancing / Giving more speed to the car
    • Massbox, manipulating / Increasing the mass to push objects with the car
    • seat helper, creating / Defining a sitting location
    • multiple cameras, setting up / Setting up multiple cameras for the car
    • machine gun, attaching / Getting ready
    • weak spot, giving / Giving the car a weak spot
  • CarDestroy / How it works...
  • car speed
    • increasing / Getting ready
    • Arcade Wheeled movement property / How it works...
  • Cascaded Shadow Maps / How it works...
  • character
    • about / Introduction
    • animation, creating / Creating animation for your character
    • animating, from CryENGINE / Getting ready
    • opening, in character editor / How to do it..., How characteropening, in character editorit works...
    • .chrparams file, working / How characteropening, in character editorit works...
    • animations compression, changing / Changing the animations compression
    • animation names, wildcarding within .chrparams file / .chrparams file Wildcard Mapping
    • animation names, wildcarding / Animobjectcharacteranimation names, wildcarding entity
    • Animobject entity / Animobjectcharacteranimation names, wildcarding entity
    • previewing, for Sandbox / Previewing animations and characters for Sandbox, How to do it..., How it works...characterpreviewing, for Sandboxanimationspreviewing, for SandboxSandboxcharacters, previewingSandboxanimations, previewing
  • character animation
    • creating / Creating animation for your character, How to do it...
    • working / How characteropening, in character editorit works...
    • animations compression, creating / Changing the animations compression
    • .chrparams file Wildcard Mapping / .chrparams file Wildcard Mapping
    • Animobject entity / Animobjectcharacteranimation names, wildcarding entity
  • cloud feature
    • enhancing / How to do it...
    • working / How it works...
    • achieving, ways / How it works...
    • shadows / Cloud shadows
  • color grading
    • about / Color grading your level
    • steps / How to do it...
    • working / How it works...
    • _CCH naming convention / _CCH naming convention
    • TGA images, using / Capturing TGA images as reference images
    • visual glitches, debugging / Debuggingcapture_folder console command visual glitches
  • console variables (CVars)
    • using / Using console variables (CVars) in the Track View
    • using, in Track View / How to do it...
    • working / How it works...
    • values, animating / Animating the CVar values
    • t_scale cvar / T_scale cvar in Track View
  • Console Variables window / The Console
  • constraints
    • about / Constraints
    • placing down / How to do it...
    • working / How it works...
    • constraint frame / How it works...
    • properties / Constraint properties
  • cookbook_wave animation / How to do it...
  • countdown timer
    • creating / How to do it...countdown timercreating
    • resulting Flow Graph / How to do it...countdown timercreating
    • working / How it works...
  • CryENGINE
    • caustics / Caustics
    • animated characters / Introduction
    • skinned characters, creating / Creating skinned characters for the CryENGINE, How to do it...
    • ragdolls / GettingCryENGINEragdolls ready
  • CryENGINE 3
    • level, opening / Opening a level in the CryENGINE 3 Sandbox, How to do it...
    • .cry files, working / How it works...
    • level.cfg, using / Using a level.cfg
    • default settings, restoring / Restoring the CryENGINE 3 default settings, How to do it..., How it works..., See also
    • user folder, deleting / Deleting your user folder
    • color grading / How it works...
    • cloud feature / Improving your sky with clouds
    • AI / Introduction
    • source assets / Introduction
    • target Assets / Introduction
    • asset pipeline / Introduction
    • matching in 3D, unit setup used / Setting up units to match CryENGINE in 3ds, How to do it...
    • static objects, exporting / Creating and exporting static objects
    • material effects / Creating new material effects
  • CryENGINE 3 plugin installation, for 3D Studio Max
    • assets, creating / Installing the CryENGINE 3 plugin for 3D Studio Max
    • starting with / Installing the CryENGINE 3 plugin for 3D Studio Max, Getting ready
    • steps / How to do it...
    • working / There'sCryENGINE 3 plugin installation, for 3D Studio Maxworking more...
    • 3ds Max CryTools Maxscripts / 3ds Max CryTools Maxscripts
    • tools, classifying / 3ds Max CryTools Maxscripts
    • 3ds Max CryTools Maxscripts, installing / Installing the 3ds Max CryTools Maxscripts
    • 3ds Max CryTools Maxscripts, uninstalling / Uninstalling the 3ds Max CryTools Maxscripts
  • CryENGINE 3 Software Development Kit / Introduction
  • CryENGINE 3 Software Development Kit / Introduction
  • Crysis*HitInfo node / How it works...
  • CryTIF
    • about / Creating textures using CryTIF
    • using, for texture creation / Getting ready, How to do it..., HowCryTIFusing, for texture creation it works...
    • working / HowCryTIFusing, for texture creation it works...
    • Plug-in Root Path, editing / Editing CryTIFPlug-in Root Path, editingthe CryTif plugin root path
    • default presets, adjusting / Adjusting the default presets in the CryTIF dialog
    • DDS file output, manual generation / Manually generating the .DDS output
  • Ctrl + E / How to do it...
  • Customize dialog box / How to do it...

