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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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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

Time for action - making your object destructible


In this example, we will use the wooden_barrel_simple asset created earlier in the chapter. Alternatively, you can open the example file objects\wooden_props\ wooden_barrell_destructible.max.

To create a .cgf containing the object's broken pieces, we must create them as submodels for our main mesh. Each submodel must also have a physics proxy geometry. The submodel's name and User Defined Properties will determine its behavior.

  1. Create the original model to be used as the non-destroyed mesh. In this example, it is the unbroken barrel.

  2. Name the non-destroyed mesh main. It will act as the alive geometry for the entity within CryENGINE.

  3. At this point, you can use various methods within 3ds Max to break up an object. For this example, you can simply cut out the shape using the cut tool within 3ds Max.

  4. First, create the destroyed geometry that will replace the original geometry when the object is destroyed and name this object remain.

    The remain model...

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