D

  • 3ds
    • material, setting up for export engine / How to do it..., materialssetting up, for export engine3dsmaterial, setting up for export engineHow it works...
  • 3D Studio Max
    • CryENGINE 3 plugin, installing / Installing the CryENGINE 3 plugin for 3D Studio Max
  • <Damages> tag / How to do it...
  • <DamagesGroups> tag / How to do it...
  • debug draw modes
    • about / Enabling the debug draw modes
    • enabling / How to do it...
    • working / How it works...
    • pixel cost scale / Overdraw pixel cost scale
    • r_stats 15 command / R_stats 15
    • profiles / Profiles, See also
  • Decals
    • using, for terrain tiling breakup / Breaking up tiling with Decals, How it works...
    • working / There's Decalsworkingmore...
    • parameters / Decal parameters, DecalsDecalsparameters can have their unique position, rotation, and scale
  • DefaultVehicleDamages.xml / How it works...
  • DeferredClipBounds property / How to do it...
  • Density offset parameter / Density offset
  • density {{density or =mass}} = mass parameter / Seedensity {{density or =mass}} = mass parameter also
  • Depth Pass / Draw Calls
  • destroyable objects
    • about / Creating and exporting destroyable objects
    • creating / Getting ready, How to do it...
    • working / How it works..., There'sdestroyable objectsworking more...
    • 2D breakable assets / Two-dimensional breakable assets
    • jointed breakables / Jointed breakables, User defined destroyable objectsjointed breakablesproperties
    • user defined properties / User defined destroyable objectsjointed breakablesproperties
  • director node / How to do it...
  • Display Info tab / How it works...

E

  • Edit Events option / How to do it...
  • Enemy AI
    • placing / Getting ready
    • working / How to do it...
    • Grunt / How it works...
    • replacing, as Entity Archetypes / There's more...
  • engine
    • exporting to / Exporting to an engine, How it works...
    • .pak files, opening / Opening .pak files
  • entity animation, Track View editor
    • about / Animating entities in the Track View
    • steps / How to do it...
    • working / How it works...
    • entity visibility track / Entity visibility track
    • scale tracking / Animating scale
    • tracks / Entities and their tracks
  • entity parameter / User defined destroyable objectsjointed breakablesproperties
  • environment, creating
    • basic time of day / Getting ready
    • terrain lighting / Getting readyenvironment, creatingterrain lighting
    • GI / Using the real-time Global Illumination
    • HDR lighting / Editing HDR lighting and the effects for flares
    • gobal volumetric fog / Creating a global volumetric fog
    • night scene / night scenecreating, time of day parameters usedenvironment, creatingnight sceneGetting ready
    • Color grading / Color grading your level
    • photo realistic ocean / Creating a photo realistic ocean
    • cloud feature / Gettingenvironment, creatingcloud feature ready
    • rain / Making it rain in your level
  • Export Nodes button / How to do it...

F

  • FirstPerson class / How to do it...
  • First Person view to Third Person view
    • switching setup / Changing theFlow Graphworking player camera through key input, How to do it...
    • goc_camera / There's more...
  • Flow Graph
    • about / Debugging the Flow Graph
    • prerequisities / Getting ready
    • debugging / How to do it...
    • working / How it works..., Changing theFlow Graphworking player camera through key input
    • result, clearing / There's more...
    • players health, displaying / Displaying the player's health through a Flow Graph, How to do it...
    • sequence, triggering / Triggering a sequence using the Flow Graph
  • FlowGraph (FG) / How to do it...
  • Follow Terrain method / There's more...
  • Follow Terrain tool / How it works...
  • forbidden areas
    • cross, limiting / forbidden areascross, limitingGetting ready
    • working / How it works...
  • forbidden boundaries
    • cross, limiting / Forbidden boundaries
    • working / How it works...
  • FOVs, AI
    • narrowing / How to doFOVs, AInarrowing it..., How it FOVs, AInarrowingworks...
    • awarenessOfPlayer, working / How it FOVs, AInarrowingworks...
    • FOVPrimary, working / How it FOVs, AInarrowingworks...
    • FOVSecondary, working / There's FOVs, AIFOVSecondary, workingmore...
  • FPS
    • about / How to do it...
  • frame time
    • about / How to do it...
  • Frequency (%) brush / RepositionFrequency (%) brush objects and vegetation

G

  • Game Mode
    • switching to / Switching to game mode, How to do it...
  • generic = count parameter / User defined destroyable objectsjointed breakablesproperties
  • Geom entity
    • placing, in level / Getting Geom entityplacing, in levelready
    • working / How it works...
    • Brushes, differentiating / How it works...
    • object types / How it works...
  • GI
    • about / Using the real-time Global Illumination
    • starting with / Getting ready
    • using / How to do it...
    • working / How it works...
    • advanced Cvars / Advanced GI Cvars
  • gobal volumetric fog
    • about / Creating a global volumetric fog, Getting ready
    • creating / How to do it..., Howgobal volumetric fogcreating it works...
    • working / Howgobal volumetric fogcreating it works...
    • Density offset parameter / Density offset
    • fog rendering, disabling in Render Settings / Enabling or disabling fog in the Render Settings
    • fog rendering, enabling in Render Settings / Enabling or disabling fog in the Render Settings
  • Goto command / Making the AI go to a location when the player enters a proximity trigger

H

  • Hangman on rope example
    • starting with / Getting ready
    • performing, steps / How to do it...
    • working / SeeHangman on rope exampleworking also
  • HDR Lighting
    • about / Editing HDR lighting and the effects for flares
    • Environment settings, exploring / How to do it...
    • working / How it works...
    • flare light effects / Lights with flare effects
    • glow texture effect / Glow texture effect produces bloom and flares

I

  • Icon Bar / How to do it...
  • image-based lighting
    • about / Creating image-based lighting
    • pros / Creating image-based lighting
    • cons / Creating image-based lighting
    • creating, entity environment probe used / Creating image-based lighting, How to do it...
    • working / How it works...
    • cubemaps, generating / Generating all Cubemaps
  • interior object navigation
    • starting with / Getting ready
    • AI Navigation Modifier / How to do it...
    • setting up / How to do it...
    • AI Points / How to do it...
    • Entry/Exit Points / How to do it...
    • working / How it works...
    • Auto-Dynamic Points vs Designer Controlled Points / Auto-Dynamic Points versus Designer Controlled Points

K

  • Key Properties / How to do it...
  • kill counter
    • about / Creating a kill counter
    • creating / How to do it...
    • working / How it works..., Rewardingkill counterworking the player for reaching a kill goal
  • kill goal
    • about / Rewardingkill counterworking the player for reaching a kill goal
    • player achievement, rewarding / Rewardingkill counterworking the player for reaching a kill goal, How to dokill goalplayer achievement, rewarding it..., How it works...kill goalplayer achievement, rewarding
    • Math*Counter, using / How it works...kill goalplayer achievement, rewarding

L

  • Launcher / Exporting to an engine
    • map, running / Running a map from the Launcher, How to do it...
  • level
    • saving / Saving your level, How to do it...
    • working / How it works...
  • level.cfg / Using a level.cfg
  • level navigation
    • Sandbox Camera, using / Navigating a level with the Sandbox Camera, Getting ready, How to do it...
    • Sandbox Camera / Navigating a level with the Sandbox Camera, Getting ready, How to do it...
  • level objects
    • selecting / Selecting and browsing level objects, How to do it...
    • browsing / Selecting and browsing level objects, How to do it...
    • working / How it works...
    • hidden objects, browsing / Browsing frozen and hidden objects
    • frozen objects, browsing / Browsing frozen and hidden objects
    • list types / List types
  • level optimization, VisArea used
    • about / Optimizing the levels with VisAreas and portals, How to do it...
  • level statics
    • about / Getting level staticsaboutready
    • saving / How to do it...
    • Save Level Statistics, working / How it works...
    • Textures tab / Textures tab and render targets
    • render targets / Textures tab and render targets
    • physics tris / Physics tris and physics size
    • physics size / Physics tris and physics size
    • Detailed Dependencies tab / Detailed dependencies tab
  • light areas
    • about / Using light boxes and light areas, Getting ready
    • working / How it works...
    • multiple light shapes, linking to / Linking to multiple light shapes
  • light box
    • about / Using light boxes and light areas, Getting ready
    • using / How to do it...
    • working / How it works...
    • concave light shape, using / Using a concave light shape
  • locomotion animations
    • about / Creating locomotion animations
    • creating / Getting ready
    • support structure, creating / How to do it...
    • working / How it works..., There'slocomotion animationsworking more...
    • swimming transitions / Swimming and vehicle transitions
    • vehicle transitions / Swimming and vehicle transitions
    • locomotion loops / Locomotion loops
    • 180 degree rotational assets / Idle to move and 180 degree rotational assets
  • LOD (Level of Detail)
    • about / LOD (Level of Detail)
    • creating / LOD (Level of Detail)
  • low gravity
    • setting up / Low gravity, How to do it...
    • GravityBox, working / How it works...
    • uniform property / Uniform property
    • Gravity sphere / Gravity sphere

M

  • machine gun
    • attaching, to car / Getting ready
    • working / How it works...
  • Massbox, car
    • lighter objects, pushing / GettingMassbox, carlighter objects, pushing ready
    • working / How it works...
  • material effects
    • defining / Creating new material effects
    • creating / Getting ready, How to do it...
    • working / How it works...
    • new surface types, creating / Creating new surface types
    • physics block, parameters / Physics block parameters
    • ammo, surface types / Seematerial effectsammo, surface types also
  • materials
    • setting up, for export engine / How to do it..., materialssetting up, for export engine3dsmaterial, setting up for export engineHow it works...
    • working / materialssetting up, for export engine3dsmaterial, setting up for export engineHow it works...
    • textures in 3ds Max, assigning / Assigning textures in 3ds Max to materials
    • Physicalize checkbox / Physicalize
  • Math*Equal node / How it works...
  • Math*Round node / There's more...
  • menus
    • customizing / How to customize toolbars and menus
    • working / How it works...
    • Options tab / The Options tab
    • Reset menu / The Options tab
    • Keyboard tab / Personalized menus and toolbars
    • personalizing / Personalized menus and toolbars
    • shortcut key, assigning / Personalized menus and toolbars
  • multiple car cameras
    • setting up / multiple car camerassetting upGetting ready
    • first person camera / How to do it...
    • third person camera / How to do it...
    • wheel camera / How to do it...
    • working / How it works...
  • multiple developer collaboration
    • layers, utilizing / Utilizing the layers for multiple developer collaboration, How to do it...
    • working / How it works...
    • external layer limitations / External layer limitations
  • multires / How to do it...

N

  • New button / How to do it...
  • new level
    • creating, from scratch / Creating a new level, How to do it...
    • options, working / How it works...
    • Terrain option, using / Using the Terrain option
    • Heightmap resolution / Heightmap resolution
    • Meters per unit / Meters per unit
    • Terrain size / Terrain size
  • new mesh, car
    • creating / Creating a new car mesh (CGA), Getting ready, How to do it...
    • hierarchy, setting up / How to do it...
    • working / How it works...
    • dummy helpers, using / Dummy helpers for modification of the parts
    • limitless possibilities / Parts for vehicles and their limitless possibilities
  • night scene
    • creating, time of day parameters used / night scenecreating, time of day parameters usedenvironment, creatingnight sceneGetting ready, How to do it...
    • SSAO amount / HDRnight sceneSSAO amountnight sceneSSAO contrastSetup parameters at night
    • SSAO contrast / HDRnight sceneSSAO amountnight sceneSSAO contrastSetup parameters at night
    • HDRSetup paramters / HDRnight sceneSSAO amountnight sceneSSAO contrastSetup parameters at night
    • moon color, adjusting / Moon and corona color and scale
    • corona color, adjusting / Seenight scenecorona color, adjustingnight scenecorona scale, adjusting also
    • corona scale, adjusting / Seenight scenecorona color, adjustingnight scenecorona scale, adjusting also
  • Night Sky parameter / How to do it...
  • Non-Uniform Scaling / How to do it...
  • Num Sides parameter
    • using / Num Sides parameterusingSee also

O

  • object layers
    • requirements / Getting ready
    • deactivating / How to do it...
    • activating / How to do it...
    • working / How it works..., There's more...
    • layer switching, limits / Limits of layer switching
    • cinematics / Cinematics
  • object placement
    • refining / Refining the object placement, How to do it...
    • local direction / Local position and rotation
    • Rotation refinement / Local position and rotation
    • angle snaps / Grid and angle snaps
    • grids / Grid and angle snaps
    • Ctrl + Shift + Click / Ctrl + Shift + Click
  • object placing
    • about / Placing the objects in the world
    • steps / How to do it...
    • working / How it works...
  • objects, grouping
    • prerequisites / Getting ready
    • steps / How to do it...
    • Group tool, working / How it works..., There's more...
    • group, closing / Seeobjects, groupinggroup, closing also
  • occlusion geometry
    • about / User occlusion geometryaboutdefined properties
  • Ocean Animation parameters / How to do it...
  • Ocean Fog Color / How to do it...

P

  • .pak files
    • opening / Opening .pak files
    • re-exporting / Corrupted .pak files should be deleted and re-exported
    • detecting / Corrupted .pak files should be deleted and re-exported
  • <Power> tag / How to do it...
  • parameters, Decals
    • ProjectionType / Decal parameters
    • Deferred / Decal parameters
    • ViewDistRatio / Decal parameters
  • personalized toolset layout
    • about / Setting up a personalized toolset layout
    • starting with / Getting ready
    • Rollup Bar / Getting ready
    • setting up / How to do it...
    • working / How it works...
    • Status Bar / The Status Bar
    • Console / The Console
    • Toolbox / The Toolbox
  • Perspective Viewport window / Getting ready
    • working / How it works...
    • customizing / There's more...
    • Speed input / Viewport movement speed control
    • viewport, adjusting / Under Views you can adjust the viewport to view different aspects of your level
    • main viewport, splitting to several subviewports / Splitting the main viewport to several subviewports
  • photo realistic ocean
    • creating / Gettingphoto realistic oceancreating ready, How to do it...
    • working / How it works...
    • water parameters, animating / Animating water parameters
    • caustics / Caustics
    • Free form transformation (FFT) water / Free form transformation FFT water
  • physics properties, rock slide
    • ActivateOnDamage / Physics properties
    • CanBreakOthers / Physics properties
    • Density / Physics properties
    • Mass / Physics properties
    • Physicalize / Physics properties
    • PushableByPlayers / Physics properties
    • Resting / Physics properties
    • RigidBody / Physics properties
    • RigidBodyActive / Physics properties
  • player camera
    • changing, key input used / Changing theFlow Graphworking player camera through key input, How to do it...
    • working / How it works...
  • portals
    • levels, optimizing / Optimizing the levels with VisAreas and portals
    • working / How it works...
    • ambient color / Ambient color of VisAreas and portals
    • vertical usage / Using VisAreas and portals vertically
  • Prefab
    • starting with / Getting ready
    • creating / How to do it...
    • new library, creating / How to do it...
    • working / How it works...
    • benefits / How it works...
    • Modified Prefabs / How it works...
    • Extract Object function / Extract Object and Extract All
    • Extract All function / Extract Object and Extract All
    • opening / Open/Close
    • closing / PickPrefabclosing and Attach/Remove Object and Update Prefab
    • Pick and Attach function / PickPrefabclosing and Attach/Remove Object and Update Prefab
    • Remove Object function / PickPrefabclosing and Attach/Remove Object and Update Prefab
    • Update Prefab function / PickPrefabclosing and Attach/Remove Object and Update Prefab
  • procedural terrain
    • generating / Generating a procedural terrain, How to do it...
    • working / How it works..., There'sprocedural terrainworking more...
    • generating, settings / Terrain generation settings
  • procedural terrain generation setting
    • feature size / Terrain generation settings
    • Bumpiness / Noise (Fade) / Terrain generation settings
    • Detail (Passes) / Terrain generation settings
    • Variation / Terrain generation settings
    • Blurring (Blur Passes) / Terrain generation settings
    • Set Water Level / Terrain generation settings
    • Make Isle / Terrain generation settings
  • profiling tools, Sandbox
    • using / How to do it...
    • values / How to do it...
    • frame time / How to do it...
    • working / How it works...
    • Draw Call / Draw Calls
    • Triangle count / Triangle count
    • budget / Budgets
  • properties, constraints
    • damping / Constraint properties
    • max_bend_torque / Constraint properties
    • max_pull_force / Constraint properties
    • NoSelfCollisions / Constraint properties
    • Radius / Constraint properties
    • UseEntityFrame / Wrecking properties, constraintsUseEntityFrameball
  • property, Arcade Wheeled
    • acceleration / There's more...
    • decceleration / There's more...
    • TopSpeed / There's more...
    • ReverseSpeed / There's more...
    • handbrake-decceleration / See property, Arcade Wheeledhandbrake-deccelerationalso
  • Pure Gamemode / How it works..., Essential game objects
  • p_draw_helpers property / There'sTornadoesworking more...

R

  • ragdolls, CryENGINE
    • about / Ragdoll and physics for characters, See also
    • starting with / GettingCryENGINEragdolls ready
    • setting up / How to do it...
    • working / How it works...
    • IK limits / IK limits
    • ParentFrames / ParentFrames, ragdolls, CryENGINEParentFramesDead body entity settings
    • dead body entity settings / ragdolls, CryENGINEParentFramesDead body entity settings
  • rain
    • achieving / Making it rain in your level
    • particle-only technique / How to do it...
    • Post Effect entity, working / How it works...
    • lightning entity / Lightning entity
    • global wind speed, adjusting / Wind
    • fog entity / Fog volumes
  • rain.rain.space_loop functions / How to do it...
  • render targets / Textures tab and render targets
  • RESOURCE COMPILER / Installing the CryENGINE 3 plugin for 3D Studio Max
  • rigid body geometry data
    • animating / Getting ready
    • creating / How to do it...
    • .anm files, working / How it works...
    • physically simulated animations, baking into .cga objects / Pre-baked physics with .CGA objects, Animrigid body geometry dataphysically simulated animations, baking into .cga objects object and pre-baked .CGA
    • pre-baked .cga, using / Animrigid body geometry dataphysically simulated animations, baking into .cga objects object and pre-baked .CGA
  • road parameters
    • width / Road parameters
    • StepSize / Road parameters
    • TileLength / Road parameters
    • SortPriority / Road parameters
  • Road tool
    • about / GettingRoad toolabout ready
    • starting with / GettingRoad toolabout ready
    • using / How to do it...
    • working / How it works...
    • road parameters / Road parameters
    • Shape Editing / Shape editing
    • Align Height Map tool / Align Height Map
  • rock slide
    • about / Rock slide
    • building / How to do it...
    • working / How it works...
    • physics properties / Physics properties
    • simulation properties / Simulation properties, See also
  • Rollup Bar
    • about / Using the Rollup Bar
    • starting with / Getting ready
    • using / How to do it...
    • working / How it works...
    • AI section / The AI section
    • Area section / The Area section
    • Entities section / The Entities section
    • Misc Objects section / The Misc Objects section
    • Solids section / The Solids section
    • Archetype entity section / The Archetype entity section
    • Geom entity section / The Geom entity section
    • Prefabs section / The Prefabs section
    • Sound section / The Sound section
  • r_measureoverdraw command / Overdraw pixel cost scale
  • r_MeasureOverdrawScale command / Overdraw pixel cost scale
  • r_stats 15 command / R_stats 15

S

  • <SeatAction> tag / How it works...
  • Sandbox
    • designing / How to do it...
    • characters, previewing / Previewing animations and characters for Sandbox, How to do it..., How it works...characterpreviewing, for Sandboxanimationspreviewing, for SandboxSandboxcharacters, previewingSandboxanimations, previewing
    • animations, previewing / Previewing animations and characters for Sandbox, How to do it..., How it works...characterpreviewing, for Sandboxanimationspreviewing, for SandboxSandboxcharacters, previewingSandboxanimations, previewing
    • profiling tools / Profiling performance in the Sandbox
  • Save State button / ragdolls, CryENGINEParentFramesDead body entity settings
  • Scale (%) brush / Noise settings
  • seat helper, car
    • creating / Getting ready, How to do it...
    • working / How it works..., See also
  • Select Objects window / How to do it...
  • sequence trigger, Flow Graph used
    • steps / How to do it...
    • working / How it works...
    • debugging trigger, inputTopicnsequence trigger, Flow Graph useddebugging trigger, inputkey flow node / Useful debugging trigger
    • start time property / Start time property
    • Break on Stop property / Break on stop property
  • set capture_file_format command
    • TGA images, using / Capturing TGA images as reference images
  • Shape editing
    • Adding Points / Shape editing
    • Angle / Shape editing
    • Individual Point Width / Shape editing
  • Show Rollup Bar command / How to do it...
  • simulation properties, rock slide
    • Damping / Simulation properties
    • FixedDamping / Simulation properties
    • max_time_step / Simulation properties
    • sleep_speed / Simulation properties
  • sizevar = var parameter / User defined destroyable objectsjointed breakablesproperties
  • skinned characters, CryENGINE
    • about / Creating skinned characters for the CryENGINE
    • starting with / Getting ready
    • geometry / Getting ready
    • creating / How to do it...
    • working / How it works...
    • materials, creating / Materials and characters
    • LODs (Level of Detail), creating / LOD (Level of Detail)
    • bone attachments / Bone Attachments
  • Solids
    • editing / Editing and merging solids, How to do it...
    • prerequisites / Getting ready, How to do it...
    • merging / Getting ready, How to do it...
    • modifying / How to do it...
    • basic chimney, creating / How to do it...
    • selected geometry, exporting to .OBJ / Exporting the selected geometry to .OBJ, ResettingSolidsselected geometry, exporting to .OBJ the XForm
    • XForm, resetting / ResettingSolidsselected geometry, exporting to .OBJ the XForm
  • Solids tool
    • about / Making basic shapes with the Solids tool
    • prerequisites / Getting ready
    • working / Solids toolworkingThere's more...
    • cylinder shape / Solids toolcylinder shapeSolids toolsphere shapeSolids toolcone shapeNumber of sides—only for cone, sphere, cylinder
    • sphere shape / Solids toolcylinder shapeSolids toolsphere shapeSolids toolcone shapeNumber of sides—only for cone, sphere, cylinder
    • cone shape / Solids toolcylinder shapeSolids toolsphere shapeSolids toolcone shapeNumber of sides—only for cone, sphere, cylinder
    • Num Sides parameter, using / Solids toolcylinder shapeSolids toolsphere shapeSolids toolcone shapeNumber of sides—only for cone, sphere, cylinder
  • Spawn point, for Pure Gamemode
    • creating / Essential game objects, How to do it...
    • working / How it works...
  • SSAO (screen-space-ambient occlusion) / SSAO (screen-space-ambient occlusion)
  • static objects
    • about / Creating and exporting static objects
    • models, creating / How to do it...
    • simple cylindrical unwrap / How to do it...
    • creating / How to do it...
    • exporting / How to do it...
    • working / How it works...
    • physics proxy / Physics proxy
    • occlusion geometry / Occlusion geometry
    • user defined properties / User occlusion geometryaboutdefined properties
    • box parameter / User occlusion geometryaboutdefined properties
    • cylinder parameter / User occlusion geometryaboutdefined properties
    • capsule parameter / User occlusion geometryaboutdefined properties
    • sphere parameter / User occlusion geometryaboutdefined properties
    • Mass = Value parameter / User occlusion geometryaboutdefined properties

T

  • terrain lighting
    • about / Adjusting the terrain lighting
    • adjusting / How to do it...
    • working / How it works...
    • Terrain Occlusion dialog box / Transition terrain lightingTerrain Occlusion dialog boxshading from the sun to the moon
    • Moon/Sun Shadow Transition, adjusting / Transition terrain lightingTerrain Occlusion dialog boxshading from the sun to the moon
    • SSAO (screen-space-ambient occlusion) / SSAO (screen-space-ambient occlusion)
  • Terrain sculpting
    • about / Terrain sculpting
    • starting with / Getting ready
    • using / How to do it...
    • working / How it works...
    • Noise settings / Noise settings
    • vegetation / RepositionFrequency (%) brush objects and vegetation, See also
    • reposition objects / RepositionFrequency (%) brush objects and vegetation, See also
  • terrain texture
    • setting up / Gettingterrain texturesetting up ready, How to do it...
    • working / How it works...
    • Radius and Hardness, setting / There's more...
    • Altitude and Slope, setting / There's more...
    • Filter (Brightness), setting / There's more...
    • Tile Resolution, setting / There's more...
    • Generating Surface Textures, setting / There's more...
  • terraintexture.pak / There's more...
  • terrain tiling breakup, Decals used
    • starting with / Getting ready
    • steps / How to do it...
    • working / How it works...
    • Decal parameters / Decal parameters
  • territory FlowGraph node properties
    • input / AI territory FlowGraph node properties
    • output / AI territory FlowGraph node properties
  • textures
    • creating, CryTIF used / Creating textures using CryTIF
  • THE COLOR CORRECTION LOOKUP REFERENCE CHART / Getting ready
  • toolbars
    • customizing / How to customize toolbars and menus, How to do it...
    • Standard ToolBar / Getting ready
    • EditMode ToolBar / Getting ready
    • Object ToolBar / Getting ready
    • Mission ToolBar / Getting ready
    • Terrain ToolBar / Getting ready
    • Dialogs ToolBar / Getting ready
    • Console ToolBar / Getting ready
    • New button / How to do it...
    • Rename button / How to do it...
    • Delete button / How to do it...
    • Reset button / How to do it...
    • working / How it works...
  • Tornadoes
    • about / GettingTornadoesabout ready
    • placing down / How to do it...
    • working / How it works..., There'sTornadoesworking more...
    • p_draw_helpers property / There'sTornadoesworking more...
  • track events
    • using / Using track events, How to do it...
    • working / How it works...
    • removing, from sequence / Removing events from the sequence
    • image nodes, triggering from / Triggering image nodes for track sequences
  • Track View
    • console variables (CVars), using / Using console variables (CVars) in the Track View, How to do it...
  • Track View editor
    • about / Introduction
    • using / Introduction
    • entity, animating / Animating entities in the Track View
    • entity animations, playing / Playing animations on entities in the Track View, How to do it...
    • AnimObject entities, working / How it works...
    • loop animation / Loop animation
    • start time / Start time
    • time sclae / Time scale
    • track events, using / Using track events
  • Track View sequence
    • about / Creating a new Track View sequence
    • creating / How to do it...
    • working / How it works...
    • director node, console / Available tracks in the director node
    • director node, capture / Available tracks in the director node
    • properties / Sequence properties
    • camera, animating / Animating a camera in the Track View
  • trigger area setup
    • prerequisites / How to beam the player to a tag point from a trigger
    • steps / How to do it...
    • working / Seetrigger area setupworking also

U

  • units
    • setting up, for CryENGINE match / Setting up units to match CryENGINE in 3ds, How to do it...
    • working / How it works...
    • snap setting / Grid and Snap settings
    • grid setting / Grid and Snap settings
    • measurement references / Measurement reference
  • upper body only animations
    • creating / How to do it..., There's moreupper body only animationsworking..., See also
    • working / There's moreupper body only animationsworking...
    • additive animations / Additive animations
    • additives, using / Using additives

V

  • Variance Shadow Maps / How it works...
  • vegetation objects, painting
    • starting with / Getting ready
    • steps / How to do it...
    • Vegetation Painter, working / How it works...
    • parameters / Vegetationvegetation objects, paintingparameters parameters
  • vegetation parameters
    • size / Vegetationvegetation objects, paintingparameters parameters
    • SizeVar / Vegetationvegetation objects, paintingparameters parameters
    • RandomRotation / Vegetationvegetation objects, paintingparameters parameters
    • AlignTo Terrain / Vegetationvegetation objects, paintingparameters parameters
    • UseTerrainColor / Vegetationvegetation objects, paintingparameters parameters
    • Bending / Vegetationvegetation objects, paintingparameters parameters
    • Hideable / Vegetationvegetation objects, paintingparameters parameters
    • PlayerHideable / Vegetationvegetation objects, paintingparameters parameters
    • GrowOn Voxels/Brushes / Vegetationvegetation objects, paintingparameters parameters
    • Pickable / Vegetationvegetation objects, paintingparameters parameters
    • Brightness / Vegetationvegetation objects, paintingparameters parameters
    • Density / Vegetationvegetation objects, paintingparameters parameters
    • ElevationMin/Max / Vegetationvegetation objects, paintingparameters parameters
    • SlopeMin/Max / Vegetationvegetation objects, paintingparameters parameters
    • CastShadow / Vegetationvegetation objects, paintingparameters parameters
    • RecvShadow / Vegetationvegetation objects, paintingparameters parameters
    • SpriteDistRatio / Vegetationvegetation objects, paintingparameters parameters
    • LodDistRatio / Vegetationvegetation objects, paintingparameters parameters
    • MaxViewDistRatio / Vegetationvegetation objects, paintingparameters parameters
    • Material / Vegetationvegetation objects, paintingparameters parameters
    • UseSprites / Vegetationvegetation objects, paintingparameters parameters
    • MinSpec / Vegetationvegetation objects, paintingparameters parameters
    • Layer_Frozen/Wet / Vegetationvegetation objects, paintingparameters parameters
    • Use On Terrain Layers / Vegetationvegetation objects, paintingparameters parameters
  • VisArea
    • levels, optimizing / Optimizing the levels with VisAreas and portals, How to do it...
    • creating / How to do it...
    • working / How it works...
    • ambient color / Ambient color of VisAreas and portals
    • blind spots / Blind spots
    • vertical usage / Using VisAreas and portals vertically
  • Voxel
    • about / Making caves with Voxels
    • starting with / Getting ready
    • caves, making / How to do it...
    • working / How it works...
    • enhancing, options / SoftVoxelenhancing, options Create
    • Soft Create / SoftVoxelenhancing, options Create
    • materials / CopyVoxelmaterials Terrain
    • Copy Terrain / CreatingVoxelCopy Terrain Prefabs to store in external libraries

W

  • weak spot
    • giving, to car / Gettingweak spotgiving, to car ready, How to do it...
    • working / How it works..., See weak spotworkingalso
  • wrecking ball
    • about / Gettingwrecking ballabout ready
    • using / How to do it...
    • working / See alsowrecking ballworking

X

  • XML, for car
    • creating / Getting ready
    • DefaultVehicle.xml / Getting ready
    • basic properties / How to do it...
    • parts, creating / How to do it...
    • movement parameters / How to do it...
    • working / How it works...
    • components / How it works...
    • def_vehicle.xml file / There's more...

Z

  • Z axis , Shape Editing / Shape editing
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